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

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

/vr/ - Retro Games


View post   

[ Toggle deleted replies ]
File: 886 KB, 1137x1601, picky picky picky.png [View same] [iqdb] [saucenao] [google] [report]
2437872 No.2437872 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2428452
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

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

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

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

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

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

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

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

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
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

Other:
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://zandronum.com/forum/showthread.php?tid=5530

>> No.2437873

===NEWS===

[05-29] Hotline UAC, a mod based on Hotline Miami
http://forum.zdoom.org/viewtopic.php?t=48703

[05-29] Android port of Xash3D (GoldenSource engine, for Half-Life etc.)
>>2435656 >>2435685
https://github.com/SDLash3D/xash3d-android-project/releases/

[05-29] GBA Doom Deathmatch Remake v2, map01/02 complete
http://www.best-ever.org/download?file=gbadmplusv2.wad

[05-28] Bloodshedder and The Green Herring chosen as new /idgames maintainers
http://www.doomworld.com/vb/post/1375733

[05-26] /idgames update: maintainer Ty Halderman "alive, but hospitalized"
http://www.doomworld.com/vb/post/1374872

[05-24] Powerslave EX Beta now available
https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/

[05-24] Instant weapon change mod (no lower/raise)
http://www.doomworld.com/vb/wads-mods/72848-

[05-22] HontE: remastered, retouched vanilla maps adding GZDoom features
https://yadi.sk/d/uPki8Bc3gAR2j
http://i.iddqd.ru/viewtopic.php?t=7838 (devthread, in Russian)

[05-20] With Ty being missing for over a month and a half, idgames is looking for a new maintainer.
http://www.doomworld.com/vb/doom-general/72821-

[05-18] Doom 4 trailer released, sadly /vr/ can't ignore its existence
https://www.youtube.com/watch?v=ca1cHfu1cso

[05-17] Canned Doom 4 footage found
http://www.doomworld.com/vb/doom-4-general/72791-

[05-16] Zandronum 3.0 will support ZDoom 2.7.1
>>2406654 >>2406746 >>2406750

[05-08] Another SUAB update, v0.2c
>>2391928

[05-04] Interview with Kaiser regarding Powerslave EX
https://powerslaveex.wordpress.com/2015/05/04/techraptor-interview/

[05-01] Endless Survival (Invasion with continuous spawns) v0.4
http://zandronum.com/forum/showthread.php?tid=5811#pid80814

[04-30] OMG Weapons and Monsters! V3 - THE REBIRTH
http://forum.zdoom.org/viewtopic.php?t=48463

[04-30] Source model for BFG/TEKWALL/EXITDOOR/etc found
http://www.doomworld.com/vb/doom-general/72599-

===

Please reply to this post with news.

>> No.2437893
File: 196 KB, 600x400, blurryStuff.png [View same] [iqdb] [saucenao] [google] [report]
2437893

Anyone up for a speedmapping challenge? 200 minutes of DM? Probably the last time I'm going to pitch it if no one's interested, or doesn't have any better suggestions.

>> No.2437898

>>2437893
>200 Minutes
Considering how lazy i am,i would make a 320x320 square with a ssg and 2 backpacks in that time

>> No.2437905

>>2437893
I would personally go for a challenge in a specific theme, and build time of a week

>> No.2437972
File: 324 KB, 820x975, link_and_volvagia_complete_by_aoikita-d3gma0m.jpg [View same] [iqdb] [saucenao] [google] [report]
2437972

Are there any Doom wads that have a focus on dragons? Or at least feature them as enemies other than those skeleton dragons in that one invasion map?

>> No.2437974

>>2437893
I've never tried DM maps, I suppose I could

>> No.2437975

This is the only thread I could think to put this in, but I interviewed Ken Silverman, Maker of the build engine.
picklesrevil.com/kensinterview

>> No.2437978

>>2437972

GMOTA has babby wyverns as enemies.

>> No.2437979

>>2437975
Neat.

>> No.2437983

>>2437972
Guncaster? :)

>> No.2437992
File: 95 KB, 500x497, Diabolical Pondering.png [View same] [iqdb] [saucenao] [google] [report]
2437992

>>2437978
>>2437983
I know of GMOTA, but I'm not familiar with Guncaster. Is it good?

>> No.2438000

>>2437992

Play as a dragon, blow things up.
I don't like it. I don't like all the rottsprites, I don't like the overblown effects, how balance is thrown out the window in favor of being omg2cool, I don't like how the author is an oversensitive nut.

>> No.2438005

>>2437992
It has magic,guns,dragons,explosions and a non-existent balance:Yes,it's good

>> No.2438036

>>2438005
I'll give it a try then, though after reading >>2438000, I don't have whole lot of hope being a stellar wad.

>> No.2438037

>>2438000
Every criticism you posted is accurate.

I still really think the mod is fun.

>> No.2438041

>>2438000
>The author is an oversensitive nut
Did i miss something guys?

>> No.2438062

So what went wrong with this?,

>> No.2438067
File: 134 KB, 1680x1050, Knee-Deep-in-Zdoom-title[1].png [View same] [iqdb] [saucenao] [google] [report]
2438067

>>2438062

forgot the pic like a dumbass

>> No.2438073

>>2438062
>>2438067
overhyped mediocrity.

>> No.2438076

The BTSX team sure love the Arch-vile

Minus the hub maps (for obvious reasons) Think theres only two maps in E2 that doesnt have them.

>> No.2438079

>>2438067
They had playtesters test it last minute then decided not to change any of the copious flaws that were found.

Also because Tormentor

>> No.2438083

>>2438041
check out the readme that comes with it

it's too bad because it would be a ton of fun if any semblance of balance wasn't just thrown out the window. works okay in slaughter maps though

>> No.2438095
File: 19 KB, 86x118, rip and tear my shit up.jpg [View same] [iqdb] [saucenao] [google] [report]
2438095

>>2438067
>>2438062
It fucked up the level design in unspeakable ways.
I could hardly recognise half the levels.

>> No.2438098

>>2438083
>Works okay in slaughtermaps though.
The whole POINT of the mod is to be used in Slaughtermaps. You might as well complain Russian Overkill is unbalanced.

>> No.2438102

>>2438067
Too much style over substance. Looks nice, but plays like shit in most of the levels.

>> No.2438108

>>2438095

>pic

oh god ahahaha

>> No.2438121

>>2438098
even with slaughtermaps, it still make things too easy, imo. your mileage may vary, of course

>> No.2438123

>>2438095
>what kind of a .wad you want

>> No.2438130

>>2438098
>The whole POINT of the mod is to be used in Slaughtermaps.
how many slaughtermaps for heretic do you know of.

>> No.2438131

>>2438076
Actually upon recount, I think there literally is only one non-hub map that doesnt have an arch-vile.

>> No.2438143

>>2438130
>slaughter maps for Heretic
That actually sounds like it could be fun.

>> No.2438148
File: 66 KB, 533x800, Goddamnit UAC.jpg [View same] [iqdb] [saucenao] [google] [report]
2438148

>>2438036
>Both ZDL and Zandro get a scripting error
Nevermind then.

>> No.2438160

>>2438148
Oops,forgot to mention you need the last (G)ZDoom SVN build to run it ;)

>> No.2438165
File: 3 KB, 226x204, What the Hell, man....png [View same] [iqdb] [saucenao] [google] [report]
2438165

>>2438160
And you couldn't mention that at first because...?

>> No.2438175

>>2438165
Because...erm...well...fuck

>> No.2438225

>>2437893
>>2437974

What are DM maps

>> No.2438238

>>2438225
we just don't know

>> No.2438240

>>2438225
Dairy Mancubus

>> No.2438249

>>2438238
>>2438240
Dungeon Master?
Daily Master?
DooM?

>> No.2438252

>>2438067
Also you should try this
>[05-22] HontE: remastered, retouched vanilla maps adding GZDoom features
>https://yadi.sk/d/uPki8Bc3gAR2j
>http://i.iddqd.ru/viewtopic.php?t=7838 (devthread, in Russian)
and share your thoughts (I'll relay them to the devthread)

>> No.2438257

>>2438225
Just to spoil everyone else's fun, it stands for 'deathmatch'.

>> No.2438258

>>2438257
Well I feel dumb

>> No.2438263 [SPOILER] 
File: 86 KB, 500x347, 1433017986765.png [View same] [iqdb] [saucenao] [google] [report]
2438263

>>2438258
>Legitimately not knowing that DM stands for Death Match
You dong monkey...

>> No.2438268

>>2438263
I just assumed it was for something far grander

>> No.2438280

>>2437893
I'm in if we get the ball rolling

I have almost no clue about DM design though.

>> No.2438283

>>2437872
Promotional version of D-Touch (Android port that includes GZDoom 1.8.6 support) is available here : https://yadi.sk/d/D1I-unx_gxLnJ

>> No.2438302
File: 10 KB, 300x300, Egoraptor_face.jpg [View same] [iqdb] [saucenao] [google] [report]
2438302

>>2438175

>> No.2438363

>>2437893
Why 200 minutes? We've already done that and it's needlessly limiting.

>> No.2438372
File: 199 KB, 508x703, rs_boners.png [View same] [iqdb] [saucenao] [google] [report]
2438372

>> No.2438376

>>2438363
I like restrictions on architecture rather than time, like the "10 sectors" one. Perhaps we could do max size 1024x1024 map units or something.

>> No.2438393

>>2438067

Every single charm from OG Episode 1 is gone from the remake

Also I recall the monster cast not being that well received in general. I remember people flipping tables over Hell Knights being in the middle of the episode.

Oh, and you're all out of a sudden in Deimos in Episode 1. Nice, really nice.

>> No.2438429

>>2438363
fuels creativity.
no really

>> No.2438443 [DELETED] 

>>2437893
personally i already have little interest in deathmatch mapping, and i am also quite tired of speedmaps in general, so i must apologise but i will not be participating

>> No.2438453

>>2438062
>>2438067
this has come up recently. you might like to read from here onwards
https://archive.moe/vr/thread/2376850/#2383327

>> No.2438454

>>2438443
OH NO!
WHAT COULD WE POSSIBLY DO WITHOUT ANON!
P-PLEASE! ANON! DONT LEAVE US! WE CANT DO IT WITHOUT YOU!
LET US BASK IN YOUR FAGGOTRY!

>> No.2438458

>>2438453
also here
https://archive.moe/vr/thread/2199825/#2204376

(i knew i had seen that picture + the phrase "what went wrong" before)

>> No.2438462

>>2438443
>>2438429
>>2438363
>>2437905
>>2437974
We can always change the style of mapping challenge. Like I said: If anyone has a better suggestion that people can get on board with I'm all for it.

Limited zones? Limited size? No deathmatch (though it'd be neat if they were deathmatch compatible).
Poll:
http://www.strawpoll.me/4497002

>> No.2438465

>>2438454
i'm sorry, i thought i was being polite by answering (not simply ignoring) the question. i will delete

>> No.2438468

>>2438462
monster limit seems like a good idea
there was this wad that did 50 monsters episode, it was pretty damn good, we could attempt something like this

>> No.2438472

Come on now, limited size is much more fun than limited sectors. Pretty levels are nice.

>> No.2438475

>>2438468
50 a level? Seems like a lot of leeway. But could be fun.
>>2438465
Not that guy, but: you could suggest something you are interested in.

>> No.2438480
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google] [report]
2438480

>>2438453
>>2438458

I honestly don't see the issue. And I think we've discussed enough how a picture appearing often doesn't necessarily mean it's just only one person doing it

Knee Deep in the ZDoom was an infamous episode in the Doom community's history, it's to be expected to be brought every now and then.

>>2438472
>>2438462

I'm all up for limited size, 2048 seems good to me

>> No.2438484

>>2438472
I like the idea of limited zones because you could still make a large map, but would have to be creative about it. Limited size would force a lot of the wad to feel pretty similar - but would allow for creativity in other areas.
>>2438480
That's 2 for limited size anyway :-p plop it in the poll.

>> No.2438493

>>2438484
>I like the idea of limited zones because you could still make a large map, but would have to be creative about it
Absolutely, I just personally really like small and tight maps.

>> No.2438502

http://www.strawpoll.me/4497002

>> No.2438515

>>2438095
Please keep your shit memes at home.

>> No.2438517

>>2438480
issue? i was just trying to be helpful.

>> No.2438521

>>2438517

In all fairness, you made it look like those times when a topic in Doomworld's General sub-board gets hell'd because it's been discussed before.

But I guess we cool then,

>> No.2438551

So, I downloaded SUPERQOT
http://www.youtube.com/watch?v=ciBgg-Fuf0o
And it only includes one level, while in the video the mod is shown to be playable on regular levels. How do I do that (run SUPERQOT with regular Quake levels/expansions)?

Also has anybody tried to make version of SUPERHOT for DooM?

>> No.2438574

>>2438551
>Also has anybody tried to make version of SUPERHOT for DooM?
No but it'd probably be possible if one can stomach writing a million gajillion lines of decorate.

>> No.2438583

>Just dig around Powerslave EX's resources and HOLY SHIET THAT'S DOOMSCRIPT RIGHT THERE I WANT THIS IN ZDOOM RIGHT NAO!!

http://forum.zdoom.org/viewtopic.php?p=837541#p837541

No fucking way, for real?

>> No.2438584

>>2438574
Actually that incolves adding variable tic to enemy animations (relatively easy) and then making projectiles dynamically change their speed depending on the "hot factor". I could sort of do the former, but im kinda lost on the latter

>> No.2438614
File: 38 KB, 480x425, 1428687724354.jpg [View same] [iqdb] [saucenao] [google] [report]
2438614

>>2438502
>>2438462
Limited time is winning so far, but at least one person in the thread has said limited size and didn't vote. So it's 2 for 2 atm by my count.

Limited time and limited size? (dun dun dun)

>> No.2438629

>>2438584
>Actually that incolves adding variable tic to enemy animations (relatively easy)
Oh, I didn't know the tic amount was variable, I thought you had to chain a ton of jump actions.
> I could sort of do the former, but im kinda lost on the latter
Well you could just add the players velx+vely/2 to the projectile speed with scripts couldn't you?

>> No.2438634

>>2438614
you should doublecheck results mate
monsterlimit wins

>> No.2438635

>>2438629
I can decorate, but not script, sadly.

Also would be fun if it could be done with Brootal Duum, but there's just so much shit flying in there so i dunno.

Also how would you go about gravity-affected objects, since changing speed on them would also change their trajectory?

>> No.2438637

>>2438635
>I can decorate, but not script, sadly.
I'm the opposite. I fear Decorate.

>Also how would you go about gravity-affected objects, since changing speed on them would also change their trajectory?
I just simply wouldn't use them. They don't really fit with the original superhot mechanics do they?

>> No.2438646

>>2438634
Ohshit. I refreshed and it didn't update for some reason. 3-2 so far then.

>> No.2438651 [DELETED] 
File: 54 KB, 624x355, jojo knob.jpg [View same] [iqdb] [saucenao] [google] [report]
2438651

>>2438429
>fuels creativity.
h-doom megawad?

>> No.2438669

>>2438651
>Anal Vendetta
>Back to Sucking X
>Speed of Poon
>Community Breasts Vol. 1-4
kill me

>> No.2438703

Found this while lurking Doom stuff on Youtube

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

>> No.2438713
File: 2.68 MB, 640x361, SUPERQOT 2015-05-31 03-23-21-148.webm [View same] [iqdb] [saucenao] [google] [report]
2438713

>>2438637
In SUPERQOT there's a grenade launcher (well, it IS quake), and it feels super-satisfying to use - when you launch a grenade it starts as fast, as the time runs fast when you fire, but then time slows down, and you can see the grenade's flight in all the details, as it travels through the air. You can envision it's route, and how it slowly approaches your enemies, menacingly

>> No.2438780

>>2438646
>>2438634
Alright. It looks like monster limit wins it. What's a fair number? 25? 50? 40? Some other relevant number? I like 40 myself. Limiting, but it's probably enough to keep the mapping interesting.

>> No.2438790

>>2438780
I would say 100 is fine
>inb4 100 CyberDemons

>> No.2438806

>>2438790
>map that is nothing but 100 archviles bursting out of closets, teleporting in and popping out of the floor
>100 mastermind clusterfuck, you have to kill them with infighting

>> No.2438876

>>2438790
100 seems like a lot. Do we need another poll? Lets do a simple version: 50 or 100?

>> No.2438881

>>2438876
150

>> No.2438927

>>2438881
God damnit.

>> No.2438938

>>2438713

What the fuck. It's just Darkplaces with no textures, weird lighting and a terrible gimmick. For what fucking purpose, seriously

>> No.2438979

>>2438927
200, then?

>> No.2439031
File: 536 KB, 381x512, 1424099665986.gif [View same] [iqdb] [saucenao] [google] [report]
2439031

Can ANYONE figure out how to install this mod or get it working for me?

I have all Skulltag. Zandronum & Gzdoom.
https://www.youtube.com/watch?v=_qbH_J7Od4M
Call me a dipshit but I'm easily confused by shit like this so i'm having a hard time figuring it out. I just want some aliens man.
Btw download the mod here DO NOT download it from the video
http://www.moddb.com/mods/acm-2014

From what I can tell he's a foreign guy. Call me racist but that already made him seem shady, then in the description he literally says it's a .BAT when the real mod file is a .7z and after the lostboy incident that motherfucker is probably just trying to trick us into downloading a trojan or some shit.

But yeah if anyone could give me a step by step for dipshits guide on how to get the mod working I will....do...something I don't fucking know just please help.

>> No.2439039

>>2439031
>Still using Skulltag in 2015

>> No.2439046

>>2439031
>being such dipshit

>> No.2439053

>>2438363
timed challenges are fun
used to do one hour music competitions all the time on IRC

but then again, limited size would probably work better

>>2438551
it includes the entire shareware version, not just one level
replace the shareware files with the registered files if you want to play the whole game like that

and edit the provided autoexec to not warp you on startup

>> No.2439054

>>2439031
Is this any good? Might give ie a try. I know the actual Aliens CM is absolute trash

>> No.2439060

>>2439039
>>2439046
Yeah yeah I know.
I hate being spoonfed but i just can't figure this out. maybe i'm trying too hard.

>>2439054
This. I'd like to find out.

>> No.2439062

>>2439054
I rather play _Sink's Alium mod than this. Then again that probably has custom monsters, but the mod mentioned is actually funner.

>> No.2439065

>>2438938
>terrible gimmick
it's surprisingly fun, actually (the grenade launcher really is wonderful, for one)
would be better with enemies designed around it

but the mod was made entirely to advertise an actual game that's being made

>>2438635
you'd probably alter gravity so they'd keep the same trajectory as well

>> No.2439069

>>2438938
https://www.youtube.com/watch?v=S6rnTQAJyXk

>> No.2439095

>>2439031
>after the lostboy incident
what is this? sounds interesting/amusing

>> No.2439106

>>2439095

Some /x/ thing, I don't remember the details.

If I recall correctly, some guy uploaded a ~super creepy haunted game~ that was infected with malware.
Though I may be thinking of something else.

>> No.2439113

>>2439095
From what I recall, someone took some Gamemaker game that was a basic first-person exploration "slender man style" game and decided to inject a RAT (Remote Access Trojain), post it to /v/ and wait for people to run it. A lot of people fell victim to it, so much so that there was a mod post on /v/ about it. I'm sure if you search around you'll find more info.

Here's a video of the game
https://www.youtube.com/watch?v=nrtehmzSTbE

>> No.2439118

Adding onto >>2439113
Here's an archive link from one of the threads when someone found that lostboy.exe had a RAT inside
https://archive.moe/v/thread/152435034/

>> No.2439129
File: 132 KB, 890x738, RXsYwFS.jpg [View same] [iqdb] [saucenao] [google] [report]
2439129

This image made me depressed.

I had a cool pic going on related to that incident, and I was about to save it, but then PS crashed and then my PC crashed too. Then I uninstalled it on a fit of rage after my PC finished restarting.

Three fucking hours man...

>> No.2439137
File: 4 KB, 320x200, letsGetStupid.png [View same] [iqdb] [saucenao] [google] [report]
2439137

>>2438979
>>2438881
>>2438876
>>2438790
What about 69? For immaturity's sake

>> No.2439197

Dude, someone should make Toontown on Doom.
Call it DoomTown haha.
Squirt some water from a flower, throw some pies, have mickey mouse make cameos.

>> No.2439203 [DELETED] 
File: 21 KB, 98x123, frog.gif [View same] [iqdb] [saucenao] [google] [report]
2439203

>> No.2439223
File: 1.34 MB, 1201x884, 20000000000000000000% MAD.png [View same] [iqdb] [saucenao] [google] [report]
2439223

>>2439031
So I tried dragging it into GzDooM thinking I finally figured it out and feeling like a true dipshit thinking it was so simple.

It didn't work it just keeps booting up regular DooM 2. What the fuck am I doing wrong?!

>> No.2439232 [DELETED] 

I am so fucking sick of seeing these stupid fucking threads on this board, why don't you take it to /vg/ like ever other god damn general.

>> No.2439239 [DELETED] 

>>2439232
then hide them you big dummy

bumping this thread just for you :^)

>> No.2439241

>>2439223
It's a PK3, not wad.
You need to extract and shit.

>> No.2439251 [DELETED] 

>>2439232
That's some stale bait man. You should've covered the can with some cling wrap and a rubber band.

>> No.2439253

>>2439241
Welp I guess it's time to go software hunting since none of my current programs can extract it.

>> No.2439254

How could we improve doom?

>> No.2439257

>>2439253
Slade will do the trick.

>> No.2439263

>>2439254
normalmaps and properly shaded voxels?

maybe improve the netcode?

>> No.2439265

>>2439254
32-bit software renderer for ZDoom.

>> No.2439267 [DELETED] 

>>2439251
it's not bait, neither these threads or you hatefull fucks belong here, we don't like you, we don't want you here shittup up thread after thread with your shitty mentality and hyping up everything your god romero has ever made including his shittiest game. I bet you stupid fucks would even hype up his stupid fucking mobile and facebook games if they were allowed here.

>> No.2439273

>>2439257
Link?
I'd prefer it since I don't want to accidently download it from a shady source and get a virus or something.

I already accidently picked up adware once and it was a bitch to remove I DO NOT want to go through that again.

>> No.2439278

>>2439031
Extract the .pk3 file from the .7z. You don't need any of the other shit. Run that .pk3 with G/ZDoom. That's all you have to do.

>> No.2439279

>>2439273

http://slade.mancubus.net/files/slade_3103.7z

>> No.2439283

>>2439273
What this guy said
>>2439279
It's the first result I get searching for "slade doom".
This and much more information is mentioned in the OP too, please be less helpless in the future.

>> No.2439294 [DELETED] 

>>2439267
>hatefull
Fuck you nigger. You deserve rape.

>> No.2439295

Has someone made a reload animation for the Plasma Gun, where they "pump" it like a Shotgun, making it kinda... "close" together like an accordion?

>> No.2439306

>>2439279
Uhh...
>7z extracter is also in 7z format.
How use?

>> No.2439309

>>2439306
Slade can't do 7z. You need 7zip for that.

http://www.7-zip.org/

>> No.2439331 [DELETED] 
File: 89 KB, 488x516, nofunzone.jpg [View same] [iqdb] [saucenao] [google] [report]
2439331

>>2439267
>vr game
>not belong to vr
Do you even logic, m8?

>> No.2439353

>>2439039
I'm surprised there are people who still use it, when its resources can be used in zandronum anyway.

>> No.2439363

>>2439306
Dude. Almost any archivator nowadays supports 7z. Just unpack it, it has a pk3 inside. You drag a pk3 onto the GZDoom.exe and that's it. It's not exactly lolcat sayans.

>> No.2439380

>>2439363
....I'm curious. What is a Lolcat Sayan?

>> No.2439471

>>2439031
God I feel so dumb but atleast I finally got it working.

>>2439054
So I finally got to playing it obviously and it's a kind of bizzare mix of Alien Isolation, and Colonial Marines. I admit it does have an atmosphere or maybe i'm just a pansy but I was definitely unnerved throughout wondering when a Xeno was going to claw my ass out.

I'd say it's worth a play if you wanted to see how DooM might have turned out if they didn't drop the original plan of it being a liscensed alien game.

also warning this game is designed for mouselook. You will get raped by the facehuggers and chestbursters if you won't have mouselook set to always.

>> No.2439491
File: 27 KB, 500x321, 1339641359913.jpg [View same] [iqdb] [saucenao] [google] [report]
2439491

>>2439380
You gotta read the caption to find out.
Da-dum tsh!

>> No.2439493

>>2439254
you can't, it's literally a perfect video game.

>> No.2439593

>>2439380
A Lolcat that trained so hard it achieved Sayan state.

>> No.2439598

>>2439254
By replacing demons with semendemons.
HDoom does just that.

>> No.2439624

>>2439295
>making it kinda... "close" together like an accordion?
hahaha i'd like to see that.

>> No.2439625

>>2439380
A misspelling of Galo Sengen

>> No.2439706

BTSX E2M24 is pure evil. That arch-vile horde after grabbing the blue key is a nightmare.

>> No.2439742
File: 23 KB, 1600x1000, doom200.png [View same] [iqdb] [saucenao] [google] [report]
2439742

>> No.2439763

>>2439254
break the hardcoded 35 tic rate
good luck :^)

>> No.2439769

>>2439763
Wouldn't be that hard actually.
gmDoom.

>> No.2439771

>>2439742

new wallpaper

any more doom wallpapers

>> No.2439772

>>2439742
I haven't been following the thread very well, how are we going to do the next /vr/ doom map pack? I'm up for mapping.

>> No.2439774

What is the blog of that lewd archvile?

>> No.2439780

>>2439774
caco-bro

>> No.2439783

>>2439772
Nobody's really decided yet. Trying to reach a consensus that will appeal to everyone.

>>2439137
>>2438790
>>2438780
>>2438634
>>2438462

Monster limit, it looks like. But we need a number to agree on. I think 50 is limiting enough myself. Someone else wanted 100, which seemed a lot.

So. 75 maybe? 69?

>> No.2439784

>>2439783
>69 monster limit
That sounds pretty fun.
Not timed at all? My mouse wheel is ballsing up and I use it a lot when mapping.

>> No.2439795

>>2439783
What engine/feature restrictions/content restrictions will there be? Like can we use custom weapons and monsters, can maps use scripting and/or gzdoom features etc?

>> No.2439817

>>2439795
Perhaps we should have a poll for this as well?
Choices would probably be:
ZDoom 2.7.x Compatible
ZDoom 2.5.x Compatible (Zandronum Compatible)
(PR)Boom Compatible
Vanilla Compatible

>> No.2439824
File: 156 KB, 700x700, 3.gif [View same] [iqdb] [saucenao] [google] [report]
2439824

>>2439254
Handsome, seducive monsters in a click and point drama.

>> No.2439826

>>2439784
this

>> No.2439827

>>2439783
>Someone else wanted 100, which seemed a lot.
it is. the average number of monsters per map in original Doom is about 90.

>> No.2439857

>>2439783
I said 100 as a joke.
75 is fine for me

>> No.2439862

>>2439817
I'll be in for any of those,as long as it doesn't adds custom content (monsters,items or weapons)

>> No.2439868

>>2439862
Agreed. Feature bloat would be terrible.
http://strawpoll.me/4501284
How about it, lads?

>> No.2439883
File: 1.87 MB, 187x155, 1419870878392.gif [View same] [iqdb] [saucenao] [google] [report]
2439883

Okay I was too fucking curious so I decided to run brutal doom on chex quest.

Holy fuck the results were hilarious. I didn't even think they would be compatible for some reason.
Also apparently it turns out flemoids are really just humans covered in flem because when I shoot them dead a man falls out.

Also it seems chex world has come to it's senses and decided to hire doomguy to genocide the flemoids instead of just teleporting them back home so they can just come back and fuck their shit again.

>> No.2439897

>>2439868
Tfw i realized all but 2.5 with decorations got 2 votes

>> No.2439918

>>2439241
>extract
wat. Skulltag doesn't support reading from .PK3 files?

>> No.2439921

>>2439253
Grab 7-Zip. .PK3 is just renamed zip archive.

>> No.2439959

>>2439883
>Chex Quest.
Man that's some nostalgia there.

Back when I was a kid my parents thought DooM was way too violent and scary for me and rightfully so so they got me chex quest as a kid friendly alternative. they purchased the CD from a garage sale. I wasn't lucky enough to get one out of a box of cereal unfortunately. plus i wasn't really a fan of the cereal. but I do love chex mix and cheese chex.

Am I the only one who has nostalgic memories of Chex quest? I can't be the only one who asked for DooM and got that instead.

>> No.2439960

I have Brutal Doom Sperglord Edition for Mac, and instead of the Imps being in the middle of their attack animation (preparing to pounce or preparing to throw a fireball) there is a black box with red eyes instead of their sprite, and the same goes for the Shotgunners and Zombiemen when they are wounded and start shooting with the pistol. Is there any way to fix this?

>inb4 Mac pleb

>> No.2439961

>>2439918
i don't think anything reads pk3s/zips/7zs from inside other pk3s/zips/7zs.

>> No.2439964

>>2439960
>Imp replaced with a black box with red eyes
I bet somebody could write a crappypasta out of this

>> No.2440000

>>2437873
OMG Weapons and Monsters! V4 release

http://forum.zdoom.org/viewtopic.php?f=19&t=48463&p=838200#p838200

get it while it's hot

>> No.2440002

http://strawpoll.me/4501284
http://strawpoll.me/4501284
http://strawpoll.me/4501284

>> No.2440017

>>2440002
>http://strawpoll.me/4501284
Whats this for?

>> No.2440028

>>2440000
reuploaded the weapons PK3 because I dun goofed with non-monsters Shotgun and Chaingun guys giving random weapons, which got out of control pretty quickly with testing

>> No.2440029

>>2439795
>>2439817
Unless you guys are actually interested in making a serious project for zdoom, I'd really advise against going for zdoom format.

>> No.2440034

>>2440017
Apparently someone really wants to push my poll.
>>2439868

>> No.2440065

>>2439795
>Like can we use custom weapons and monsters, can maps use scripting and/or gzdoom features etc?
>>2439817
>>2439862
>as long as it doesn't adds custom content (monsters,items or weapons)
>>2439868

I believe it's actually possible, if people want, to have a Vanilla or Boom compatible map that uses ACS (not map behavior lumps, but just an ACS lump loaded) to do things to monsters and so forth that will show up in ZDoom while
things will behave normally outside of ZDoom.

It's more limited than Decorate replacements, but you can do things like spawn in additional monsters at certain times or make certain monsters fast or render fuzzy, or use some of the native ZDoom classes like stealth monsters. You can also do things with maps themselves, but you'd want to have a failsafe for the lower comp levels, so like in ZDoom there's a sequence where three doors open in random order but in Vanilla or Boom it's always the same order.

>> No.2440067

>>2440034
because there aint enough votes on the engine

>> No.2440068

>>2439868
>>2440002
A concept as simple as what 50 Monsters does is not enough to justify requiring zdoom, IMO. Vanilla and Boom compatibility is perfectly fine.

>> No.2440073

>>2440067
All right then.
PRBoom Compatible is winning, so I suppose >>2440065
is the winner.

>> No.2440079

>>2440073
so we get PRBooM compatible map with 69 monster limit eh?
sounds nice
any suggestions on timescale?
one week? two weeks? more? less?

>> No.2440085

>>2440079
>PRBooM compatible
you gave zdoom four different options and then lumped all nine hundred prboom complevels under one heading?

>> No.2440089

>>2440085
You don't need to be so pedantic, Anon.
The PR is in parentheses, notating that it is supposed to be Boom Compatible.

>> No.2440090
File: 925 KB, 1822x634, Looking up and down comparison.png [View same] [iqdb] [saucenao] [google] [report]
2440090

After expierencing Zdoom I just can't play skulltag anymore.

Looking up and down in skulltag is just so fucking nauseating!

Skulltag just warps the...fuck I can't even describe what it does but it makes me want to puke.

>> No.2440092

>>2440090
Skulltag has not been actively developed for 4 years, what the fuck did you expect?
Besides that, GZDoom uses an entirely different renderer.

>> No.2440093

>>2440090
Zandronum replaced Skulltag you retard

>> No.2440096

>>2440092
>waaaaa it's just not being developed anymore
Well good they utterly failed to make something presentable. Zdoom is objectively the best source port at this point.

>> No.2440098

>>2440090
isn't that just the difference between software mode and opengl mode freelook?

>> No.2440101

>>2440089
a shame there was no option for limit-removing then.

>> No.2440105

>>2440101
Ah, fuck, I knew I forgot an option. Sorry about that.
Although limit removing pretty redundant nowadays.

>> No.2440131

>>2439960
i had this issue (on pc)
it's a load order issue with the brightmaps
i think you have to load them first

>> No.2440132

>>2440105
>Although limit removing pretty redundant nowadays.
not really, boom complevel has some significant drawbacks that are reason enough for some mappers (especially those who are also speedrunners) to stick with limit-removing only.

although in fairness i should note limit-removing complevel has its own set of drawbacks aside from the obvious "can't use boom mapping features", so the choice is always a trade-off.

>> No.2440141

Let's play GMOTA on Zandronum

:: [BE] Montreal :: GMOTA - Go Medieval On Their Asses

>> No.2440143
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]
2440143

>>2440141

>someone's hosting a GMOTA server

Oh god. I can't be there for this but tell me how it goes.

>> No.2440147

>>2440090
No shit. You had Skulltag on Software mode which is the equivalent of regular ZDoom, while running it in hardware mode is the equivalent of GZDoom. That's why it warps like that.

Oh, and get Zandronum. Replaced Skulltag in 2012.

>> No.2440152

>>2440132
>limit-removing complevel

You mean 2?

>> No.2440162

>>2440096
>Well good they utterly failed to make something presentable.
It's the difference between software and hardware mode.
Skulltag has software and hardware mode; you were playing in software.
You weren't even playing in ZDoom. GZDoom (what you were playing) uses hardware.
You're an idiot.

>> No.2440175

>>2440132
Speedrunners are perfectly fine with -complevel 9 maps. Only reason most of the top 20 wads on DSDA are vanilla is because of the huge compet-n scene doom had back in the late 90's/early 00's.

Its -complevel 11 maps that can lead to problems, since MBF actually gave people the option to toggle certain compatibility options, meaning demo's can desync simply because the person playing it back has different compatibility option settings toggled.

And what exactly are the drawbacks behind using complevels 2, 3, and 4 for limit removing?

>> No.2440201

>>2439706
Finished it. Basically decided to just run past the horde all the way back to the blue key exit door. Pretty short level, despite how challenging it is.

I have a feeling E2M25 will take me a while.

>> No.2440275

>>2440029

But there's zero serious map projects for ZDoom.
Why not start one?

>> No.2440289

>>2440143
Basically,everybody gangraping all the monsters with the hammer and the other subweapons until everybody's connection gets owned by the "Not eenof packets" message,we rejoin and the cycle starts over and over again
It's pretty fun

>> No.2440291

>>2440289
Ohhhh? And here I thought you didn't like hack-and-slash mods?

>> No.2440292

>>2440275
>Why not start one?

Straight up

Community-driven ZDoom map projects take at least one year of development. Name a single big ZDoom map project that took less than a year to be made, you can't.

It would be faster for /vr/ to develop its own Doom port to wait for The Shores of ZDoom to be in a beta playable state.

It would be easier to just create limit-removing/boom maps than create ZDoom maps, learn ACS, adjust gameplay, and pray to all gods above for ZDoom to not break anything in future development versions.

>> No.2440295

>>2440291
Aaaaaand that's what i get for using my username to post things here

>> No.2440297

>>2440295
I'm just playing, bro.

>> No.2440298

>>2440275
There used to be heaps of serious zdoom mapsets back in the 00's. Even if some of them weren't that great.

>> No.2440320
File: 80 KB, 620x827, it could have been okay i swear.jpg [View same] [iqdb] [saucenao] [google] [report]
2440320

I've always felt that the Doom Movie could have been good if it wasn't for the terrible script and the lack of demons.
How would you handle a movie about Doom? if at all

https://strawpoll.me/4503859

>> No.2440324 [DELETED] 

>>2440295
>>2440289
>>2440141
Hi there!

You seem to have made a bit of a mistake in your post. You appear to have used a username when posting, but your identity has nothing at all to do with the conversation! Whoops!
You should always remember to stop using your tripcode or name when the project it was used for is gone, unless another one is started! Posting with a name when it isn't necessary is poor form. You should always try to post anonymously, unless your identity is absolutely vital to the post that you're making!

>> No.2440369

>>2440131
How to I go about doing that?

>> No.2440375

>>2440320
full first person
a few easter eggs, like demons speaking in reverse and bloody tags written in standard galactic alphabet
doom2 monsters/weapons but based on doom 1
AI in the powersuit said AI gets a personality after E1 because lolhellmagic

>> No.2440380

>>2440369
on a mac? no clue, sorry
on a PC? just use ZDL

>> No.2440382
File: 58 KB, 720x406, stills.0009.jpg [View same] [iqdb] [saucenao] [google] [report]
2440382

>>2440320
The only good part of the original movie for me was Destroyer's fight, it was actually tense and brutal.
https://www.youtube.com/watch?v=wNw8eKk1Crs

>> No.2440389

>>2440320
Aliens except less aliens and more cyberdemons with a little Evil dead/Army of darkness mixed. Fuck that first-person view shit, I want to see a movie not a playthrough

>> No.2440419

why don't we do a map-set for a voted specific mod instead?

>> No.2440431

>>2440419
I second that

>> No.2440439

>>2440419
That's extremely specific and doesn't fare well with community projects with everyone having their own kind of "I think this mod should play like x in y map".

>> No.2440441

So, uh, if you had ability to, well, remove any member from your favorite Doom-related forum who would you choose?

>> No.2440446

>>2440441
i'd remove that damn Anonymous faggot from /vr/. the bastard is always shitposting.

>> No.2440448

>>2440079
Sounds good to me. No real timescale I'd say. Just till we have a "full" wad. I'd say we shoot for 32 maps, but there's no reason to force it.

Names? /d69m/? something more clever?

>> No.2440456

>>2440446
same
fucking "anonymoose XD" bullshit

>> No.2440469

hdoom 8 when
i was playing through it and realized that the spiderdemon hasn't been changed, which got me thinking on how it could be changed.
does anybody else have thoughts on how to improve hdoom?

>> No.2440470
File: 651 KB, 1300x800, 1409245985770.png [View same] [iqdb] [saucenao] [google] [report]
2440470

>>2440446
Anon, stop being an attention whore. Fishing for compliments gets you nowhere.

>> No.2440472

>>2440469
Add a minigame to the woohoo to make it an actual challenge.

>> No.2440480

>>2440469
Being able to choose what to do? Maybe much more positions to do? I dunno

>> No.2440485

>>2440090
>fuck I can't even describe what it does but it makes me want to puke

the Doom software renderer doesn't do any additional 3D transformation when looking up/down
it renders more vertical space and scrolls the view up/down, that's it

>> No.2440492

>>2440090
>>2440096

Being this much of a retard.

I don't think grade school is out for summer, anon.

>> No.2440497

>>2437873
>>[05-28] Bloodshedder and The Green Herring chosen as new /idgames maintainers
>http://www.doomworld.com/vb/post/1375733

now that we have not one, but two active maintainers, i'm wondering how fast the upload process is going to be now.

>> No.2440505

>>2440448
please for goodness sake, choose a number other than 69.

>> No.2440506

>>2439254
make pistol fire faster
change it's sound (and the chaingun's)
remove shotgun's fire delay
make the plasma gun not look like an accordion

>> No.2440509

>>2439380
Mispelling of "rocket science".
Makes more sense if you know what lolcats are, I guess.

>> No.2440510
File: 6 KB, 480x360, hqdefault[3].jpg [View same] [iqdb] [saucenao] [google] [report]
2440510

>>2440505

twenty-one?

>> No.2440516

>>2439742
I like it a lot but the stalagmites look really bad.

>> No.2440518

>>2440505
32
32 in 32

>> No.2440528

>>2440516
It's from 200 minutes of /vr/s splash screen.

>> No.2440530

>>2440528
I know.

>> No.2440536

>>2440506
I agree.

Except the plasma looks awsome.

>> No.2440537

>>2440516

those aint' stalagmites son, do you even cacodemons?

>> No.2440540

>>2440537
>>2439742
Meant stalactites. I know the ones in the ground aren't made of rock

>> No.2440548

>>2440540
Oh. Those aren't stalagtites. That's the glow from hell fading away. It's not dithered as well as it should be I guess.

>> No.2440557

>>2440548
>Those aren't stalagtites. That's the glow from hell fading away.
haha, that's not something you read every day

>> No.2440583
File: 119 KB, 1077x651, Screenshot_2015-05-31_12-02-42.png [View same] [iqdb] [saucenao] [google] [report]
2440583

>>2439265
I'm pretty sure PrBoom-Plus has this.
Will install and report back.
Compiling SVN 4428 (Version 2.5.1.4test 2015-May-06 22:35), and disabling OpenGL components (glboom) to ensure it is actually the software renderer.

>> No.2440660
File: 83 KB, 1284x748, Screenshot_2015-05-31_12-27-42.png [View same] [iqdb] [saucenao] [google] [report]
2440660

>>2440583
Well, it claims to be.
Any Boom-compatible WADs with 32-bit color textures you want me to test?

I played Hell Ground (not to be confused with Hellbound) on PrBoom-Plus awhile ago. I think it had 32-bit textures.

>> No.2440689

>>2440292
>Community-driven ZDoom map projects take at least one year of development.
>It would be easier to just create limit-removing/boom maps than create ZDoom maps, learn ACS, adjust gameplay, and pray to all gods above for ZDoom to not break anything in future development versions.

But why?
ZDoom mapping, if anything, is easier than other mapping because there's much less limitations and things you have to adhere to.

It's not like there's anything saying "You must have X amount of ACS for a ZDoom map" or "You must adjust X amount of gameplay for a ZDoom map".

>> No.2440718

Hey guys, does anyone know of any straighforward arena/killfest/survival wads? I've been binging recently on 1squares.wad and Urban Slaughter and I want to know what you'd all recommend.

>> No.2440723
File: 455 KB, 1280x1920, 1433102086.png [View same] [iqdb] [saucenao] [google] [report]
2440723

>>2440583
>>2440660
prboom's 32bpp renderer is a gimmick, it doesn't support truecolor textures or anything like that, it still uses colormaps so pink turns grey in low light. its only purpose (except making translucency look a bit better) is you can turn on a bunch of filters that emulate things openGL does - the kind of filters that get you roundly mocked here if you post a screenshot which features them.

>> No.2440727

>>2440718
stronghold: on the edge of chaos

>> No.2440736

>>2440718
>1squares.wad
good taste

>> No.2440747

>>2440689
>ZDoom mapping, if anything, is easier than other mapping because there's much less limitations and things you have to adhere to.

You might not know this, but when it comes to Doom mapping, less limitations = more problems

Knowing that you have zero limits will drive you to do ~ALL THE THINGS~ before learning how to actually create a good map.

And we all know how well Doom maps are received when it's someone's first map ever and it's done in a ZDoom format

If the second /vr/ mapping project ever ends up being on Zdoom format the first one will mean jack, period.

>> No.2440758

>>2440747

But then isn't that just a self-perpetuating cycle?

If you get familiarity with how to do maps in a limited environment, that'll push you to continue to do maps in a limited environment, working with what you know and expanding on that rather than working with a new set of tools.
Even now, we see a lot of people preferring to stick with the basics and going with "what works" rather than expanding on their maps and focusing on the sheer amount of power that ACS (or even just basic UDMF texture alignment/scaling assistance) could do for mapping.

This may or may not be true, I've just been ruminating about the complete lack of ZDoom mapsets that aren't TCs as of late and wondering why people don't do more like it.

>> No.2440762

>>2440747
>And we all know how well Doom maps are received when it's someone's first map ever and it's done in a ZDoom format
Like pol.wad?

>> No.2440763

Tell me about Blood. Is there a decent way to play it on modern PCs?

>> No.2440765

>>2440763
Dosbox, that's it. Get it on GOG, or Steam if you have money stored on that, but other wise get it on Steam.

>> No.2440769

>>2440765
But it runs like shit.

>> No.2440773

>>2440769
Pay the guy who made Powerslave EX to make Blood EX then.

>> No.2440775

>>2440769
No source was ever released, so those are the only options.
It sucks.

>> No.2440776

>>2440773
>>2440775
Darn.

>> No.2440780

>>2440762

One of a kind occurrence; you know it, I know it, everyone knows it. Scroton is such an underrated asset of our community and I hope to see a small Doom wad from his own very soon

ALSO, Zdoom maps aren't speedrunning-friendly, and Boom mapping will undoubtedly bring the attention of the speedrunning side of the community to our project

>> No.2440783

>>2440747
>>2440762
it's interesting that this comes up, since i've been playing through dts-t as of late and it's...well.
i don't know. i mean, i like it and i don't like it.

but i look on doomworld and people are loving it, even with big names loving it because of some imaginative ideas and unique concepts that could only be possible with ZDOOM POWER.
then a few later pages you've got other people hating it because of basic layouts, lack of detail, and unpolished gameplay.

it's obvious that zdoom mapping is a really untapped mine full of potential, but it just needs a strong and firm hand working the canvas.
so why aren't people doing it? why are all the other artists working with something else?

>> No.2440789

>>2440773
Or resurrect the XLengine guy to make it, and make Outlaws as well.

>> No.2440816

>>2440762
>>2440780
pol.wad is really well scripted and has a lot of funny jokes in it, but the mapping isn't anything particularly special, disjoint rooms with randomly different themes, hardly interconnected at all

>> No.2440826

>>2440783
>basic layouts, lack of detail, and unpolished gameplay.
that's what always happens, when you are doing scripts, sprites, textures, and all that other stuff, as well as maps, the mapping tends to be towards the really basic.

hacx is a good example, they spent so long on the all-new textures, sprites, and complex dehacked work, the maps ended up far from state of the art. i liked hacx but it could have been so much better.

>> No.2440843

>>2440826
>sprites, textures, and all that other stuff, as well as maps, the mapping tends to be towards the really basic.
counterpoint: btsx, epic and epic 2, valiant, mayan mishap, circus and circus2, and more

>> No.2440848
File: 45 KB, 720x960, 10407295_953020494731140_2254263832713321895_n.jpg [View same] [iqdb] [saucenao] [google] [report]
2440848

https://www.youtube.com/watch?v=bpyC5OV4cy4

>> No.2440853

>>2440843
>counterpoint: btsx
i don't think most btsx contributors made textures. did they? also it doesn't have new monsters and masses of scripting, it's still just doom with a fresh coat of paint is all.
>epic and epic 2
again i don't think eternal made all the textures and new sprites, just imported them, the monsters are normal, it's not a total conversion
>valiant
>mayan mishap
i haven't played these two, i don't know how much work beyond mapping skillsaw and tango did.
>circus and circus2, and more
not familiar with these two either

>> No.2440857

>>2440853
the point i'm getting at is that the presence of external resources (such as new textures and new sprites, sounds, monsters, or etc) does not correlate to a decline in mapping.
including scripts, logically, would not as well. it's just another resource to use, like textures or sprites or sounds or monsters.

yeah, if you wanted to do all new sprites and all new scripts and all new textures and all new everything, then the mapping would take a hit. but that doesn't seem a zdoom-specific problem, but rather a mapper's inability to manage resources and gauge what he is or isn't capable of.

>> No.2440859

John Romero's upload of DOOM BEHIND THE SCENE CONCEPTS/TEXTURES is not available anymore, does anyone here have a working link?

>> No.2440903

>>2440859
Gee, there were like a ton of mirrors for those, someone here must have them.

>> No.2440909

>>2440859
How about unused mus files?
Tried to find them a few days back but no luck.

>> No.2440910

>>2440843

5 out of those 7 counterpoints are non-zdoom projects

>> No.2440920

>>2440857
>the point i'm getting at is that the presence of external resources (such as new textures and new sprites, sounds, monsters, or etc) does not correlate to a decline in mapping.
i wasn't saying it did - sorry if i gave that impression.

>yeah, if you wanted to do all new sprites and all new scripts and all new textures and all new everything, then the mapping would take a hit.
that's what i was saying.

>but that doesn't seem a zdoom-specific problem, but rather a mapper's inability to manage resources and gauge what he is or isn't capable of.
true.

>> No.2440927
File: 113 KB, 800x813, 29318-doom-collector-s-edition-windows-other.jpg [View same] [iqdb] [saucenao] [google] [report]
2440927

Just picked this up at a garage sale for $1. Never played Final Doom before, what am I in for?

>> No.2440930

>>2438393
>I remember people flipping tables over Hell Knights being in the middle of the episode.

Of course having a monster from Doom 2 in an Episode 1 tribute was going to rub a lot of people the wrong way. Some monsters broke the atmosphere so hard for a lot of people who were lured by the premise of "reliving the terror and danger" of Knee-Deep in the Dead.* Some couldn't even go past Z1M1; me included.

That's why I've been telling all of my colleagues how D1INO is going to meet a horrible fate. Cacodemons and Lost Souls on Episode 1? And a plasmagun too? You're asking for trouble. Sure, it's not like people are not going to re-balance each level to meet the new standards, but it's not going to be the same for a lot of people who love Episode 1

_______________________________

*: If Tormentor were to rebuild and re-release KDIZD today, with the knowledge he has today and with the same people who helped him with ZDCMP2, it would be something great.

>> No.2440943

>>2440927
>Never played Final Doom before, what am I in for?

TNT is slightly better compared to Doom 2, but some levels are just...ugh

Plutonia is the Holy Bible for some doomers, specially speedrunners. You're going to hate chaingunners and revenants after you play it, but it's a pretty good levelset

>> No.2440961
File: 338 KB, 2560x1600, doom_II.png [View same] [iqdb] [saucenao] [google] [report]
2440961

>>2440927
TNT = Dark techbases + it's raining chaingunners, hallelujah
Plutonia = Shitloads of skeletons, green and vines. No really, that's all you see the whole 32 maps.

Both are harder than Doom 2, with Plutonia on top. Plutonia earned itself two fan sequels so if that's your thing, you can go get Plutonia 2 and Plutonia Revisited afterwards. They're pretty good.

>> No.2440985

>>2440961
it's not 32 maps of vines, the green and vines don't last much beyond the first couple of maps

>> No.2440995

Can someone recommend a good map set to play along Demonsteele?

>> No.2441008

>>2440985
It is 32 maps of vines, actually.

>> No.2441034

>>2440985
Sorry. Brown, green and vines.

>> No.2441046

>>2440289

Subweapon spam still a problem online I see. Hmm...

The shitty thing is there isn't much I can do about it either

>> No.2441090

>>2440985
>>2441008
>>2441034

brown, green, vines and camo

>> No.2441168
File: 59 KB, 500x695, 1347791834_whatcha-thinking-about-war-stuff-12862281334.jpg [View same] [iqdb] [saucenao] [google] [report]
2441168

So what wads have you been playing recently, /vr/?

>> No.2441236

>>2441168
doom.wad

>> No.2441329

>>2441168
Chex Quest 3

>> No.2441330 [DELETED] 
File: 146 KB, 598x600, 1386910122093.jpg [View same] [iqdb] [saucenao] [google] [report]
2441330

>>2440000
Nice get

>> No.2441347

>>2440995

Scythe 2, the Eye, Dissolution, Brotherhood of Ruin, Newgothic Movement I, Aeternum, PRCP, Hellcore 2.0.

>> No.2441392

>>2441347

nice taste

>> No.2441402

>>2441168
just plain Doom 2 and working on my Ultimate Doom wad (almost done, just have to finish the penultimate level, make the last level and tweak the rest a bit), so I've been playing that over and over and over because testing

>> No.2441441

>>2440773
IIRC Kaiser said he won't do it, mainly for the fear of running into legal trouble with Atari, since they began to act triggerhappy as of late.

>> No.2441484

I beat Wanton Destruction and Twin Dragon today and yesterday. Why is the level design in Shadow Warrior so much better than the other build games? More interactive, better puzzles, more platforming, etc

>> No.2441493

>>2441441

obligatory 'fuck atari' post

>> No.2441529

>>2439129

Man, Hardcore Doom Wars was such a thing...

>"YOU'RE NOT A MEDIKIT"

>> No.2441553

>>2441347
Thank you so much anon, will try them immediately.

What's this idgames:// protocol thing by the way, is it like a redirect of some sort? I checked the API website but I can't get a rough idea what's all about.

>> No.2441589

>>2441553
>What's this idgames:// protocol thing by the way, is it like a redirect of some sort?

Yes, I think it's used by Doomseeker to fetch the necessary wads to get in a server

>> No.2441595

Betsy Palmer just passed away. I has sad

Is there a Friday the 13th mod for Doom?

>> No.2441758
File: 96 KB, 250x250, 1408256717510.png [View same] [iqdb] [saucenao] [google] [report]
2441758

Newfriend here. What's a good sourceport to play Doom/Heretic/Hexen on?
I'm looking for something that just increases the max resolution to modern standards without filtering the shit out of everything nor adding stuff like mouse look and jumping.
In essence, I'd like to keep the experience as close to the original as possible.
So far I've tried Zandronum, GZDoom (and DosBox) and I'm not fully satisfied, but I don't know if they just need some setup.
Any advice?

>> No.2441771

>>2441168
BTSX E2. Nearly done, just two more maps to go.

>> No.2441780

>>2441758
You can literally disable all of that shit in gzdoom
For filters go to texture options
To disable jumping and mouselook go to gameplay options and put jumping and courching on no and then go to mouse options and take out mouselook.
And for increasing the resolution go to set video mode and put it on the resolution you want.

Also take in mind that Hexen used jump and mouselook so don't disable these when playing it

>> No.2441784

>>2441780
And one last thing, if you want to play as vanilla as possible, use Chocolate Doom, or if you want to beat slaughterwads (Oku and Holy Hell) get PrBoom

>> No.2441801

>>2441780

>Hexen used jump and mouselook

Unless I missed an option, HeXen did not make use of the mouse for freelook. You still had to use the keyboard to look up and down.

>> No.2441803

>>2441758
PrBoom is your best bet there, you can also use Chocolate Doom if you prefer pixel doubling

>> No.2441827
File: 16 KB, 256x256, 50a963ce6115d.png [View same] [iqdb] [saucenao] [google] [report]
2441827

>>2441780
>>2441784
>>2441803
Alright, I'm going to check these out. Thanks a lot.

>> No.2441883

What's the best weapon mods to use with Colorful Hell?

>> No.2441902

>>2441883
dev bias, but I've been mixing Colourful Hell with the new version of OMGWPNS to see how well OMGWPNS works with other monster mods, and it's actually been pretty damn fun

there's a "bug" with weapon drops from former humans giving full ammo instead of half ammo, but if anything it makes it more manageable

>> No.2442051

>>2441883

DRLA

>> No.2442104
File: 332 KB, 1280x960, 1433142159.png [View same] [iqdb] [saucenao] [google] [report]
2442104

Ktulu Calls Zaphod (BIG mistake) - http://www.doomworld.com/idgames/?id=1529

i don't know what to make of this, it is a long and rambling map with some sprite and sound replacements, and a dehacked patch. you are greeted by the sight of a lake surrounded by a wall of everyone's favourite texture, FIREBLU, from which twenty cacodemons emerge when the gate at the far end is opened. the rest of the map meanders around several endlessly long, thin tunnels, a jail, monsters in cages, an irritating puzzle involving a cyberdemon and a crusher (some luck required to avoid the thing killing you instantly), a giant spiral staircase which throws bigger and bigger monsters at you as you ascend, and at the top, an amusing encounter with a spiderdemon and a hundred tiny copies.

the tiny spiderdemons (resized sprites) replace the sergeant, their sound effects are the original's, sped up by a factor of 2. unfortunately the pitch-doubled sound effects bleed into several of the other monsters, making the whole wad seem distinctly silly.

there is a plot, which has no bearing on the level besides explaining why the rockets have KTULU written on the side. i suggest not to read it, it's basically the fanfiction of a teenager who thinks the hitch hiker's guide to the galaxy and metallica are the coolest things ever.

>> No.2442115

>>2441801
You could mouslook in Hexen 95, which came bundled with my version of Hexen

>> No.2442116

>>2441827
What game is that kid from? please

>> No.2442118

>>2442116
Commander Keen

>> No.2442119

>>2442116
commander keen

>> No.2442124

>>2442115

Huh. Well, you definitely couldn't do it in the original DOS version.

>> No.2442127

>>2442118
>>2442119
Thank you so much. I've been wondering the name of CK 4 for a very long time. I haven't played it in so long, thank god people still remember.

>> No.2442142

>>>/wsg/650698
I have perfected the Revenant.

>> No.2442145

>>2442142
You madman, we didn't ask for Super Revenant 2. Next thing you know there will be a Super Revenant God

>> No.2442148

>>2442142
spawn 20 of them

>> No.2442150

>>2442124
Well, probably because DOS couldn't MOUSE properly - only dos4gw extension could and idTech1 didn't use that.

>> No.2442154
File: 10 KB, 204x136, DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]
2442154

>>2442142
Christ it's like a twitcher from Dead Space

>> No.2442160

>>2441758
Honestly, I don't see why you wouldn't at least use the mouse for turning, that's what the guys at id originally did, makes the game much smoother and easier to play.

>> No.2442169

>>2442142

>rockets with shotguns

sup marrub

>> No.2442183

>>2441883
OMGWPNS fits the theme excellently because recolored weapons of course and some weapons do actually make something, MPC(Mega Proton Cannon) is great to deal with groups of monsters if you still don't have the VGun. BallCracker(Super Quadshotgun) blows the Black knight out of the water, Street cleaner cleans streets of imps, etc. The weapons are amazing.
Although Samsara, Necrodoom, and DoomRLA work well with the mod. Even vanilla works with it but...don't even think in playing it on a slaughterwad, play it on something like Dimensions of Time.

>> No.2442185

>>2442183
Oh i forgot the most imporant mod that goes well with colorful hell, Russian Overkill.

>> No.2442191

>>2442169
Yes, I'm almost done with Shotguns 2. I had stopped working on it for a while.
>>>/wsg/650742

>> No.2442278

Say, having noticed that, well Hexen 2 does exists and I have it on Steam I fired it up but then I thought and noticed that a source port and some other community made things seems to exist, alas I havent seen it mentioned on the Pastebin.

What's the way to go with HEXEN 2?

>> No.2442280

Is there a multiplayer weapon mod where all the guns are either unreliable or do stupid shit? I mean stuff like

>A shotgun with bending barrels that fire in different directions
>Jamming guns like in Reelism
>Guns that can backfire on yourself
>etc

I want something fun to dick around with other people playing

>> No.2442282

>>2441168
Playing through Hellbound. I'm up to map 18 or so and it's still basically Hundreds of hitscanners in giant dark rooms: The WAD. Hoping it turns into a bright slaughterfest soon.

>> No.2442286

>>2442280
There was some wad that made all of the weapons compelete shit, like pistol is half working, shotgun is unuseable and even fist will take a great 10 seconds pause to cut his fingernails and polish them with lax, but I can't remember the mod name though.

>> No.2442290

>>2441168
Nerve.wad
the last official Doom map pack, is very good. Gun/enemy placement/spawns and the architecture is done very well, I would dare to say that is better than most maps in Plutonia/Evilution and even many of those in Doom 2.

>> No.2442291

>>2442286
Extreme Weapon Pack

>> No.2442292

>>2442280
>>2442286
Extreme weapon pack is what you're looking for. I think it's Zan compatible, but don't quote me on that.

>> No.2442303
File: 671 KB, 600x450, [mein leben intensifies].webm [View same] [iqdb] [saucenao] [google] [report]
2442303

>>2442292
Alright, I'll look into it

>> No.2442304

>>2442183
For best experience
Play Chillax with Colourfulhell

>> No.2442306

>>2442290
>better than most maps in Plutonia

Lets not go crazy now. NRFTL generally looks better, but Plutonia has far superior gameplay.

>> No.2442308

>>2442278
There was a FTEQW based port for Hexen2 with bloom and fluff. its unfinished though (some vfx don't work right)

>> No.2442347
File: 6 KB, 389x371, doomguy_peek.png [View same] [iqdb] [saucenao] [google] [report]
2442347

>>2441827
You might want to consider leaving mouselook on, but shutting off free mouselook so that you can only turn left/right with it. This type of mouselook was available in all of the Doom engine games, and in fact any par times you see were set using this control scheme.

>> No.2442358

>>2441441
Could he actually even do it though?

How did he do Doom 64 and Turok? Reversed engineer with no source code? If so that's really fucking impressive.

>> No.2442367

>>2442358
https://powerslaveex.wordpress.com/faq/
>What portions of Powerslave have been reverse engineered for EX?
>Surprisingly, not a lot. The only things that was reversed engineered was things relating to enemy health, damage, speed, game assets, water behavior, etc and anything that involved randomization. The majority of the disassembly was studied and used as a foundation on implementing the gameplay mechanics. The renderer is made completely from scratch.

I don't really understand this, to be honest.

>> No.2442371

>>2442358
>>2442358
Disassembler, observation and reimplementation.

Assembler, or ASM is a language CPU works on, and you can see what commands are sent to your CPU by the program you "disassembling". It takes a lot of expertise to figure out what's going on though.

Reimplementation is basically watching how game does what and then making your engine do the same thing. It may use different methods (as he made proper sprite rendering in OpenGL for Strife Veteran Edition, stuff that no OpenGL port of doom is capable of yet), but what's important is ensuring that the end result would be the same in regular circumstances. Emulating quirqs may or may not be a priority - that depends on the goal of reimplementation.

Doom64 EX and Strife Veteran don't actually use "Doom engine", but Kaiser's own "Doom compatible engine" called Kex. "Doom Compatible" here means - it can do same things as Doom Engine, and can use WADs as source of data, but it also can do it's own thing. Little to no of actual Doom source code is used.

PowerslaveEX and TurokEX are running on Kex2, an engine Kaiser is actively developing now.

Kex2, with a bit of tweaking would be capable of doing everything Blood's version of Build did, and the rest would be reimplementing items, weapons and AI.

Also, LuciusXL already proved that it is possilbe to make an engine that would read Blood level's data and scripts straight out of resources.

tl;dr - it's possible without a doubt.

>> No.2442372

>>2442286
the EWP shotgun can fire
it's hard to do, but when it does... ohh boy

>> No.2442383

>>2442371
>Kex2, with a bit of tweaking would be capable of doing everything Blood's version of Build did, and the rest would be reimplementing items, weapons and AI.
Stop you're getting me hot and bothered.

>> No.2442386

>>2442358
How is that Turok reverse-engineering going anyway?

>> No.2442391

>>2442371
>>2441441
Is there anything stopping Definitely_Not_Kaiser_667 from "expanding" upon Kaiser's work in secret and then releasing the product anonymously and relying upon the anonymous horde to keep the thing uploaded somewhere so it's available for people that want it?

>> No.2442408

>>2442383
>>2442391
Same thing would be possible with eDuke32.
And it is being done in BloodCM, but that's not it, since it can not take original Blood's data and use it, which is the point - it can't play custom Blood maps and such.

Somebody needs to fork eDuke32 and make it work with Blood's data.

>>2442386
If the screenies are any sort of indication, I'd say things go well. I'm not hyped about Turok 1 though, since I like 2 and 3 way more.

>>2442391
Actually nothing but Atari are dicks and may still pressue him.

>> No.2442438

>>2442408
Fucking Atari, I was so excited over Jace Hall working toward a source port and then they block him for no reason.

>> No.2442443

>>2442367
he looked at power slave to understand enemy and weapon stats and the RNG.

at least thats what I'm reading.

>> No.2442528
File: 2.93 MB, 640x400, boner.webm [View same] [iqdb] [saucenao] [google] [report]
2442528

we macross now

obviously a WIP

>> No.2442571

>>2442528

>homing rockets

mother of gawd

>> No.2442579

>>2442571
they're pretty weak, just need to tweak the max homing angle down and slightly decrease the damage, they also weave a lot and start homing after a delay but the video doesn't show it that well

>> No.2442582

So, with this new character, what's the next step for Demonsteele? Are there any multiplayer-related bugs to squash?

>> No.2442617
File: 56 KB, 320x200, DOOM00.jpg [View same] [iqdb] [saucenao] [google] [report]
2442617

Using chocolate doom's native screenshot function, getting this resolution is normal because that's is what the game is being rendered at right?

>> No.2442619

>>2442617
yes

if you want it aspect correct, stretch it vertically to 240px in your favorite image editor

>> No.2442626
File: 603 KB, 1920x1080, Screenshot_Doom_20150601_173909.png [View same] [iqdb] [saucenao] [google] [report]
2442626

Try'na to tweak reshades various filters just right so they work for any map regardless of light levels and contrast. Slowly getting there.

The bloom looks pretty cool here on swim with the wales

>> No.2442628

>>2442528
You def. need some nice trails on those rockets.

>> No.2442645

>>2442617
>getting this resolution is normal because that's is what the game is being rendered at right?

that's correct

>> No.2442658
File: 1.16 MB, 1366x768, sombrero planet.png [View same] [iqdb] [saucenao] [google] [report]
2442658

>> No.2442659
File: 171 KB, 398x775, Cacobro-shihong-zzzz.png [View same] [iqdb] [saucenao] [google] [report]
2442659

>>2442582

Don't know. I'm currently focusing everything on Shihong, at the moment.
I suppose you could say the next step is to make sure she works and is functional. I'm currently taking her development in steps.

1: Finish up the functions of the weapons (sans the BFG).
2: Finish up the special attacks/style swapping.
3: Soul meter system.
4: Figure out what the fuck to do with the BFG.
5: Separate item replacements/unique replacements.
6: Assorted polish/nonsense, or whatever the fuck else I come up with.

As each step is finished one by one, I'll be posting public betas for y'all to pick apart as you please.

>> No.2442661

>>2442371
>kex2
I'm getting a devboner here - what's the legal aspects of the engine, is it open source, and could it end up being a decent platform for building games from scratch with the familiar doom file architecture etc. ?

>> No.2442672

>>2442659

thanks for the informative reply. cant wait to see it!

>> No.2442691

>>2442661
Not open source yet, not even available yet (besides in powerslave/turok EX), and fucking hell yes it can. Look in Powerslave EX's packages (they're zip files). It has its own scripting language which is what Doomscript is supposed to be, and a shitload of other cool stuff to devboner about.

>> No.2442748
File: 5 KB, 200x150, june03_quakecon_063004_000.jpg [View same] [iqdb] [saucenao] [google] [report]
2442748

>E3 2015
>Bethesda press conference
>Pete Hines is onstage advertising merchandise and whatnot
>"Today, we're going to present a project that has been in the works for very long time, and we guarantee it's going to blow your mind. Ladies and Gentlemen, Tim Willits from id Software."
>The lights dim
>A giant DOOM logo appears on screen
>The audience roars
>Tim Willits walks onstage with a briefcase in a non-chalant, confident manner
>Grabs the microphone and sits down in a chair
>"Hello everyone, I'm Tim Willits, you may know me as the studio director here at id. We don't actually have anything to show you today, so for the next thirty minutes I'm going to jack off on-stage with your Wolf:TNO pre-order money. By the way, we've locked the doors so you can't leave. Enjoy the show.
>Pulls a stack of $100 dollar bills out of the briefcase and unzips pants
>The show begins

>> No.2442752

/vr/ (as sub-board) has been pretty active since yesterday, no idea why


>>2442659
>4: Figure out what the fuck to do with the BFG.

to be honest, at this point who cares for a BFG-ish weapon, I use the sword for everything, really.

>> No.2442784
File: 35 KB, 251x253, their face when fallout 4 gets delayed.jpg [View same] [iqdb] [saucenao] [google] [report]
2442784

>>2442748
That won't happen, the crowd will all be sour faced Skyrim and Fallout (3 + New Vagas) fanboys.

>> No.2442794

>>2442784
>Skyrim and Fallout (3 + New Vagas)
One of these is not like the other

>> No.2442814

>>2442691
>It has its own scripting language which is what Doomscript is supposed to be
Basically back when Doomscript was going to be the next thing in ZDoom modding, ACS wasn't what it is today.
Now since ACS is bascially C lite, and can do most anything C can do (albeit sometimes in completely retarded ways) Doomscript isn't as needed.
If you need greater control over functions go check out GDCC.

>> No.2442816
File: 65 KB, 542x1498, tumblr_np9v1ou5xk1szcxzqo1_1280.png [View same] [iqdb] [saucenao] [google] [report]
2442816

oh my

>>2442748

eww gross. somehow i can see it happening

>> No.2442821

>>2442814
Well the issue isn't acs as much as it is Decorate - which the scripting branch has done a lot with

>> No.2442824

>>2442814
>Now since ACS is bascially C lite, and can do most anything C can do (albeit sometimes in completely retarded ways) Doomscript isn't as needed.


It wouldn't hurt to have, though.

>> No.2442826
File: 302 KB, 349x400, 1385489892217.gif [View same] [iqdb] [saucenao] [google] [report]
2442826

>>2442816

>259 votes
>0.95

holy shit, poor Shadow

>>2442658

what WAD is it?

>> No.2442843
File: 29 KB, 400x400, 1388959090092.jpg [View same] [iqdb] [saucenao] [google] [report]
2442843

>>2442748
>>2442784

I think they're going to give the Fallout fans a small taste of whatever the franchise's future may be; my prediction is that they're going to mention that they will start working on the next game as soon as D4 is out

I mean, they hinted Fallout's presence in that picture they posted on twitter a month ago or so. They can't risk making one fanbase happy and the other rabid and sad

>>2442816

>Segway Zombie: 3.83
>Shadow: 0.93
>a joke monster has a better rating compared to the shadow

bruh

>> No.2442851

Game Center CX made a reference to Daikatana and that infamous ad not so long ago; I forgot to save the webms though. Sorry.

>> No.2442862

what's a shadow and why is it so hated?

>> No.2442865

>>2442851
that was an april fools joke video by the sub group.

>> No.2442869

>>2442862
It's a melanin enriched imp that machineguns little red fireballs after a few seconds of looking at you in a mean fashion. They're alright.

>> No.2442871

>>2442862

If I recall correctly, that's one of the monsters in Knee Deep in the ZDoom and other ZDoom-heavy projects from the past six years.

>>2442865

Care to develop? Was it an edited video by them, or was it a legit broadcast from the show?

>> No.2442887

>>2442871
>Knee Deep in the ZDoom
Started playing that yesterday. I don't really care for it. Especially because it was supposed to operate under the assumption that Id may have made these choices if given the time/hardware/money. The first 3 missions so far are a clusterfuck, and feel terribly paced a somehow linear despite all the areas they've added (likely because every map now have 3 keys to get seemingly). New enemies are shit and on the hardest difficulty the amount of ammo you get is somewhere between "none" and "pittance". Which wouldn't be a real issue if there weren't at least 3 types of bullet sponges in every room. I have nothing against conserving ammo, but it's tedious to shoot everything with a pistol. It's clearly made for people who are good at Doom from the get go, and that's not really what Id did. No ease time. Pacing is fucked. Level design is fucked.

Looks nice though.

>> No.2442894

>>2442887
>Looks nice though.
This really is the only thing that KDiZD did well. I couldn't stand anything else

>> No.2442905
File: 2.35 MB, 1013x1494, Sidharth+Chaturvedi+-+Doom.png [View same] [iqdb] [saucenao] [google] [report]
2442905

Alright family, are you ready for this week's ride? You better grab some popcorn 'cause here we fekking go!

So we have this little wad called "The Asylum", it's a recent upload in the /idgames archives in which the author kindly asks in the readme for you to not use advanced player movement (looking up/down, jump/crouch, etc. zdoom stuff). Nice little advice, nobody makes it clear these days.

It says that it plays fine on Skulltag, ZDoom and Zandronum, but it seems to be broken on PrBoom and Doomsday...oookay

Hey, let's not be pessimistic right from the get go and let's give it a try. It's only 111kb long so it shouldn't be an issue, right?

>> No.2442907
File: 7 KB, 148x160, 64565236.jpg [View same] [iqdb] [saucenao] [google] [report]
2442907

>>2442816

>0.93

bloody hell, I guess nobody likes him

>> No.2442909
File: 60 KB, 640x480, Screenshot_Doom_20150531_170405.png [View same] [iqdb] [saucenao] [google] [report]
2442909

>>2442905

So we jump to MAP30, as the readme tells you to do...And ladies and gentlemen THIS, is your starting point. A near-0 light corridor maze with damaging waste. Damn that rhymed; anon got some bars.

Anyway, yes, this means the player receives damage as soon as the map starts. Dear mappers, this is a rookie mistake, and a pretty bad one at that. Nobody wants to get hurt at the very beginning of their adventure. In case you haven't got the message, don't do this. Ever.

>> No.2442914
File: 59 KB, 640x480, Screenshot_Doom_20150531_170444.png [View same] [iqdb] [saucenao] [google] [report]
2442914

>>2442909

So anyway, we managed to get out of that dam near-killing maze. What's our reward for completing such amazing riddle? A small medkit. How nice.

Wonder what's next.

>> No.2442919
File: 47 KB, 640x480, Screenshot_Doom_20150601_130733.png [View same] [iqdb] [saucenao] [google] [report]
2442919

>>2442914

Oh boy.

In case you can't see it, that's a cyberdemon. And three zombiemen are blocking you (or rather, acting as a poor man's shield) against his rockets. It's so fucking dark, the player can't see or figure out what to do in order to pass thru this...thing, which doesn't act as a real challenge to the player but instead looks like something straight out of a lame joke wad

(IDDQD activated; this isn't good.)

In case you're wondering where's the exit, you must hump a wall before the rockets reach your ass, but you must do it as soon as you fall in this pit otherwise you're fucked. Nice.

>> No.2442926
File: 54 KB, 640x480, Screenshot_Doom_20150531_170630.png [View same] [iqdb] [saucenao] [google] [report]
2442926

(Random trivia nobody gives a shit about; the captcha just asked me to select all the food, and one picture was a baby's hand. Also I had to replay the cyberdemon segment because the screenshot wasn't good. Just like this map, hyuk hyuk)

>>2442919

Hey, we managed to find the way out! And somehow we got silently teletransported to another dark corridor that ends...with this. You must manage to skip the archviles to get inside another corridor that one of them is blocking.

And boy, you just wait to find out what that corridor has in it...

>> No.2442929
File: 64 KB, 640x480, Screenshot_Doom_20150531_170704.png [View same] [iqdb] [saucenao] [google] [report]
2442929

>>2442926

SIX OTHER ARCHVILES! That's right my friends, six damn archviles that barely fit inside that small corridor that was unblocked by that archvile.

(At this point, I fired up -notarget and mdk to dispatch these basterds)

>> No.2442934
File: 33 KB, 640x480, Screenshot_Doom_20150531_170743.png [View same] [iqdb] [saucenao] [google] [report]
2442934

>>2442929

We manage to get out of that damn room, and now we enter ANOTHER dark corridor, only that this time we get to see a corridor made entirely out of decoration. WE 1995 NOW!

>> No.2442938
File: 44 KB, 640x480, Screenshot_Doom_20150531_170835.png [View same] [iqdb] [saucenao] [google] [report]
2442938

>>2442934

We get transported to this room, or well, more like a jail. I wonder what kind of crime I committed in order to get trapped inside this cage of emotions and amateur mapping. Anyway, as you might have guessed, we must shoot a switch in order to get out of our imprisonment.

I swear I've never seen this before in a Doom map, ever!

>> No.2442940

>>2442909
> Nobody wants to get hurt at the very beginning of their adventure. In case you haven't got the message, don't do this. Ever.
i disagree, i think it's quite acceptable to start the player in a damage sector if done carefully or if it fits the theme of the map. consider that one map in ksutra that starts you in an electric chair. or there's another one in TVR that is a toxic waste processing plant that you got into by falling into a sewer pipe (one of the early maps, forget which exactly)

>> No.2442941
File: 83 KB, 640x480, Screenshot_Doom_20150531_171024.png [View same] [iqdb] [saucenao] [google] [report]
2442941

>>2442938

We make a bit more progress and...Yeah...

>> No.2442942
File: 82 KB, 640x480, Screenshot_Doom_20150531_171031.png [View same] [iqdb] [saucenao] [google] [report]
2442942

>>2442941

Yeah...

>> No.2442948
File: 73 KB, 640x480, Screenshot_Doom_20150531_171037.png [View same] [iqdb] [saucenao] [google] [report]
2442948

>>2442942

Jesus christ.

(it should be mentioned that the player doesn't receive a big weapon to dispatch these cyberdemons, and yes, there was more)

>>2442940

Ah of course! I almost forgot about that map in Kama Sutra. It's just that...yeah, a maze with damaging floor? Come on. You just said it, there needs to be a buildup for that, and this map had none

>> No.2442950
File: 94 KB, 640x480, Screenshot_Doom_20150531_171302.png [View same] [iqdb] [saucenao] [google] [report]
2442950

>>2442948

So let's say that you managed to reach this part without quitting the map and reach this point. Misalignments? Check. Non-existant light variation? Check. "You must destroy some barrels to activate a chain reaction that kills all of these monsters"? Check that shit.

>> No.2442968
File: 276 KB, 1280x720, Screenshot_Doom_20150601_150004.png [View same] [iqdb] [saucenao] [google] [report]
2442968

>>2442752
>to be honest, at this point who cares for a BFG-ish weapon, I use the sword for everything, really.

Yeah, I'm glad the sword came out rad. And the powered form is going to be MORE RAD.
But I'm pretty sure it won't carry you through something like 6000 Mega Hurtz.

>> No.2442970
File: 69 KB, 640x480, Screenshot_Doom_20150531_171426.png [View same] [iqdb] [saucenao] [google] [report]
2442970

>>2442950

So hey, let's get inside and see what w---

This doesn't...

Nah, fuck this. That's it. Why the fuck am I wasting time with this shit? The author thinks that you can finish this thing without using cheats? I've seen some first-time amateur shit in my lifetime, but this is just too much.

The best part, there was no stupid goddamn part or geometry in this "map" that couldn't be done in a non-Zdoom format. No 3D floors, no ACS scripts (there's no ACS lumps inside the wad), no custom MAPINFO. Nothing. Nice, really, really nice. Asking for non-"post doom" settings for this piece of crap that could've been done in an engine that actually encourages no post-doom stuff? Build a clone machine instead and get cloned so you can go fuck yourself

In case you're part of the bunch of weirdos that unironically play and enjoy shitty wads, here's the idgames link in all of its glory
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/a-c/asylum.zip

I'm hoping the author gets to open a thread in Doomworld for this map so he can receive constructive feedback. Yes, I'm hoping he's one of those sad individuals who get pissy at actual feedback. Anyway, I think the /idgames comments section should be enough for the time being

Anyway, this is the end of the ride folks. Don't forget to tip the gatekeeper on the way out!

(I'm wondering if I can qualify to be a writer for the /newstuff chronicles)

>> No.2442985

>>2442970

I almost forgot, if you actually want to get your bandwidth and time worth the waste, go play Valiant which was recently uploaded too. Far better gameplay compared to this piece of garbage

Anon out.

>> No.2442986

>>2442658
What is this WAD, I recognize where the HUD is taken from but not the rest

>> No.2443002

>>2442970
>(I'm wondering if I can qualify to be a writer for the /newstuff chronicles)
sure, why not, you seem sufficiently sarcastic!

>> No.2443004

>>2442968
Replace BFG with Helldriver Pocket Edition.

>> No.2443005

So for a mapping challenge:
What if we make the theme "Power of Two". So you can pick how you want to limit yourself, but you have to stick to a power of 2. Want to limit size? You have to make it 512x, 1024x, 2048x etc... Limit monsters? 2,4,8,16,32,64 etc... Limit zones? Same thing. Power of Doom.

>> No.2443012

>>2443002

Ahahahahaha, and I'm having a pretty good time today, to tell you the truth. I was honestly feeling optimistic when I was downloading it, and right after the download finished I lost my Internet connection so I was stuck with that thing for the rest of the day.

Thankfully I had Valiant on my other PC too.

>>2443005

Sure, why not?

>> No.2443014

>>2442985
>Play Valiant
You can't play Valiant it's too good. It's full of too many good elements because the community only like good boring maps. Shitty maps are where it's at.

>> No.2443020

>>2442816

Damn. Is it the lowest-rated monster ever in the repository?

>>2443004
>Replace BFG with Helldriver Pocket Edition.

This.

>> No.2443041
File: 1.05 MB, 1366x768, straight outta warhammer.png [View same] [iqdb] [saucenao] [google] [report]
2443041

>>2442826
>>2442986
Eternal DOOM IV: Return from Oblivion

>> No.2443068

>>2443041
Anon I just have to say it, you should turn texture and sprite filtering off. Unless you consciously made the choice to keep it I guess.

>> No.2443073
File: 1.77 MB, 1366x768, Screenshot_Doom_20150531_111548.png [View same] [iqdb] [saucenao] [google] [report]
2443073

>>2443068
i'll keep that in mind

>> No.2443158

>>2442626
Send us the Config when you're done.

>> No.2443163

>>2443073
if you don't like pixels just stick with the linear filter. the hd ones make these awkward squiggly edges on the sprites that really don't look good with low-res doom graphics

>> No.2443198

>>2442408
BloodCM is terrible and totally off though.

>> No.2443231

At this point I think it would be easier to get Prince to re-release Purple Rain for free than obtain Blood's source code

>> No.2443390
File: 58 KB, 500x281, Tai-yes-Yes-YES-digimon-35182916-500-281.jpg [View same] [iqdb] [saucenao] [google] [report]
2443390

>>2437873
>Hotline UAC, a mod based on Hotline Miami: http://forum.zdoom.org/viewtopic.php?t=48703
See attached image

>>2437873
>Powerslave EX Beta now available: https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/
Anyone else have trouble getting it to work?

>> No.2443402
File: 326 KB, 558x691, mmmmmmmm.png [View same] [iqdb] [saucenao] [google] [report]
2443402

>>2443390
>>Hotline UAC, a mod based on Hotline Miami: http://forum.zdoom.org/viewtopic.php?t=48703
>See attached image
You don't know do you?
Do you seriously have no idea?

>> No.2443418

The crosshair in Powerslave EX is positioned too high for me, the shots go where the bottom line of the crosshair ends. Is that a problem with my resolution or something? Did they fuck up the crosshair?

>> No.2443428

>>2443402

If you're going to say something, then say it. Don't beat around the bush.

>> No.2443434

>>2443428
https://www.youtube.com/watch?v=57a2fd-Id6A

>> No.2443442
File: 222 KB, 800x600, Screenshot_Doom_20150601_172440.png [View same] [iqdb] [saucenao] [google] [report]
2443442

>>2442304
nyet, nuts.wad with colorful is better

>> No.2443443

>>2443434
Someone should host this.

>> No.2443445

>>2443428
WHOOPS!

>> No.2443456

>>2443428
>If you're going to say something, then say it. Don't beat around the bush.

I love you since we were on high school

>> No.2443472

>>2443456

I'm so glad we can finally get our feelings out of the way, anon.
Let's elope to a land far away where we can live out our dreams.

>> No.2443497
File: 292 KB, 512x384, giolPVy.png [View same] [iqdb] [saucenao] [google] [report]
2443497

Metal Slug Doom is FUCKING AMAZING
http://zandronum.com/forum/showthread.php?tid=5888

While I admire the fact that the guy kept the "one hit kill" aspect, it's still kind of bullshit in a way

>> No.2443519

>>2442183
>BallCracker
>Street cleaner
Those guns are boss, so many wads make me wish I had something that just splooges shells everywhere when I play with vanilla weapons.

>> No.2443549

>>2442303

Ah fuck i laughed.

Sauce?

>> No.2443550

>>2442579
>>2442528
>>2442571

So you ARE going to call this thing a "Raging Boner", right?

>> No.2443568

>>2443549
Wolfenstein HD or something. It's pretty fun to play. I think it was made for a 7 day game jam or some such.

>> No.2443574

>>2443549
Super Wolfenstein HD

>> No.2443669
File: 524 KB, 1920x1080, 2015-06-01_00001.jpg [View same] [iqdb] [saucenao] [google] [report]
2443669

What an mess! *snap crackel*

>> No.2443672

>>2443669
srs sam is not retro, take it away chump

>> No.2443678

>>2443672
It's retro enough to be played on /vr/ when we had the IRC going.

>> No.2443702

>>2443678
>when we had the IRC going
it's not anymore?

>> No.2443710

>>2443702
Haven't checked.

>> No.2443719
File: 1.50 MB, 1458x2169, 50681863_p0.png [View same] [iqdb] [saucenao] [google] [report]
2443719

>>2442659
Oh snap, Japanese qt is fast as hell!

>> No.2443730
File: 2.94 MB, 1280x720, boner2.webm [View same] [iqdb] [saucenao] [google] [report]
2443730

>>2442628
you're right, it can't be Macross missile spam without the ridiculous trails

>> No.2443762

>>2442659
Shihong needs more autofiring weapons, Blackened are basically fucking HORRIBLE and eat up all her ammo if you don't get lucky and get close enough to do a special

>> No.2443774

>>2443497

one hit deaths are a bad idea in Doom. It was a pain in the ass in action doom, and it's fucking shit here too.

>> No.2443778
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]
2443778

>>2443730

Nice!

>> No.2443789

>>2443774

sounds like someone forgot to take his Git Gud Tonic in the morning

>> No.2443801

>>2443789

There's just something deeply wrong about combining metal slug/contra with Doom, and somehow making a gameplay setting that has a greater emphasis on cover than ever before.

At least the newest Contra doom implemented a lives system, but having to quick save/load so often during Action doom and Metal Slug doom is a massive pain in the ass

>> No.2443821
File: 1015 KB, 1022x639, BRUTAL DOOM.png [View same] [iqdb] [saucenao] [google] [report]
2443821

>>2441168
YOU'RE HUGE, THAT MEANS YOU HAVE HUGE GUTS!

RIP AND TEAR!!!

>> No.2443836
File: 289 KB, 1776x1000, Screenshot_Heretic_20150601_074544.png [View same] [iqdb] [saucenao] [google] [report]
2443836

Hope you guys don't mind me posting this here, but i'm working on a small Heretic project.
http://forum.zdoom.org/viewtopic.php?f=19&t=48741

>> No.2443841

>>2443821
This screenshot is obviously fake because too much credit is given in the background

>> No.2443845

>>2443841
Chuckled but I feel sad now.

>> No.2443846

>>2443836

>making the gold wand infinite ammo

I'm perfectly okay with this, however what uses those wand gems? Anything?

>> No.2443849

>>2443846
Oh fuck. Sorry, was stuck in the samsara mind frame and thought that they'd go torwards the Gauntlets. What do you think I should replace them with? Or should I give the Wand an alt-fire that uses ammo? Or something else entirely?

>> No.2443857

>>2443849

an altfire that consumes ammo might be good, or give an altfire to another weapon that uses them would also work.

>> No.2443870

>>2443821
It's kinda sad but also fucking awesome that games like DooM still have a community today.

Really kinda shows how modern gaming is going downhill.
Seriously I never experience the sense of wonder and occasional frustration i've experienced in DooM since.

Nowadays you take too long to find a keycard and the game just say
>look dumb shit here's where the keycard is.

I kind of miss those days.
Seriously we need to find a middleground between all this handholding and pure figure it out.

Or at the very least we need more options to disable hints and just do shit ourselves.

>> No.2443934

>>2443870
>It's kinda sad but also fucking awesome that games like DooM still have a community today

Same I mean the game is 20 years old but still has considerable replay value, mostly due in part to the huge wealth that the modding scene produces

>> No.2444057

>>2443719
Chink and Korean tho.

>> No.2444102
File: 415 KB, 800x1316, raging boner hammers mouthy redhead.jpg [View same] [iqdb] [saucenao] [google] [report]
2444102

>>2444057
Anon's probably talking about the artist (88alice). She does a lot of doom fanart and keeps up with many of the mods originating from /vr/

>> No.2444104

>>2443390
>Anyone else have trouble getting it to work?
Yeah. And now it's seemingly dead or got CaD'ed I'll probably never get to play it. Feels bad man. Anubis.exe just plain as heck crashes stating "Access Violation Exception (0xc0000005)
in module ntdll.dll at 0023:77a7e0a6." in the crashlog or some junk. Emailed the creator but if it's dead now I doubt we're getting that fix.

>> No.2444140

>>2444104

Don't panic, it just seems that he's fixing the builds.

Also nobody uses "CaD", it's more common to see C&D

>> No.2444260

>>2443934
i wouldn't have thought it counted as replay value when you are playing maps which are new to you

>> No.2444267

Can i fuck the black demon in Hdoom?

>> No.2444273
File: 336 KB, 280x1920, watering can.png [View same] [iqdb] [saucenao] [google] [report]
2444273

>> No.2444275

There's something surreal about mixing PSX Doom with Doom 64 weapons, monsters, and items.

>> No.2444289

>>2444273
>Daisy with daisies
Feels where had, let's kill hellspawn in revenge

>> No.2444323

>>2444102
Keeps up with?
Kurashiki, as she's known around here, frequently plays with Term's squad, and even made two maps for Push!

>> No.2444324

>>2444323

Two really nice maps at that.

She's a coldblooded killer though, watch the fuck out when you're playing against her on Doom

>> No.2444326

>>2440583
>~/gitrepos/prboom2

out of interest where did you clone this from?
i thought prboom+ still lived in svn.

>> No.2444350

>>2443550
no idea how I missed this comment, but I like this idea for its name a lot, I was going to go with Skeleboner

>> No.2444372
File: 955 KB, 1920x1080, Screenshot_Doom_20150601_231734.png [View same] [iqdb] [saucenao] [google] [report]
2444372

>>2444326
It is still SVN.
The repo:

https://svn.prboom.org/repos/branches/prboom-plus-24/prboom2/

I just have my directory full of shit I build named "gitrepos" because its the revision control system of choice these days, so most of my shit is from Github.

Sorry for the confusion.

On an unrelated note, I've been playing the WAD Purgatory, by Corey H. http://forum.zdoom.org/viewtopic.php?f=19&t=37939
Very atmospheric, making actually good use of the resources from Realm667 (most gzdoom/zandro wads lay it on a little too thick).
Beautiful architecture and lighting. Not very fast-paced, but the battles are still pretty engaging. First few maps are a techbase, the rest are hellscapes. In the middle of MAP06 right now, I would recommend! Pictured is the middle of a nice strobe light effect (not just flashing, actually rotating). Sorry if doesn't seem too impressive, but I've generally been more of a purist/vanilla type player.

>> No.2444405
File: 904 KB, 500x532, 1383683178193.gif [View same] [iqdb] [saucenao] [google] [report]
2444405

>>2444324
the punches.....the punches.....

>> No.2444449

>>2442871
> Care to develop? Was it an edited video by them, or was it a legit broadcast from the show?

it was an edited video, http://www.sa-gccx.com/episode/to-catch-a-catch-copy-special

>> No.2444525
File: 178 KB, 620x351, Screenshot_Doom_20150601_221728.png [View same] [iqdb] [saucenao] [google] [report]
2444525

http://www.moddb.com/mods/blade-of-agony

You are B. J. Blazkowicz, the greatest spy and biggest risk-taker the Allied forces have ever known! Take on the might and fury of the Third Reich as you blast your way to victory! Do battle with the diabolical Adolf Hitler, who is twisting science and the occult in his pathological mission to conquer the world!

The fate of all free peoples hangs in the balance - failure is NOT an option. Your standard issue cyanide capsule should be used at your own discretion!

Good luck, you'll need it!

>> No.2444556

Anyone know if glowing flats in gldefs can be set to glow subtractively? I think you could fake some neat lighting that way.

>> No.2444597
File: 2.94 MB, 683x384, trails.webm [View same] [iqdb] [saucenao] [google] [report]
2444597

>> No.2444620

>>2442887
>>2442894
I reckon the problem with level design and gameplay flow was thanks to every map being collaborative efforts. Like, they all each have around half a dozen mappers.

>> No.2444626

>>2444597
Weapon sprites are too big for an all-round weapon that is supposed to be used the most
dig the trails though

>> No.2444628

>>2444525

Looks nothing more than a boring version of MoHAA tbh

Also those tracers are ugly as fuck, I didn't like them in Nazis! or Terrorists! either, they made the guns feel like toys.

>> No.2444641

>>2444525
>High-quality soundtrack (most of it from the latest Wolf games)
>Gameplay video has music from RtCW

>> No.2444652

After BTSX E3 and the resource pack comes out (ie, never), I wonder if a Community Chest-like megawad gets made using its textures and palette.

>> No.2444657

>>2444628
3d model tracers every 4th round on actual machineguns look cool

>> No.2444659

>>2444652
I'm more interested in seeing a joe-ilya map with BTSX palette and textures.

>> No.2444668

>>2444659
By the time the resource pack is out, joe-ilya might not be shit at mapping anymore.

He's already shown some slight signs of improvement recently.

>> No.2444670
File: 5 KB, 251x240, 1347492008628.jpg [View same] [iqdb] [saucenao] [google] [report]
2444670

>>2444668
>joe-ilya might not be shit at mapping anymore.

>> No.2444725

>>2444670
He's not quite as bad as he used to be. Though he still has a lot to learn.

>> No.2444736
File: 1.55 MB, 200x177, 1433197059371.gif [View same] [iqdb] [saucenao] [google] [report]
2444736

>>2444659
>>2444668
>>2444670
>>2444725

By the time the resource pack is out, joe might not be in the community anymore.

Let's make this clear, he might've made some progress in his mapping skills, but he hasn't changed his attitude at all. He's walking the thinnest line I've ever seen.

>> No.2444753

J4rio best doom player? plays scythe 2 for 4 days and makes crazy record. Or does he BS about timeframes.

>> No.2444754

>>2444753

ancalagon should be up there for having the longest successful uv-max demo from a legit map

>> No.2444756

>>2444736
How many times has he been loser'd now?

>> No.2444761

>>2442816
>>2443020

I guess it is, the second lowest rated monster in R667 doesn't go below the 3.0 mark

>>2444756

only one, I think.

at least he never evaded his status once

>> No.2444771

>>2444754
>the longest successful uv-max demo from a legit map
which is...?

>> No.2444776
File: 40 KB, 445x355, spoon[1].png [View same] [iqdb] [saucenao] [google] [report]
2444776

>>2444771

Deus Vult MAP05
1:00:54

www.youtube.com/watch?v=PMD3Ycaq0SE

>> No.2444812

>>2444776
Isn't there a UV max for Holy Hell that's 3 hours long?

>> No.2444814

>>2444812

thats why I said 'legit map'.

>> No.2444816

>>2444814
How is it not a legit map?

>> No.2444821

>>2444816

deus vult is composed of 4 maps, each one of them with different settings and gameplay, the fifth map is all of them combined.

holy hell is literally 'grab bfg and hold fire until you win'. geometry is nonexistand and the monsters are just piled up in there with no actual challenge for you to kill them

>> No.2444851

>>2444821
>deus vult is composed of 4 maps, each one of them with different settings and gameplay, the fifth map is all of them combined.

i thought it was one big map, split up.

the full version has lots of errors that were zdoomisms in 2004 (and still are, in some cases)

- obviously, it broke the 32k sidedef limit. most limit-removing engines can now cope with 64k sides (it's just a case of treating some numbers as unsigned shorts, not signed)
- a few lines had unknown textures on them, this used to crash prboom
- lots of solid hanging bodies to block your path, and torches submerged in the floor which can't be run over; in particular there's one large monster teleporter with a solid corpse over it, that makes monsters teleport out one at a time and is tedious as hell

but the author wanted speedruns of his map, and asked for speedrunners to test it, hence the four smaller versions that have the missing textures fixed, solid bodies changed to non-solid ones, and so on.

>> No.2444853

also ancalagon is a nicer guy

>> No.2444869

>>2444821
>deus vult is composed of 4 maps, each one of them with different settings and gameplay, the fifth map is all of them combined.

Other way around, actually. From the text file

>A large, two-themed level created for Co-op, inspired by Hell Revealed and Alien Vendetta. Emphasizes large, well-choreographed fights. Exceptionally calibrated for Single Player.
>The map can be played in two distinct configurations:
>Config 1 - Split into four sublevels for people who do not have patience to play through large maps, or do not own a high-end PC (<1.8 GHZ). Also good for co-op play, since smaller levels lag less. Designed to be completable from scratch. *Runs from Map 01-04.*
>Config 2 - The full monty, the unabridged version of Deus Vult, for people who likes big maps. Designed to be completable from scratch. WARNING: Needs an EXTREMELY STRONG LIMIT REMOVING SOURCEPORT. *Runs on Map 05.*

>> No.2444876

>>2444821
>holy hell is literally 'grab bfg and hold fire until you win'. geometry is nonexistand and the monsters are just piled up in there with no actual challenge for you to kill them

That doesn't make it non-legit. Just means its lazily made.

A non-legit map would be something from Mock 2.

>> No.2444889

>>2444869
>WARNING: Needs an EXTREMELY STRONG LIMIT REMOVING SOURCEPORT.

I like how way back then you needed a total package to run certain maps. And nowadays you just simply dump them in ZDL and you're good to go with the current ZDoom and PrBoom


In five years New York Doom will be easy to play

>> No.2444916

>>2444889
>In five years New York Doom will be easy to play
That would depend entirely on improvements of the BSP

>> No.2444931

>>2444916
>That would depend entirely on improvements of the BSP
>improvements

I guess in that case ZDoom is out of the question :^)

>> No.2444949
File: 166 KB, 1024x768, br4oyHQ.jpg [View same] [iqdb] [saucenao] [google] [report]
2444949

>>2444931
Indeed.

I really really really hope kex becomes a big thing

>> No.2444958

>>2444949
how the heck does that guy do it? Just casually making up engines and reverse engineering games?

>> No.2444967
File: 186 KB, 349x268, JQeNMUZ.png [View same] [iqdb] [saucenao] [google] [report]
2444967

http://www.doomworld.com/vb/post/1377294

>"I'd be happy to either host or arrange an interview with Romero via Doom Radio using questions gathered here by the community, although it should go without saying that this isn't preventing anyone from conducting an interview in their own time and putting it up on the forums or having it hosted on the Doom Radio website. I had been holding out for some better equipment before conducting higher profile interviews like this, but if the community's good and ready then we can suit up and put on a show!"

[HEAVY BREATHING INTENSIFIES]

>>2444958

Kaiser is out of this world; he was involved in the development of the two available options to play Doom 64; he contributed to CC, CC2 and Plutonia 2, he reverse engineered most of the console Doom games and he also contributed to the F.E.A.R. expansion pack

The man is a living legend in the community, no wonder he was the first option for the Lifetime Achievement award

>> No.2444968

>>2444949
if its not terribly complicated to work with I could ditch ue4 and make something in this engine

>> No.2444969

>>2444967
>he was involved in the development of the two available options to play Doom 64

*on PC.

>> No.2444975

>>2444967
Man, the coolest thing would be if romero joined up with the community
>>2444949
He's gonna release it open source once it's done. If it's easy enough to work with it could be the next big thing in doom/classic vidya modding.

>> No.2444978
File: 109 KB, 629x924, 45179602_1.png [View same] [iqdb] [saucenao] [google] [report]
2444978

>>2444975
Meant to reply to >>2444958

>> No.2444987

>>2444967
>he contributed to Plutonia 2

IIRC, his contributions didn't actually make it into the final product.

>> No.2444990

>>2444967
>The man is a living legend in the community
he's also permabanned from ZDF

>> No.2444992

>>2444990
>permabanned from ZDF

Literally every time I read an old thread from there, theres at least one banned person in it.

Are the mods there nazi's or something?

>> No.2445000

>>2444990

...there's no way you can be serious

>last visited: Mon Dec 29, 2014 4:01 pm

>> No.2445009

Downloads for Powerslave EX has been removed ;_;

>> No.2445013

>>2445009
>>2444140

>> No.2445029

http://www.doomworld.com/vb/post/1377311

Ooookay, NOW it's time for speculation.

>> No.2445042

>>2445013
Whew..

>> No.2445045
File: 30 KB, 704x396, e737a85d.jpg [View same] [iqdb] [saucenao] [google] [report]
2445045

>Brutal Doom on TNT: Evilution and Plutonia Experiment

>> No.2445047

>>2445042

>>2445013 was me, but then I saw and posted >>2445029

Unfortunately I'm afraid there's more of this to come

>> No.2445090 [DELETED] 

>>2445045
you know you just triggered at least 10 faggots right? good job

>> No.2445101

>>2445047
What a shame, I just started looking into scripting for this game ;_;

>> No.2445129
File: 524 KB, 1366x768, Screenshot_Doom_20150601_205712.png [View same] [iqdb] [saucenao] [google] [report]
2445129

alright, time to fight some ayy lmao

>> No.2445132
File: 1.04 MB, 1366x768, Screenshot_Doom_20150601_210635.png [View same] [iqdb] [saucenao] [google] [report]
2445132

>>2445129
the "guards" weren't too obstructive

>> No.2445135

>>2445090
While I loathe Brutal Doom, playing with the mod in the Final Doom areas makes for an interesting experience

>> No.2445136
File: 1.25 MB, 1366x768, Screenshot_Doom_20150601_210642.png [View same] [iqdb] [saucenao] [google] [report]
2445136

>>2445132
i'm in

>> No.2445142
File: 1.17 MB, 1366x768, Screenshot_Doom_20150601_212121.png [View same] [iqdb] [saucenao] [google] [report]
2445142

>>2445136
>assloads of enemies down below
>went right
>see an elevator
>call it down
>threw a grenade up to clear enemies
>went up
>through a door
>pic related

fug :DDDD

>> No.2445148
File: 1.06 MB, 1366x768, Screenshot_Doom_20150601_212134.png [View same] [iqdb] [saucenao] [google] [report]
2445148

>>2445142
>two hellknights, a baron, a skellie & some others try to kill me
>seems earth weapons can kill hellspawn
>switch to open the door is covered in baron blood
>make it out
>sees "jason"

>> No.2445149

>>2445000
>>2444992
>>2444990

No, he isn't.
http://forum.zdoom.org/memberlist.php?mode=viewprofile&u=661

Just because his flavor text says he's banned doesn't mean he is, it just means he's being silly.

>> No.2445154

>>2445129
is this levels/doom2/a-c/area51.zip ?

>> No.2445161

>>2445149
the story as i understood it was that he was banned for a long time because the zdoom developers/admins didn't see the joke in one of the "community is falling" wads.

if that's no longer the case, good.

>> No.2445162

>>2445129
I remember playing this when I was little. Pretty cool for what it is.

>> No.2445168

>>2445161
or never was the case

>> No.2445172

Just finished BTSX E2M25

Used saves because I decided its far too long of a level to bother trying a single pistol start run. Finished in just over an hour, and this is includes me skipping the red key slaughter.

One more map to go...

>> No.2445185

>>2442784
>>2442784 (me)

okay we're on bump limit now, i feel more comfortable talking about this. they just hinted something about/for Fallout on bethesda's twitter again

>> No.2445186

>>2445101
don't give up
the game is already working, no? at "worst" you'll have to torrent it instead of getting it from the official site

>> No.2445187
File: 94 KB, 400x400, this displeases the momiji.png [View same] [iqdb] [saucenao] [google] [report]
2445187

>>2445029
And I was looking forward to trying this...

>> No.2445195
File: 1.11 MB, 1366x768, Screenshot_Doom_20150601_213031.png [View same] [iqdb] [saucenao] [google] [report]
2445195

>>2445148
>go to the other side of the annex
>sees another elevator
>same old shit, but no surprises
>clear out a control center
>push another button
>nothing happens
>go back down
>assloads of baddies including this thing

just what the fuck are you?

>>2445154
i believe so

>> No.2445197
File: 1.18 MB, 1366x768, Screenshot_Doom_20150601_213037.png [View same] [iqdb] [saucenao] [google] [report]
2445197

>>2445195
oh, it's just a caco with a mask on

>> No.2445202
File: 991 KB, 1366x768, Screenshot_Doom_20150601_214725.png [View same] [iqdb] [saucenao] [google] [report]
2445202

>>2445197
onto the other annex. this is where i have to cut transmission....

>> No.2445216

>>2445045
>>2445135
i also think brutal doom goes very well with evilution.

>> No.2445218

>>2443821
I swear to god I Brutal DooM is SO FUCKING SATISFYING.

I mean don't get me wrong original DooM was great and the kills felt pretty gud, but brutal doom just took it to a whole new level.

John Romero commented about Brutal DooM claiming it was "Hilarious" so I assume that means he likes it too.

>> No.2445220

>>2445185
>okay we're on bump limit now, i feel more comfortable talking about this
why would being before or past bump limit make any difference to the discussion of a perceived-to-be-controversial topic?

>> No.2445223
File: 106 KB, 1024x683, The facepalmer.jpg [View same] [iqdb] [saucenao] [google] [report]
2445223

>>2445135
>Loathe Brutal DooM
Okay I'm new to this general.

Explain. I'm just gonna assume everyone here hates it for no real reason like on most of 4chan when people hate things.

>> No.2445224

>>2445218
I could have swore Romero outright said that he liked Brutal Doom in that playthrough of KDID he did with IGN, but I can't remember.

>> No.2445225

>>2445223
It's alright.

>> No.2445247

>>2445218
>>2445224
>John Romero commented about Brutal DooM claiming it was "Hilarious" so I assume that means he likes it too.
>I could have swore Romero outright said that he liked Brutal Doom in that playthrough of KDID he did with IGN
Nope.

>>2445223
>I'm just gonna assume everyone here hates it for no real reason like on most of 4chan when people hate things.
Uh, sure, keep thinking that.
Play what you want to play, like what you want to like. You shouldn't be bothered by the fact that someone dares not to enjoy a mod you do.

>> No.2445251

>>2445247
>Nope.
Umm no i'm pretty damn sure he commented on it atleast once.

>> No.2445253
File: 816 KB, 1780x1050, 1429987810995.png [View same] [iqdb] [saucenao] [google] [report]
2445253

>>2445223
It's mostly because of the drama surrounding the mod than the mod itself. On it's own it's a really fun 'Doom Comic' inspired ultraviolet power fantasy.
However the community that surrounds it is a putrid mess filled with edgy 12 year olds who don't understand Doom's charm.
The unironic "RIP AND TEAR XD" kind of kids. They think that BD is just an updated version of doom, instead of a over the top violence mod inspired by the comic people found funny and liked ironically (I hope).
However the author isn't any different and sure as fuck isn't helping.

>> No.2445261

>>2445220

I don't know, I guess it has to do with it being off-topic. And I feel kind of dirty bumping a /vr/ thread with non-retro stuff

Also that very post had a sage, despite that we now are on bump limit

>> No.2445265

>>2445251

Yeah, he never said that he liked it.
He said that it was funny and that if id had released Brutal Doom, they would have destroyed the industry. And then afterwards, he linked an article that blasted Brutal Doom.

If anything, Romero is probably tactfully avoiding having a public opinion on Brutal Doom.

>> No.2445279
File: 12 KB, 719x150, ss+(2015-06-02+at+02.48.36).png [View same] [iqdb] [saucenao] [google] [report]
2445279

PowerslaveEX confirmed for kill.

Heartfelt sympathies go out to Kaiser, a true bro who wanted to keep the history of FPSes alive.

>> No.2445280

>>2445279

jesus fucking goddamn piss-shitting christ

>> No.2445281

>>2445279
god dammit.
kaiser, you magnificent bastard, you deserved better.

>> No.2445285

>>2445279
Link for newspost.
>>2437873

This is pretty fucking terrible news.
Godspeed, kaiser.

>> No.2445293

>>2445279
What the fuck man... Well. Is the beta fully playable? What wasn't finished?

>> No.2445294

>>2445279
[from the wikipedia powerslave article]
Re-release
On May 24, 2015, an unofficial remake based on the PlayStation version was released by Samuel "Kaiser" Villarreal for free.[1][5] In a May 2015 interview, it was announced that publisher Night Dive Studios had acquired the game rights for a digital distribution re-release.[5]

[from the night dive studios page]
Games
[...]
Powerslave EX

i bet he got played

>> No.2445296

>>2445253
Okay. I like the mod but holy fucking shit if this sergeant guy is the author he's a real whiny bitch.

I read the comic and liked it ironically by the way. RIP AND TEAR was just the only highlight hence why it's a meme now.

But yeah.
I have 1 folder dedicated to brutal doom while my other folder is for pure emulation.

>> No.2445297
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google] [report]
2445297

>>2445296

There's a whole ton of other wonderful mods out there. Brutal Doom is fun for a few romps, but the Doommunity has got 20+ years of QUALITY.
Give some of these a shot, and welcome to the thread.

Mind the shitposters.

>> No.2445302

>>2445297
>QUALITY
i don't think you meant to capitalize this

>> No.2445303

>>2445302

It's for extra emphasis.

>> No.2445305

>>2445294
what the fuck

after all he did for them.

>> No.2445306

>>2445296
Try Project MSX, I think that's one of the best gameplay mods out there for doom. The supercharged melee and hand grenade fastball out-brutal BD

>> No.2445307

>>2445285
not really sure what to write. "Powerslave EX no longer available for unknown reasons" ?

>> No.2445309

>>2445307
C&D.

>> No.2445312

>>2445309
isn't that just speculation though?

>> No.2445314

>>2445307
>Powerslave EX no longer available
Well. It's still out there somewhere.

>> No.2445315

>>2445309
>>2445307
more like "no longer officially aviable (posibly from backstabbing assholes sending C&Ds) mirror here: "
seriously, reupload, if we just suck it down, they win.

>> No.2445320
File: 708 KB, 1031x768, Chex Warrior.png [View same] [iqdb] [saucenao] [google] [report]
2445320

I'M FROM CHEX SQUADRON

AND I VOLUNTEER

>> No.2445321

>>2445312
Maybe not a C&D specifically, but Kaiser is specifically saying legal issues are involved.

If you REALLY need a punchy blurb, just say "PowerslaveEX taken down due to legal issues with the rights holders, thanks to Kaiser for his work".
Last part optional.

>> No.2445327

>>2445321
thanks.

>> No.2445328
File: 37 KB, 528x480, Emtional-Skeleton19.jpg [View same] [iqdb] [saucenao] [google] [report]
2445328

>>2445315
>seriously, reupload
We don't want to get kaiser in trouble though.

Anyway about this whole legal development: pic related

>> No.2445334

>>2445303
on this website i've noticed QUALITY in all caps usually means the opposite. low budget, corners cut everywhere resulting in an inferior result. usually refers to poor animation in anime/cartoons.

>> No.2445337

>>2445328
i don't think it could get him in trouble.
i mean, powerslaveEX got downloaded so much the original link got overloaded
unofficial backups and mirrors are pretty much expected at this point, no?

>> No.2445342

>>2445321
>>2445327

thanks again. i found this comment which is good enough as a citation.

https://powerslaveex.wordpress.com/2015/05/28/new-release-coming-soon/comment-page-1/#comment-280

>> No.2445347
File: 2.27 MB, 1927x1210, Doomy.jpg [View same] [iqdb] [saucenao] [google] [report]
2445347

I should've downloaded it when I had the chance.

>> No.2445349
File: 497 KB, 569x654, 0e0.png [View same] [iqdb] [saucenao] [google] [report]
2445349

>>2445347

I was going to download it tonight.

>> No.2445350

>>2445347
>>2445349
Holy fuck this.

>> No.2445351

>>2445347
>>2437873
>>2445349
https://dl.dropboxusercontent.com/u/263088376/PowerslaveEX.zip
Here. You may have to wait for it to upload.

>> No.2445352

>>2445161
i'm reasonably certain he was unbanned to do some support stuff re: strife veteran edition.

>> No.2445356
File: 56 KB, 128x128, doomGrinSpooky.gif [View same] [iqdb] [saucenao] [google] [report]
2445356

>>2445349
Same.
>>2445351
My hero

>> No.2445360

>>2445351
https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk

Alternative link, in case the dropbox goes under.

>> No.2445362

>>2445351
>>2445360
You guys are great.
Thank you.

>> No.2445376
File: 373 KB, 1024x768, 1409109687217.png [View same] [iqdb] [saucenao] [google] [report]
2445376

>>2445320

>> No.2445408

>>2445337
the cat is out of the bag... the idiot celebrity's nude photos are out of the poorly-secured cloud storage account

>> No.2445416

>>2445351
Done uploading.

>> No.2445417

>>2445279
Probably C&D'd by Night Dive studios. I hope since he made games for them in the past things will cool down, and eventually they'll start selling it and give him a cut, guy deserves it.

In the meantime...
POWERSLAVE EX! GETCHER POWERSLAVE EX RIGHT HERE!
http://www.mediafire.com/download/8y9bwt54c85o5sa/Powerslave.rar

>> No.2445428

>>2445417
I wish every developer were as based as old ID and the guys behind Beneath a Steel Sky

>> No.2445445
File: 411 KB, 570x806, 1398551557315.png [View same] [iqdb] [saucenao] [google] [report]
2445445

>>2445428
You know what's the saddest thing out of this whole deal?
Now that Kaiser can't talk about the game, we'll never get a level editor/modding tutorial

>> No.2445460
File: 1.45 MB, 400x256, 1387478811696.gif [View same] [iqdb] [saucenao] [google] [report]
2445460

>>2445445
>Now that Kaiser can't talk about the game, we'll never get a level editor/modding tutorial
b-but maybe he has the rights to his own code?
r-right?

>> No.2445465

>>2445460
He will probably make kEX closed source.

>> No.2445474

>>2445465
>closed source
ugh

>> No.2445481
File: 19 KB, 79x92, 1365017010549.png [View same] [iqdb] [saucenao] [google] [report]
2445481

>>2445460
Maybe? I dunno if that matters, since it seems he's completely forbidden even mention his work again.

Anyway, I'm looking at the game.kpf files right now and things actually seem fairly straightforward. Making new sprites/textures/enemies/weapons would probably only require a bit of testing.
The levels are custom .map files though, so we're fucked on that one

>> No.2445490

>>2445481
>since it seems he's completely forbidden even mention his work again.

It's his own custom engine isn't it? He could repurpose it for whatever. Hell, get enough people together he should be able to make a brand new game with brand new stuff.

>> No.2445495

>>2445465
>He will probably make kEX closed source.
But he outright said himself he'd release the source "once he's comfortable with the codebase"

>> No.2445497

>>2445481
>The levels are custom .map files though, so we're fucked on that one
Doesn't the same engine run doom64ex?

>> No.2445505

>>2445497
No, D64EX uses KEX1. This uses the newer KEX2 which is nearly rewritten.

>> No.2445508

>>2445497
An earlier version of the engine, if I remember well. Plus, the levels in this are modified WAD files. PEX is all custom stuff.

>> No.2445539

>>2445505
>>2445508
Well I supposed KEX2 was backwards compatible, but it's pretty much an entirely new engine then?

>> No.2445542

>>2445539
Not backwards compatible, it might as well have a different name.

>> No.2445562
File: 285 KB, 500x365, nsdIHur.gif [View same] [iqdb] [saucenao] [google] [report]
2445562

>>2445542
Neat. Would it be possible use it for a brand new game without legal trouble? Assuming this is Kaiser.

>> No.2445570

>>2445562
Nah, I'm not Kaiser, but he does post here.
The answer is yes. Go ask him for the engine itself and some tips.

>> No.2445574

So what ever happened to the guy that was making a SCUMM-style interface for Doom?

>> No.2445580
File: 2.80 MB, 683x384, gzdoom 2015-06-02 16-48-48-650.avi.webm [View same] [iqdb] [saucenao] [google] [report]
2445580

>>2444626
How's this look? I scaled it down by 10%, which took a retarded amount of effort compared to how easy the trails were.

>> No.2445589

>>2445580
scope is stupid

>> No.2445590

>>2445580
>tracers every shot

>> No.2445595

>>2445570
Oh, I don't have the technical expertise myself for that. I'm more a map and art guy...

>> No.2445603

>>2445570
I'm already working on an entirely new game in gzdoom and I'd be seriously tempted to switch engines if this is easy to learn/use enough.

>> No.2445606

>>2445580
If you're gonna use gzdoom I think you should have 3d model tracers (just steal the one from brutal doom and repaint the included texture :^).

Sprite tracers never looked good to me.

>> No.2445609
File: 1.78 MB, 683x384, hl2 2015-06-02 17-31-46-440.avi.webm [View same] [iqdb] [saucenao] [google] [report]
2445609

>>2445589
ur stupid

>>2445590
Should I have it alternate instead? You can't really see it from first-person perspective, but the tracers are kind of a defining feature of the original weapon.

>> No.2445610

>>2445609
>ur stupid

:(

>> No.2445617

>>2445609
>Should I have it alternate instead?
If you want to appease the gun nerds, every fifth round should be a tracer.

>> No.2445619

>>2445609
Real tracers are ever 4th shot or so in real life, unless it's say you're shooting an anti-materiel rifle at extreme distance or you're spotting for an RPG

>> No.2445636

>>2445428
>the guys behind beneath a steel sky
what about them?

>> No.2445637

>>2445279

I'm fucking beyond agitated. This is unadulterated horseshit. What is with these crusty old assholes clinging to IPs and refusing to do anything with them and forbidding anyone else from doing so.

>> No.2445638

>>2445320
>>2445376
Not to sound insincere, but I really wish Chex 3 had found some way to incorporate the original CGI cutscenes into the first game

>> No.2445640

>>2445636
They released their game entirely free of charge for ScummVM to promote their release of the remastered version

>> No.2445676

NEW THREAD

>>2445673
>>2445673
>>2445673

>> No.2446608

>>2440320
Fifteen minutes of setup. We meet Doomguy (just name him Corporal Taggart or something), and he gets fired for beating the fuck out of a CO on Earth after getting ordered to fire on civilians. He goes home to his pet rabbit and finds an ad to be a space marine. So he applies and is accepted, and is moved to Mars. He is placed in a security guard position in the hangar of Phobos. But then the final portal experiment goes terribly wrong and hell comes out. First sight of hellspawn we get, with scientists turning into imps and ripping apart other scientists. The guards try to put the scientists on escape pods but they turn into zombiemen. Doomguy is put on a ship to Mars, but while the Phobos is getting wrecked below, we see the silhouette of a huge demon with an ominous rocket launcher for a left arm. The next scene is the ship Doomguy in getting hit by a rocket. Doomguy falls out of the blast hole. As he falls the ship explodes completely, establishing that he is the last one alive. He falls from orbital height to the hangar below, killing him.

He wakes up at the gates of Hell, and the gatekeeper explains that Hell is spilling over into the mortal realm through a portal in the center of Hell. Doomguy kills the gatekeeper, jumps the gate, and runs for it. We see more demons this time: barons of Hell, pinky demons, cacodemons, lost souls, and pain elementals are all chasing him. Doomguy dodges a Baron's fireball, and it instead hits a cacodemon, and it causes a huge infight. Doomguy uses this as a distraction and makes it to the portal.

1/?

>> No.2447501

I like Doom

>> No.2447649

>>2442843 (me)
>my prediction is that they're going to mention that they will start working on the next game as soon as D4 is out

wow, way to look like a dumbass right there.

they got an actual trailer and everything. on the other hand we don't know yet if we're going to get more info regarding D4

>>
Name (leave empty)
Comment (leave empty)
Name
E-mail
Subject
Comment
Password [?]Password used for file deletion.
reCAPTCHA
Action