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/vr/ - Retro Games


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2445673 No.2445673 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2437872
(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.2445674

===NEWS===

[06-02] Powerslave EX has been pulled, apparently due to legal issues with the rights holders.
>>2445279
https://powerslaveex.wordpress.com/2015/05/28/new-release-coming-soon/comment-page-1/#comment-280

[05-31] OMG Weapons and Monsters! V4 release
http://forum.zdoom.org/viewtopic.php?p=838200#p838200

[05-30] Promotional version of D-Touch (Android port that includes GZDoom 1.8.6 support)
https://yadi.sk/d/D1I-unx_gxLnJ

[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://dl.dropboxusercontent.com/u/263088376/PowerslaveEX.zip
https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk
http://www.mediafire.com/download/8y9bwt54c85o5sa/Powerslave.rar

[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-

===

Please reply to this post with news.

>> No.2445703
File: 493 KB, 500x340, giphy.gif [View same] [iqdb] [saucenao] [google]
2445703

What's a visually striking wad with lots of contrast and custom textures?

>> No.2445707

>>2445703
Doom2.wad

>> No.2445712

>>2445703
Buttsex

>> No.2445713

>>2445707
american mcgee pls

>> No.2445714

>>2445490
The engine may be written from scratch, but copyright laws surrounding reverse engineering are murky at best. Even in the scenario where literally 100% of the engine code was written from scratch (which is probably the case, given he didn't actually have any source code for the game as far as I know), the possibility would still exist that he would have to prove this in a lawsuit, which he wants to avoid for obvious reasons.

>> No.2445721

Are we doing a map challenge or not?

>> No.2445729

>>2445721
We were discussing about that,but then,PowerSlave EX dies

>> No.2445736
File: 2.72 MB, 640x480, ssg.webm [View same] [iqdb] [saucenao] [google]
2445736

>>2445481
Alright, I think I'm starting to get somewhere now

>> No.2445737

>>2445736
is it me or is the webm stuttering.

>> No.2445739

>>2445736
Wow,the new Samsara version is looking cool

>> No.2445743

In my version of powerslave EX, if I take my hands off the keyboard my character still moves and swings his knife and shit, I can't control him

>> No.2445745
File: 276 KB, 639x478, superfuckyourface.png [View same] [iqdb] [saucenao] [google]
2445745

>>2445736
>>2445737
Yeah, the webm got fucked up something fierce during conversion
Here's the link if anyone feels like trying it out:
http://www.mediafire.com/download/ga618j1oycgmgp2/doom_ssg.kpf
Just drag and drop on anubis.exe
It replaces the pistol cause who uses that shit anyway

>> No.2445764
File: 53 KB, 800x392, PulseRifle.jpg [View same] [iqdb] [saucenao] [google]
2445764

Is there a nice alien wad?
I just want a cool looking pulse rifle sprite in my doom

>> No.2445769

>>2445764
Sink has been working on one with Mike doing sprites.

It's got the sexiest pulse rifle and shotgun in Doom right now.
You can find it on BE.

>> No.2445790

>>2445769
Thanks, its pretty great!

>> No.2445798

>>2445769
>sexiest [...] shotgun in Doom right now
Nah bruh

>> No.2445812

>>2445798
Which one would that be anyway?

I'm partial to the nailshotty in msx personally, but I haven't played many gameplay mods

>> No.2445813
File: 537 KB, 1600x900, Screenshot_Doom_20150602_202745.png [View same] [iqdb] [saucenao] [google]
2445813

>>2445769
Guess I couldn't figure out how to fix the hud, is any special setting needed? also I'm using GZDoom 1.8.10

>> No.2445818

>>2445798
I'm talking single barrel shotguns.

The shotgun in the Aliens mod is really nice regardless
I'd love to hear what your favorite Doom shotgun is though.

Shotguns are the best.

>> No.2445883
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google]
2445883

>>2445674

I updated GMOTA you know.

http://forum.zdoom.org/viewtopic.php?f=19&t=45115

>> No.2445885

>>2445818
The SSG is pretty hard to beat.

I have to imagine what the ultrashotgun from OW would look like if it had it's own graphics, though. Some kind of a BFG-sized Liefeldian monster with eight barrels that chucks the mass of casings out of the gun's side in one go.

>> No.2445887
File: 60 KB, 1139x851, 1432194236589.jpg [View same] [iqdb] [saucenao] [google]
2445887

Best Doom total conversion? I wanna play Doom again but I'm pretty sick of pretty much vanilla everything. I'd try Strife but I'm in the mood more so to shoot shit then talk to shit and I've played Hexen and Heretic already.

>> No.2445890

>>2445818
>I'd love to hear what your favorite Doom shotgun is though.

The shotgun in ATM is absolute top-tier to me.

>> No.2445891

>>2445887

Batman Doom

>> No.2445895

>>2445891
Batman Doom is ancient dude I played that shit when it came out is there really nothing fucky fresh?

>> No.2445898

>>2445887
Try PRODOOMER for some newbie GZDoomy shenanigans.
Boring maps tho.

>> No.2445901

>>2445887

Pirate Doom, Soulcrusher.

>> No.2445902

>>2445887
Pirate Doom obviously

>> No.2445905

A reminder to all those following their dreams.

Those who followed their dreams and met their life aspirations now actively seek out to stop others from achieving theirs. Copyright law is the post game of the American dream.

The moral is, stop dreaming.

>> No.2445915

>>2445905
Look at Carmack.

the moral is: don't become a douche
Alsu your a dick
misspelling intended

>> No.2445916

>>2445905
>Copyright law is the post game of the American dream.
fuck you, i'm canadian

>> No.2445930

>>2445916
North American Dream.

>> No.2445990
File: 392 KB, 800x600, Screenshot_Doom_20140926_055248.png [View same] [iqdb] [saucenao] [google]
2445990

>>2445703
Back To Saturn X Ep.1 & Ep.2
Probably Ep.3 as well when it's finished.

>> No.2445992

>>2445915
>>2445905
Intellectual Property rights doesn't have to be a bad thing, but software patents (which is one of Carmack's biggest gripes), is actually demonstrably hindering the industry.

>> No.2446008 [DELETED] 

>>2445905
How very apt.

https://powerslaveex.wordpress.com/2015/05/28/new-release-coming-soon/#comments

Sounds like a cease and desist here. And I could never get it to work without a crash on startup either - kept hold of the files. Guess I'll never get to try it.

>> No.2446020

>>2446008
.dll crash? run as admin? run a virtual machine?

>> No.2446029

>>2446020
Deleted my previous post cus the C+D stuff was in the OP and i'm a slowpoke. Yeah, ntdll.dll error in the crashlog. I sent it off to Kaiser and now he'll likely never fix it. If /vr/ knows how though it'd rock.

>> No.2446035

Does anybody knows how close Zandronum 3 is? Should I get hyped?

>> No.2446045

I cannot test it myself right now, can anyone tell me if Voxels work on Zandro 2.0? And if they work on Opengl or software mode only?

>> No.2446062

Let me get this straight. Poweslave EX got a C&D?

Whose shit do I have to slap for this and remind them of how greedy they are?

>> No.2446070

>>2446062
nothing has been officially said yet, but probably yes and probably night dive studios

>> No.2446073

>>2446035

They haven't even released an official beta build.
That being said, progress has been fucking overdrive. At this rate, it might come out next month.

>> No.2446079

>>2446070
It wouldn't be the first time NDS took someones elses work and passed it off as their own. They did that with the patch for System Shock 2.

>> No.2446083

>>2446079
as powerslaveEX is listed on wikipedia as one of their games, that's probably what's going to happen, they'll sell it as it is and completely fuck kaiser over...

to think he worked with them for strife:VE...
i wonder if he's making any cash from that

>> No.2446086

>>2446083
Seriously doubt it. Those dudes are scum ass IP squatters.

>> No.2446092

>>2446083
Should ask Kaiser, probbably in mail form

>> No.2446094

>>2446083
>as powerslaveEX is listed on wikipedia as one of their games
http://en.wikipedia.org/w/index.php?title=Night_Dive_Studios&action=history

>> No.2446102

>>2446086
we should make some big torrent (and a good ton of backup) with everything they own and expose to the masses what they stole and from who, so that they can get if for free and donate to the people who deserve the cash

>>2446094
>-3
hmm...

>> No.2446104

>>2446094

>Changed "Powerslave EX" to "Powerslave"; "Powerslave EX" is the free remake made by Kaiser and Night Dive Studios had no part in it. Get fucked Night Dive

topkek

>> No.2446119

>>2446094
http://en.wikipedia.org/w/index.php?title=Night_Dive_Studios&type=revision&diff=665098519&oldid=663684172
Whoever 98.162.236.148 is, they're the ones that changed Powerslave to Powerslave EX under the guise of "correcting an error" and they did it earlier today.

>> No.2446124

>>2446102
>>-3
>hmm...
That's just the amount of data change from previous version.
It's not a voting system or anything like that.

>> No.2446126

>>2446119

I'LL TELL YOU WHO THAT IS RIGHT NOW BUDDY

IT'S THE DOOMINATI!

I'LL BE A SONOVABITCH

>> No.2446129

>>2446124
oh.
sorry, i'm really not used to that

>> No.2446130

>>2446102
>>2446124
To be exact, +/-X means that X characters were added to/removed from the article.

>> No.2446131
File: 40 KB, 555x578, 2015-05-26_18-01-48.png [View same] [iqdb] [saucenao] [google]
2446131

12 days

>> No.2446148

>Powerslave EX links are dead and probably won't come back
Fuck. Does anybody have the 1.01 patch? Didn't manage to grab that in time.

>> No.2446149

>>>/wsg/652602

finally playing around with modern DECORATE features like user variables, boy am I going to have fun

>> No.2446157

>>2446124
>not knowing how wiki works

>>2446131
HYPE

>> No.2446158

>>2446149
This looks like incredibly fun and original
Wat mod?

>> No.2446163

>>2446157
>>>2446124 (You)
>>not knowing how wiki works
Why are you replying to me about that?

>> No.2446165

>>2446158
OMG Weapons and Monsters, that vid is from a dev version

>> No.2446168

>>2446083
>Night Dive Studios
>We package the work of modders and crackers and sell it as our own work for the price of a modern game!

>> No.2446194 [DELETED] 

>>2446163
Because you don't know how wiki works, dumbass.

>> No.2446250
File: 17 KB, 156x147, 1433042571464.png [View same] [iqdb] [saucenao] [google]
2446250

>>2446148
Here http://www63.zippyshare.com/v/ajiyFTab/file.html

>> No.2446307

>>2445764
http://www.moddb.com/mods/acm-2014

>How to install
>Extract files to GZdoom directory
>Drag "Aliens2014fix" to Gzdoom application.
>Play
All you need is 7-zip or something. It's pretty hard though but not impossible. So if you like challenge it's definitely for you.

It also comes with a walkthrough packaged with the game which i'm kinda glad considering I got lost all the fucking time. but that's probably just me being a retard.

>> No.2446309
File: 11 KB, 147x204, 1410333916015.jpg [View same] [iqdb] [saucenao] [google]
2446309

>Doom 64 in Doom 2 should've been finished almost a year ago
>but the project manager was, and I quote, 'too lazy at the moment' to compile all the maps
>now every link in the thread is dead and the project is fucked

fuck em; they made their bed, now they all should lie on it

>> No.2446328
File: 345 KB, 1600x900, e3map.png [View same] [iqdb] [saucenao] [google]
2446328

>>2445990
This. BTSX is fantastic.

I'm looking forward to E3.

>> No.2446347

>>2446328

is that an actual screenshot of an episode 3 map

is episode 3 in active development and will release soon or will it be cancelled like oh so many projects?

>> No.2446350

>>2446347
Its a screen from one of Mechadon's E3 maps, yes. I got it off his mekworx site.

Considering two episodes are out, I doubt they'll cancel e3. But I won't expect it to be out until 2016 at the earliest.

>> No.2446373

>>2446350

How long has it been since E2 release? How long does it usually take for these episodes to come out?

>> No.2446384

>>2446373
They tend to polish every little thing on every map so I would guess, quite some time.
Totally worth the wait though.

>> No.2446405

>>2446373
E1 was December 2012 (with an additional map added in August 2013). E2 was September 2014.

June 2016 could be when it comes. But I'm just speculating.

>> No.2446469

>>2445990
>>2446328
I like that BTSX is vanilla compatible, so the detailing is kept to reasonable levels, and remains within doom's aesthetic.

>> No.2446591
File: 134 KB, 1360x768, Qr8z6Gm.jpg [View same] [iqdb] [saucenao] [google]
2446591

Fucking hell and I thought this bloom hack was complete bullshit, like filters.

No, turns out now stuff looks REALLY COOL.

>> No.2446593

>>2446591
What wad?

>> No.2446597
File: 2.81 MB, 640x480, e3m5demo.webm [View same] [iqdb] [saucenao] [google]
2446597

>>2446309
Aw...
I was looking forward to it so much.

>> No.2446602

>>2446309
Bump that shit, fuck rules.

>> No.2446613

>>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.

>> No.2446617

>>2445883
>I updated GMOTA you know.
oh, apologies. i must have missed the announcement. i only recall a megadropfirehost link to a file with "zantest" in the name.

>> No.2446625

>>2446593

I believe it's hellcore 2.0 run through ReShade.

>> No.2446628
File: 820 KB, 1280x1776, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa the movie the game.png [View same] [iqdb] [saucenao] [google]
2446628

>>2446613
That sounds too 'videogame-y' and it lacks depth.
I'd like to know about the background and motives for everything, with the history of the UAC, Mars colonisation and the teleportation tech.
A movie also has to be more 'arty' than a game. The movie would need to show the struggles of characters, with the questionable morals of the UAC and the struggle against the invading demon force.
If I wanted to see an unstoppable hero save the world I'd just play the game.

>> No.2446631

>>2446613
>>2446628
Doomguy is teleported to the hangar. From here on out, most of the movie will be in his point of view. He checks his gear and notices that he only has a pistol and no body armor. He enters the hangar and it looks exactly like E1M1. From this point on, the movie is just the game with realism thrown in. Doomguy has to reload, he needs to sit down and apply first aid (but later into the movie he doesn't care and just lets his wounds be), he has to take cover from enemy projectiles, etc.

Every "map" is a more detailed version of the game's own maps. The exits are elevators or sometimes teleporters. Newer versions of the video game's background music plays during the appropriate map. In between "episodes", there is a part where it leaves the first person perspective to progress the story. Instead of intermissions or narrations, Doomguy uses his surrounding to find out where he is now (he uses a broken computer console to find out he is on Deimos). The "boss battles" are not in first person, so that it has a more action movie feeling. Near the end, the big bad is revealed to be the CEO of UAC (call him Betruger) and he explains to the uninsterested Doomguy his motives for masterminding the invasion. Before his second sentence is finished, Doomguy guns him down. Later it's revealed that the demons saved Betruger by lacing his head on a giant robot spider body, and his head mutated into a giant Brain with eyes and a mouth.

2/3

>> No.2446632

>>2446628
>A movie also has to be more 'arty' than a game.
no

>> No.2446634

>>2446628
>that picture
fucking noice. Who knew the Argento fanbase and Doom fanbase could overlap?

>> No.2446645

>>2446628
>>2446631
Near the climax, Doomguy is getting his shit kicked in by hordes and hordes of demons. He barely escapes into a small armory. He know that the demons can open doors, so he knows that he doesn't have much time left. He finds that his med-pack is empty, and all hope is lost. But he finds a black medpack, and uses it to patch himself up. He also injects himself with a vial labeled "beserker". Doomguy suddenly sees red and staggers a little. Just then, the demons barge into the armory, and the POV switches from first person to generic action movie. Doomguy beats the living shit out of the demons, destroying their bodies, turning them into bloody pulps with his bare fists. He guts some demons, rips some of their arms off and beats them with it, decapitates some of them with a punch, the works. After decimating the hordes of hellspawn, he kicks down the door to the next area, revealing the Cyberdemon. Doomguy attempts to kill him with his punches, but his beserk wears off at that exact moment (referencing the comic). He uses all his weapons on it and manages to finally kill it in a fiery, bloody, gory explosion.

Doomguy, tired and beat up, enters the next area, and is immediately shot by Betruger, now the Spider Mastermind. Betruger steps on him and is about to kill him, but because he's batshit insane now, he decides to reveal his motives now before killing him.

3/4

>> No.2446657

>>2446613
>>2446628
We already have two Doom movies

Evil Dead 2 and Aliens

>> No.2446670

>>2446645
Betruger triggers a flashback to World War II. The Nazis are desperate for a way to win the war. The best Nazi scientist, and also a dabbler of the dark arts, named Wilhelm Strasse perfected teleportation and portal technology. Using science and black magic, he created a window to Hell, and met the Icon of Sin. Hitler and the Nazis swear allegiance to the Icon of Sin in exchange for great power. The Icon of Sin agrees, but the Nazis must open a portal to hell one hundred years into the future, and allow the forces of hell to invade. The Nazis promise this, and are immediately bestowed great power and intellect. They win the war, but in the 60s, Strasse is killed in a nuclear blast. With their strongest link to Hell broken, the Nazis begin collapsing. By the eighties, the Nazis are no more. Allied scientists find out the source of the Nazis' power, and their debt to Hell. They become obsessed with it, and they build the UAC. The real motive of the UAC is not a means to colonize the stars with portals, but actually to repay the Nazis' debt.

Now that Betruger's story is finished, he finishes off Doomguy. But Doomguy dodges and escapes into a huge facility. Inside he finds a big lab with experimental weapons like plasma rifles and blast field generators. Doomguy takes them and continues his batle with Betruger. He uses the BFG9000 to defeat him. Betruger's last words are warnings that Doomguy fought for nothing, and that they are only now knee-deep in the dead, but they've crossed the shores of hell and into the inferno, and that they will bring about hell on earth. Doomguy destroys Betruger in one last BFG blast.

4/5 because fuck you.

>> No.2446676

>>2446657
Event Horizon
>>2446670
>4/5 because fuck you.
PLAN AHEA
d

>> No.2446686
File: 1.55 MB, 1920x1080, Doom.jpg [View same] [iqdb] [saucenao] [google]
2446686

>>2446670
Doomguy finds a portal to earth, and is finally brought home. Initially, all seems well, but he begins coughing, and puts his helmet so he can breathe properly. When he does, the earth is in ruins: building on fire, bodies lining the streets, hell on earth. He finds his way home, and he finds out his pet rabbit was killed, eaten by a pinkie demon. He cries over the disembodied head of his rabbit, and brutalizes the demon who killed it in a,scene that would up the movie's rating on its own. He buries his pet rabbit, and sets out to kill as much demons as possible as revenge for the earth and his rabbit. He walks into a whole horde of demons, unafraid, and pulls out a submachine just as the credits start rolling while the ingame mission tally music plays. Interspersed through the credits is first person scenes of Doomguy destroying demons. Finally, the last scene is Doomguy on a rock with a submachine gun in one hand, his land hand and right leg being grabbed, and completely surrounded by demons with the words DOOM above them, like pic related.

5/5, the end. Thoughts?

>> No.2446713

What are some atmospheric Doom wads? In the mood for some spooky first person shooting. I know of Shut Up And Bleed already.

>> No.2446737

>>2446676
>Event Horizon

I guess. Not that great, though.

>> No.2446782
File: 18 KB, 204x192, 436345345.jpg [View same] [iqdb] [saucenao] [google]
2446782

>>2446250
Thanks man.

>> No.2446804

>>2446625
All screenshots from hellcore i managed to find look nothing like that, anyone else know?

>> No.2446805

Completed BTSX E2M26. I have a feeling these kinds of textures are what we'll see in E3. Welp, finished BTSX E2: Tower In The Fountain Of Sparks

I look forward to playing E3: Instructions To The Rusty Time Machine, once its released

>> No.2446826

>>2446597

...I'm afraird we're both talking about very different projects, dear nigga

>> No.2446827

>>2446634

Seems to me lots of doom players are bound to be gore hounds and will probably know about Argento & Fulci....

>> No.2446842

>>2446805
Think I might start playing Valiant, now.

>> No.2446851
File: 1.66 MB, 1920x1080, Screenshot_Doom_20150603_133739.png [View same] [iqdb] [saucenao] [google]
2446851

Before..

>> No.2446854
File: 2.31 MB, 1920x1080, Screenshot_Doom_20150603_133737.png [View same] [iqdb] [saucenao] [google]
2446854

>>2446851
..and after!

ReShade is here to stay damn it.

>> No.2446864
File: 359 KB, 240x200, 1423949929473.gif [View same] [iqdb] [saucenao] [google]
2446864

>>2446854

>> No.2446880

>>2446851
>>2446854
ugh, the first one is bad enough. far too high resolution. might as well be a completely different game.

>> No.2446883
File: 661 KB, 2560x1440, 2015-04-26_00001.jpg [View same] [iqdb] [saucenao] [google]
2446883

>>2446880
Doom can look nice in high res though, anon.

>> No.2446890

>>2446883
that's your opinion. mine is that high resolution textures and sprites never look right.

>> No.2446894

>>2446890
>high resolution textures and sprites
But they're not high resolution textures and sprites, anon. They're just being drawn on high-resolution geometry.

>> No.2446902

>>2446894
i can see the pixels on the sand. but the sky? the sea? the bushes? that's not a doom sky texture i'm looking at.

>> No.2446904

>>2446902
Actually I was talking about my picture. (>>2446883)
I agree that the other one looks like ass.

>> No.2446908

>>2446902
Those textures are int truecolor, which means they can be much smoother and less pixelly than dooms paletted textures. A sprite can be of pretty damn low resolution and still look smooth beyond point blank distance with decent color depth.

What really makes shit look ugly is sprite and texture filtering.

>> No.2446984
File: 275 KB, 1776x1000, Screenshot_Doom_20150329_212123.png [View same] [iqdb] [saucenao] [google]
2446984

>>2446904
this screenshot is mostly ass.

>> No.2447002
File: 95 KB, 1200x630, Hugh-Laurie-as-Prince-George-in-Blackadder.jpg [View same] [iqdb] [saucenao] [google]
2447002

>>2446686
Who is Doomguy?
A fighter of sorts I suppose, so let's answer thee questions.
Why does he keep fighting? Why did he start fighting? When did he start fighting? How did he start fighting? How has fighting changed him? What would happen if he stopped fighting? What do people think of him fighting?

I know I sound really pretentious, but this shit wouldn't work as a film. It's one fight after the other. It adds nothing to the universe or story that couldn't have been done in a game.
This is what I mean when I say it's too 'videogame-y', it should be a game because games can do that stuff and be far more entertaining. Use the movie to illustrate the motives, struggles and consequences of the invasion, and all the other sort of things that would break the flow of gameplay.

>> No.2447003
File: 542 KB, 560x560, BURN.png [View same] [iqdb] [saucenao] [google]
2447003

Powerslave EX patched for everyone who missed it

https://mega.co.nz/#!ao1yDKqR!TdAweY7kEzLx2oeaT32VdcPKagkcQFMe6b4xAD7FSHM

>> No.2447005

>>2446686
>>2446670
>>2446645
>>2446631
>>2446613
Since no one else seemed to care I guess I'll put my 2 cents in.

I enjoy the idea it seems way better than what we got, also great cliffhanger for a DooM 2 movie.

Now moving away from the best idea for a DooM 1 movie why the movie was so bad was because they based it off of DooM 3, and they still took too much liberty and fucked it all.

But yeah this is a great idea for a DooM movie while the real one was a DooM 3 movie...not saying the movie is good by the way. just saying why it was probably so shit.

>> No.2447009
File: 76 KB, 500x375, tumblr_mt6fbxCwyq1r6xbv8o1_500.jpg [View same] [iqdb] [saucenao] [google]
2447009

>>2447003
I hope Night Dive burn in the deepest most intense pits of fire and brimstone

>> No.2447025

>>2447009
>night dive
>In February 2015, it was announced by CEO Kick that they were working on re-releasing PowerSlave for digital distribution services with an added bonus of porting the Saturn version into the package

Seriously they aren't being cunts on purpose, they just want to make money off of something they have every legal right to do so with. Kaiser knew of the risk since february at least.

>> No.2447032

>>2447002
>Why does he keep fighting? Why did he start fighting? When did he start fighting? How did he start fighting? How has fighting changed him? What would happen if he stopped fighting? What do people think of him fighting?

He has to fight to get out of hell.He began to fight because he got into hell. He began to fight when he met hellspawn. He started fighting from pistol start. He picked up a lot of guns and learned how to berserk and chainsaw, and picked up some minor maze/puzzle solving skills. If he would stop fighting he'll get stuck in a level. It's entertaining.

>> No.2447034

Huh, looks like Sunlust only has 2 more maps to be finished. We may get this megawad this year.

>> No.2447041

>>2447025
I bet they knew he was working on Powerslave EX though, and planned on using his work from the start. They are IP hunters that get their hands onto IPs and claim all the things made for it as their own.

I wonder if Kaiser is getting paid though.

>> No.2447047

>>2447041
>I wonder if Kaiser is getting paid though.
He got payed for doing work on their Strife: Veteran edition AFAIK so he has a history with them.

>> No.2447050
File: 838 KB, 465x302, 1f1890a985f469e03595e46713596943.gif [View same] [iqdb] [saucenao] [google]
2447050

>>2447032
>stuck in a level
But there's the problem, you're treating like a game instead of a movie.
Let's have a clear setup to the story where his motives are simple, and then as the movie goes on we should learn about Our Hero. His deeper motives or past should become clearer because of how he had developed himself throughout the story.
Also focusing on doomguy and not enough on the UAC and other in universe elements makes it feel empty. We should know why the UAC experimented teleportation, how they developed it, why they needed to develop it and if they were aware of the dangers that were present and the reaction they had.
It could be a simple 'Evil-Corp' and just do it for money, or perhaps they found the tech and got a load of investment from powerful sources, and as time went by they have learnt of the dangers, however they must continue anyway because of the power of the investors.

>> No.2447063

>>2447047
>He got payed for doing work on their Strife: Veteran edition
>payed

he got out of ropes?

>> No.2447075

>>2447050
you are trying to make DooM deep, and thats where original movie has failed.
actual doom move would be a b-class monsterflick or a grindhouse film, all you need is guts, gore, jumpscares and doomguy ripping through monsters.

and it needs a spaghetti scene longer than this film
https://www.youtube.com/watch?v=hvO52t_9XK0&feature=youtu.be&t=58

>> No.2447078

My Soul Trapped In a Windows 98 PC is a strange ass mod
https://www.youtube.com/watch?v=X3mI9mmWTQQ

>> No.2447081

>>2447075
>and thats where original movie has failed.

I didn't know the original movie was even attempting to be deep.

>> No.2447101

>>2447081
it tried to tell story that wasnt there and it tried to explain what was happening

>> No.2447105

>>2447081
>>2447075
It wasn't trying to be Deep.
Its failing was that it suffered the late 90s/early 00's sci-fi action syndrome of trying to explain every fucking thing via science (instead of leaving some things unexplained) and also trying to ape Resident Evil rather than being it's own thing.

>> No.2447116
File: 34 KB, 400x300, 996930_626143567429875_949239027_n.jpg [View same] [iqdb] [saucenao] [google]
2447116

>>2447075
>you are trying to make DooM deep, and thats where original movie has failed.
Film-goers hated the Doom movie because it was less deep than a kitchen sink. It was ass blasted by critics because it was a generic action movie and doom fans hated it because it was totally unconnected to the games.
I want it to be an horror/action film in the same vein as Aliens and Evil Dead 2 like this anon said >>2446657
I want doomguy to be the badass hero to save the day, however I want him to at least struggle through his adventure and learn more about what's happening around him than the player does in the games. That would be the purpose of the movie, to do things that would not fit into the original gameplay.

Also take this scene from Evil Dead 2
https://www.youtube.com/watch?v=J_xJUQxE9tY
It starts as a very goofy scene, but as it goes on it's more and more apparent that he's being tortured by the evil dead. At the end we see that he has to hold the shotgun in his opposite hand because he needed to cut off his main one to save himself. It's both very entertaining and a well written scene.
This all illustrates Ash's struggle during the story and he is even more heroic by the end because of it.

>> No.2447132

>>2447032
He survived 6199 turns and scored 5912 points.
He wasn't afraid to be hurt plenty.
He killed 47 out of 50 hellspawn.
He held his right to remain violent.

>> No.2447143

>>2447132
>Dying like a bitch
>Probably on the second floor

Moog, level 13 Demon Corporal Marine,
defeated the Mastermind at the City of Dis.
He survived 142264 turns and scored 133876 points.
He played for 2 hours, 47 minutes and 52 seconds.
He didn't like it too rough.

He killed 870 out of 871 hellspawn. (99%)
He was a real killing machine...

He saved himself once.

>> No.2447147

>>2447143
I wish DoomRL was easier... I know that's heresy to say but jesus, I feel like I'm bashing my head against a brick wall when I play it. Doesn't help the game hasn't updated in forever so modding isn't even entirely done.

>> No.2447157

>>2447147
I was just bullshitting, DRL ain't easy. Most of the time I just get killed in the Arena.

66 brave souls have ventured into Phobos:
56 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 7 couldn't handle the stress and committed a stupid suicide.

2 souls destroyed the Mastermind...
2 killed the bitch and survived.

>> No.2447159

Last time I played DoomRL, the game was tricky until you realized that line-of-sight is asymmetric; sometimes you can't see monsters, but they can see you and vice versa. Then it became a game of dancing around walls and pillars shooting demons from places they couldn't see me.

>> No.2447165

>>2446842
Up to map05, now. Pretty fun so far. Liking the new chaingun.

>> No.2447204

Can anyone recommend some wad to go with Nazis!, something with small tight spaces and city themed?

>> No.2447207

>>2447204
TVR!

>> No.2447216

>>2447204
Brutal Doom

>> No.2447239

>>2447207
Already played.

>> No.2447247
File: 231 KB, 1263x802, fasle wall.png [View same] [iqdb] [saucenao] [google]
2447247

Created the hardest doom level I could:

http://www.mediafire.com/download/tjjq93t6gcg5uno/Archaeologists_Nightmare.wad

runs in zdoom under the doom2 setting.

can you handle 9,000,000 false walls and hidden switches?

good luck

>> No.2447254
File: 374 KB, 1400x1050, Screenshot from 2015-06-03 12:37:19.png [View same] [iqdb] [saucenao] [google]
2447254

>>2446104
I just couldn't help myself.

>> No.2447257

>>2447254
My sides

>> No.2447258

>>2447002

Dude, sometimes a movie can just be gun shooty bang whiz, like Commando or Sucker Punch or Ong Bak.

>> No.2447261

any of you guys play hexen, or build levels for it?

>> No.2447267

>>2447261
>play hexen
occasionally

>build levels for it
I made a gameplay mod that is specifically supposed to work with Hexen and Doom. Never made levels for it, but I'm a shit level designer to begin with.

>> No.2447276

>>2447002
>Who is Doomguy?
doomguy is a 12.0 on the 10.0 scale of bad. he's a man and a half. A berserker pack man and a half. He's the kind of guy who looks at his problems and thinks to himself "there's nothing wrong with you that I can't fix with my hands".

>> No.2447289
File: 106 KB, 640x480, Screenshot_Hexen_20150602_182126.png [View same] [iqdb] [saucenao] [google]
2447289

>>2447267
I'm tentatively building some hexen levels, but running into a few problems. might have to get a proper hexen level builder instead of using doom builder. anything with some decent documentation on how to do all the triggers across maps and rotating doors etc.

>> No.2447297

>might have to get a proper hexen level builder instead of using doom builder.
Doom builder is a proper hexen builder
>anything with some decent documentation on how to do all the triggers across maps and rotating doors etc.
http://zdoom.org/wiki/ACS

>> No.2447301

>>2447289
>anything with some decent documentation on how to do all the triggers across maps and rotating doors etc.

All of this shit is supported by doom builder. I don't know how to do triggers across maps (maybe some ACS could do it. Hexen invented the stuff, but I know nothing about it so I couldn't help you), but rotating doors are what's called a "polyobject". Youtube has doombuilder 1 and 2 tutorials on how to implement them, and zdoom wiki tells how they're implemented internally.

>> No.2447305

>>2447257
damn, that got reverted quick.

>> No.2447323

>>2447204
Alt.wad starts pretty well city themed but the maps get pretty huge

>> No.2447331
File: 72 KB, 540x582, 1432494356643.jpg [View same] [iqdb] [saucenao] [google]
2447331

I was trying to play some of the more crazy mods Extreme Weapons pack and Square Ep1's adventure with my friend over Zandronum but I get errors when I try to host it using DoomSeeker is there some source port that's more compatible with stuff like this?

>> No.2447347
File: 180 KB, 600x424, Cacodemon_Divided__PC_Gamer_by_Smaggers.jpg [View same] [iqdb] [saucenao] [google]
2447347

>>2447276
Please stop taking the comic unironically.

>> No.2447359

>>2445916

Americans with money will be happy to cross international lives if only to make somebody weaker than them like life a little less. Don't you worry.

>> No.2447432
File: 105 KB, 640x480, Screenshot_Hexen_20150604_063342.png [View same] [iqdb] [saucenao] [google]
2447432

>>2447297
>>2447301
thanks. learning ACS should be FUN

Currently doing what I can with sliding doors and basic switches/enemies/layout. swamp style labyrinth.

>> No.2447440

>>2447247
is there any point to this requiring zdoom or were you just too lazy to keep textures and flats separate?

>> No.2447443

>>2447440
no idea, it was made in doom builder with doom in doom format. may run on other ports, could be worth a try

>> No.2447487

>>2447440

Does it really matter?

>> No.2447498

>>2447487

if you want true feedback these days, your map should be demo-friendly. (and zdoom, despite having the option to record them, doesn't make it for a demo-friendly port)

otherwise people won't bother checking your map. specially on doomworld.

search your feelings, etc.

>> No.2447516

>>2447498

Then, quite frankly, those people can go take a long walk off a short cliff.

>> No.2447520

>>2447516

owww ________

>> No.2447527

>>2447498
You mean people are using dosbox to run the sharaware version of doom in our day and age?

I thought zdoom or some other such port would be the standard

>> No.2447530

>>2447527
>You mean people are using dosbox to run the sharaware version of doom in our day and age?

nice 'putting shit in my mouth that I never mentioned in my post'

>> No.2447531

Support for mouse in main menu in Zandro when? I have a second monitor and it would help a lot

>> No.2447532

>>2447527
Depends on where you go. (G)Zdoom, Z&, PRB+, and Chocolate are all very common, and each supports different things.
If you're going to say "this .wad requires [SOURCEPORT] to play", you'd better be able to justify it.

>> No.2447535

>>2447498
>true feedback
What, are ZDoom players second-rate citizens or something? Go fuck yourself.

>> No.2447536
File: 204 KB, 881x585, motyvfDDNZ1qbuqu2o1_1280.png.jpg [View same] [iqdb] [saucenao] [google]
2447536

>>2447498

So basically what I'm getting from the past few discussions of ZDoom mapping is:

1: People shouldn't map in zdoom format because mappers may be tempted to make PRETTY features instead of actually neat gameplay.
2: But if people push through and make good maps in ZDoom format anyway, people won't even fucking play them because of demos?

What the shit. This is the most fucking circular thing I've seen.
And the sad thing is, it's exactly true. I've seen ZDoom maps on Doomworld with comments that go "so why couldn't this be in Boom?" or horseshit like that.

You know what, I'm pissed off.
This should not piss me off. I should not be so angry over something so completely irrelevant and unimportant as what a community for a 21-year-old game thinks about maps for certain source ports, but it really does.

Fuck it, I'm going to learn mapping. And I'm going to make ZDoom maps. And I'm going to make fucking GOOD ZDoom maps.
Like you know how all of Tormentor's stuff looks really pretty and then you run into tiny rocks that he slaps in all over the main area and then get hit with a rocket, and enemies teleport in behind you? No, fuck that, I want to make maps that are actually fun to play, even if they're not the prettiest to look at.
And even if my maps come out really fucking shitty, I want to show that making maps should be done because they're fun and you want to play fun maps, not because you're worried about whether or not people are going to play them/

Fuck it, downloading GZDoom Builder right now.

>> No.2447540

>>2447532
>If you're going to say "this .wad requires [SOURCEPORT] to play", you'd better be able to justify it.

I don't like this logic, at all.
We see it all the time with gameplay mods, why does it have to be only on GZDoom and not in ZDoom? Why does it have to be on ZDoom and not Zandronum?
Mods should not be dumbed down to the lowest common denominator. The only justification that should be needed is "it's what the author uses and likes".

>> No.2447542

>>2447536
>2: But if people push through and make good maps in ZDoom format anyway, people won't even fucking play them because of demos?

lol, nobody said that everyone in the community wouldn't play ZDoom maps because of lack of demos. otherwhise how the fuck ZDCMP2 got a Cacoward?

eagerly waiting for your maps tho :^)

>> No.2447543
File: 89 KB, 640x480, Screenshot_Doom_20150526_230259.png [View same] [iqdb] [saucenao] [google]
2447543

>>2447536
good luck mate, mapping is fun!

and yeah I just figured zdoom was standard. its what all the youtube tutorials recommend for doom builder

>> No.2447549

>>2447542
>lol, nobody said that everyone in the community wouldn't play ZDoom maps because of lack of demos.

Yeah, sorry, I'll admit I probably shouldn't have directed it specifically at you there. But I've been prowling across Doomworld a lot as of late and the ZDoom map comments have really gotten to me. The divide in the community is ridiculous and completely unnecessary.
The whole "if you want true feedback, your map should be demo-friendly" I guess was the final push for me.

>> No.2447551

>>2447540
No, see, "This mod/map need GZDoom because it uses GZDoom features" is fine.
"This mod/map needs GZDoom because fuck you" isn't acceptable.
If there's some actual reason for breaking compatibility, like "I wanted sloped floors", then fine. If the reason is just "I'm too lazy to not put switches behind special linedefs", then fuck you that's not OK.

>> No.2447553

>>2447487
your replyee here. it does to me, yes.

i'm not sure how to explain this. let's say you have something you like, but there's different brands of it. you have a particular favourite brand, and other brands just aren't the same, and you don't enjoy them as much?

does that make any sense?

>> No.2447560

>>2447540
>why does it have to be only on GZDoom and not in ZDoom?

truecolor sprites/effects
vertical gameplay that doesn't make you want to puke
cutting-edge mechanics like a_setspeed :^)

>>2447540
>Why does it have to be on ZDoom and not Zandronum?

because Zandronum had potato zdoom code. but word on the streets is that they're pushing the pedal to the metal for 3.0* so WHO KNOWS

(* I'm taking it with a grain of salt and it's your choice if you do the same)

>> No.2447562

>>2447553

I can understand that, but I use generibrand stuff all the time and my favorite place to shop is Trader Joe's, so...

>> No.2447587

>>2447535
>What, are ZDoom players second-rate citizens or something?
NHB in a sense i feel i become a second-rate citizen when using zdoom. i believe i can give much better feedback when using my port of choice rather than another to which i am less accustomed. the familiarity means i can concentrate on the map, instead of suffering / fighting with the engine.

>> No.2447601

>>2447587
Okay, so? That's you. Your feedback is not inherently better than anyone else's. I feel the same way about ports that aren't ZDoom, but I don't go around spouting nonsense about how only I can provide "true feedback", and if your mod is made for another port with unique features, say EDGE or Eternity, I won't tell you that you should make it for ZDoom instead because that's what I like to use, or because that's what most people use. Mod for the port you want to use, for the reasons you want to use it. If someone has such a big stick up their ass that they refuse to play your mod because it requires port X and they won't touch anything that isn't port Y, maybe that someone's feedback isn't worth as much as they think it is.

>> No.2447605
File: 110 KB, 640x960, Screenshot_Doom_20150603_205130.jpg [View same] [iqdb] [saucenao] [google]
2447605

If the depth buffer can render 1-bit transparent textures then why can't it render sprites?

>> No.2447608
File: 175 KB, 640x480, DOOM05.png [View same] [iqdb] [saucenao] [google]
2447608

Hey, everyone.

Pretty much done with my WAD (unless there's something really wrong, I'm probably not going to change things).
8 levels, use with Ultimate Doom, not designed for vertical look/jumping (there's only a few spots where it'd matter anyway).

biggest early change from previous releases is that the start of E1M2 is completely different and maybe a bit silly

Might rework the final room of E1M8, it's a mess (I would love something that's dangerous like a Cyberdemon but without the unreasonably large amount of health, so I could put two of them in like I wanted, I also originally wanted the player to have a rocket war with them, but that wasn't working in the slightest, took far, far, far too long).

pomf is down, here's a mega link:
https://mega.co.nz/#!Jhdn0RST!TDfsdJrxdk7uzsz9d-rHpLR7LqUg4E9Zyu3owP1vEEo

>> No.2447657
File: 47 KB, 418x470, stock-photo-sad-boy-depressed-teenager-at-home-problems-at-family-95819308.jpg [View same] [iqdb] [saucenao] [google]
2447657

>Powerslave EX already dead
>Creator refuses to talk about it
>Gets pulled from all websites
>tfw I didn't even get a chance to download it
Is there really even a point anymore?

>> No.2447675

>>2447657
>>Creator refuses to talk about it

he's not refusing, he's legally bli---I mean, legally not under any position to do it so

>> No.2447686
File: 1.93 MB, 450x338, 1433046936423.gif [View same] [iqdb] [saucenao] [google]
2447686

>>2447657
I've uploaded it with the update here
>>2447003

Yeah development will most likely not continue, but it's playable as it is.

>> No.2447687

>>2447601
>Okay, so? That's you. Your feedback is not inherently better than anyone else's.
well yes of course. i am worthless human garbage and nothing but a burden on others. but that's beside the point. the reason i believe using zdoom makes my feedback worse is because i think the best feedback one can get as a mapper is not a bunch of words but to actually see others play through your map. this is why "first attempt" demos are a thing on doomworld, and why i make demos and webms of maps posted here. but this can't be done with zdoom, because of its inferior demo support. i hope this explains why i feel i become a second-rate map tester for zdoom maps.

>> No.2447728

>>2445887
Pirate Doom
Adventures of Square
Vacation Doom (if you like the Douk Expansion)

>> No.2447732

>>2447608
hello, nice to see this again. i will make some demos soon, but for now: i notice on e1m1 it is possible to lock yourself out of the rest of the level by retreating quickly when the door closes (line 571 / sector 130).

>> No.2447736
File: 257 KB, 894x894, 1421002233724.png [View same] [iqdb] [saucenao] [google]
2447736

>>2447728
Yeah I just dled the new version of GZDoom because Adventures of Squre wasn't working with Zandronum. Seems like it's hella buggy in comparison though my friend is having issues with it showing up on his wrong display and I can't even open it because it says I don't have 3.x OpenGl even though I totally do.

>> No.2447754

>>2447736
Did you download the latest dev build of gzdoom or the stable version? Square crashed on me everytime I started playing the secret level but it ran fine when I downloaded the dev build...

>> No.2447758

>>2447754
I haven't tried it yet with the dev build of GZDoom yet but I got the server to host so I assume it'll probably work.

I got it from here http://devbuilds.drdteam.org/gzdoom/ right?

>> No.2447762

What's worse,Brutal Doom or Complex Dumb?

>> No.2447765

>>2447758
yeah that's the right page. the wad is pretty new, so I guess it's optmimized for the dev build.

have fun, I found the wad to be extremely well made & entertaining!

>> No.2447769

>>2447247
fuaark I was doing well until I got crushed

>> No.2447771

>>2447762

Complex Doom.

Brutal suffers from an annoying overly-defensive fanbase and a useless sperg for an author, but the core gameplay manages to be somewhat decently okay for casual romps despite that.
Complex isn't even that, it's just a generic realm667 randomizer with railguns and hitscans everywhere.

>> No.2447782

What's worse, BTSX or Valiant?

>> No.2447796

>>2447782

Valiant, but only on a technicality.

Both are really damn good, but BTSX can be loaded with more mods without issues, while Valiant plays best only by itself.
Even if you play entirely vanilla without gameplay mods, though, BTSX has more levels overall with both episodes.

Though both have extremely solid level design, placement, and encounters, the BTSX series slips past on both compatibility and level count.

>> No.2447798
File: 21 KB, 1280x1536, compohso.png [View same] [iqdb] [saucenao] [google]
2447798

what's your favourite texture?

>> No.2447805

>>2447782
>>2447796
i've played btsx but i still haven't played valiant, or resurgance, or reverie, or hadephobia, hardly anything from the past few years

>> No.2447807

>>2447798
STARTAN

>> No.2447810

>>2447798
FIREBLU

>> No.2447820

>that BTSX E2 secret level
WE SLAUGHTERMAP NOW

>> No.2447825

>>2447247
i found a computer map and a super shotgun in some secrets, and the first switch, which got me inside the first big door.

but it was annoying even with the computer map. so i turned on the map cheat, but that didn't help, it was still annoying.

i killed a couple of barons, then searched for a bit longer, but eventually i just got fed up and quit.

sorry, not a success for me.

>> No.2447828

>>2447805

I tend to develop mods more often than I actually play stuff, so I've played very few actual mapsets.
Everything outside of the classics everyone's played 3948 times over is a mystery to me.

>> No.2447906

>>2447736
>Adventures Of Square
I'd seen it on Doomworld, but never really tried it until your posting. Feels like a more than worthy successor to Chex Quest

>> No.2447915

>>2447798
Fireblu, of course

>> No.2447928

>>2447798
Hard to say honestly, I like so many of them.
I guess I like the hexagonal metal tiles a lot.
Though I also like the white concrete slats.

E2M2 and E2M7 appeal to me greatly (though I don't recall if they had a lot of hexagonal tiles)

>> No.2447935

Is there any 1-flag ctf mapset out there?

>> No.2447953

>>2447798
ASHWALL

>> No.2447958
File: 334 KB, 512x1024, such brush.png [View same] [iqdb] [saucenao] [google]
2447958

>>2447798

>> No.2447980

>Chocolate Doom

What's the appeal?

I tried it out to see how much it had changed from that to GZdoom, but I dont see any benefit from it.

>> No.2447993

>>2447980
Chocolate Doom's basically meant to be a non-DOSBOX, vanilla-as-possible port if you want to play it as close as possible to the old days.

>> No.2448010

>>2447527
>You mean people are using dosbox to run doom

well, steampeople do :^)

>> No.2448026

>>2447980
>What's the appeal?

Playing the game as vanilla as possible, of course.
PRBoom+ is a step up.

>> No.2448049

>>2447798
The METAL textures... I overuse them really, but they're so good for bordering things...

>> No.2448051
File: 5 KB, 64x128, METAL.png [View same] [iqdb] [saucenao] [google]
2448051

>>2447798
METAL. It's boring as fuck, but that's why I like it, it's extremely useful. IT's easily the most general purpose texture in the game, and I wish there was a nice rusted metal flat to go along with it.

GSTONE1 is pretty nice too. I hate how it's a mild pain to line up nicely, but the staggered brick size gives it some needed visual appeal. The marble textures are mostly pretty nice, really.

>>2447980
https://github.com/chocolate-doom/chocolate-doom/blob/master/PHILOSOPHY
explains everything, might be tl;dr but oh well

>> No.2448063

>>2447958
>SHAWN2
it's so boring

it seems completely out of place almost everywhere
the only reason I even use it is because it stands out so much (in my maps, it's a blatant indicator to the player that something is a lift)

>>2448049
it's too good for it

hell, there are times where I've just been like, fuck it, I don't feel like aligning this shit, METAL time (entirely because of weird wall lengths)
and then I look at it and it looks nice that way

also
>>2448049
>19:48:29
>>2448051
>19:48:57

haha

>> No.2448086
File: 428 KB, 1600x900, Screenshot_Doom_20150603_172116.png [View same] [iqdb] [saucenao] [google]
2448086

>>2448063
I'm literally abusing a variation of METAL right now... cc4-tex is the shit.

>> No.2448145

>>2447305
>go to page of guy who reverted it
>really wish I fucking didn't
There should be a rule that you have to be an adult to moderate on wikipedia.

>> No.2448214

>>2447305
apparently there's a thing that some wikipedia have access to that lets them just look at recent edits enmasse quickly and revert them without effort

>>2448086
that's pretty neat

>> No.2448315

Whats a good mod with a sexy ass revolver?

>> No.2448319
File: 149 KB, 1920x1080, Screenshot_Doom_20150603_192729.png [View same] [iqdb] [saucenao] [google]
2448319

>OMGWPNS4
>colourfulhell70
>Plutonia UV
Imma masochist

>> No.2448332

>>2448319
>70
Nigga, you're outdated. get 74

>> No.2448335

>>2448332
damn i'll get on it

>> No.2448338

>>2448315
Guncaster, but it has no reloads

Accessories to Murder has a nice one.

>> No.2448436

>>2447782
Both are good. Valiant's only problem is that gameplay mods don't work with it, because it uses MBF dehacked for new monsters/weapons.

>> No.2448437

>>2447820
I have a feeling Mechadon's E3 secret map will be following in its footsteps.

>> No.2448440

>>2447980
Its basically vanilla without the need for dosbox.

Its mainly for speedrunners, people who grew up with doom in the 90's, and playtesting maps that are intended to fit within vanilla's static limits.

>> No.2448443

So, once the E3 gameplay goes live for the worldwide reveal next weekend, who here expects people to immediately jump to trying to recreate things from the footage in classic Doom?

>> No.2448454
File: 208 KB, 800x600, Screenshot_Doom_20150603_225016.png [View same] [iqdb] [saucenao] [google]
2448454

Hi, i'm Bam Maguera and welcome to jackass

>> No.2448461
File: 215 KB, 800x600, Screenshot_Doom_20150603_225021.png [View same] [iqdb] [saucenao] [google]
2448461

BSSSSSSSSSSSSSHHHHHHHHHHHHHHHHHHHHHHHH

>> No.2448470

>>2448443
they have already done that with the teaser

>> No.2448491

>>2448470
I mean actual maps and game content, not the teaser.

>> No.2448505

>>2446309
Does Dime have a disorder or some shit, fountain of youth I swear.

>> No.2448515
File: 907 KB, 1890x832, First Crusher.png [View same] [iqdb] [saucenao] [google]
2448515

>>2447769
if you made it to the crusher, you're doing very well!

which switch will stop the crusher?

none, the switch to stop the crusher is behind a false wall!

>>2447825
great work! it really is supposed to be an archaeologists nightmare. not easy

>> No.2448525

>>2447798
anything with that e1 blue/beige contrast

>> No.2448535
File: 82 KB, 1195x712, Untitled.jpg [View same] [iqdb] [saucenao] [google]
2448535

>>2448515
>how is there a perfectly parallel blood splatter every 5 feet on the ceiling?

>> No.2448541

>>2448535
the hell knight in your pic was ocd and had a lot of blood to work with

>> No.2448552
File: 329 KB, 1035x758, Linedef minefield.png [View same] [iqdb] [saucenao] [google]
2448552

>>2448535
got the servants to stand 5 feet apart when I was testing it

crusher room looks a bit nicer nowadays, full of blood and gore sprites.

this map also contains a rather large linedef minefield

>> No.2448614

>>2448552
the fuck is that
show it in 3D mode

>> No.2448616

>>2447953
i have ASHWALL3 (and FLAT14 to go with it) as my default textures because having little to no regular pattern it often does not need aligning.

>>2448063
METAL also does not need alignment? i would have thought the two lines of rivets are enough of a regular pattern to require it. if they weren't there, then yes.

i think CEIL5_2 is the nearest thing to a companion flat for METAL. this was from studying Erik Alm's maps.

>> No.2448625

>>2448616
As long as the rivets aren't cut in half by a vertex, 'sall good.

>> No.2448629

>>2448552
What the hell are you even.
Stop.

>> No.2448664
File: 2.42 MB, 1893x2582, Boss room.png [View same] [iqdb] [saucenao] [google]
2448664

>>2448614
This is the final boss room, where you fight a cyberdemon. At first when you enter the room it just looks like a giant gate (top image), but then you find that the walls either side of the gate are falsewalls and lead into a central camber (of if you have the map you already know whats in there) (this is the middle image)
as soon as you enter the chamber, the floor drops. (bottom image) The whole sector is a lift triggered to lower wait raise every time a linedef is crossed. this means when the lift is raised (and you think you can walk over and grab the BFG) as soon as you move the floor drops back down . you can stand by one of the "legs" and jump on when the floor is raised (and there are other ways out from the bottom) but it gives and interesting dynamic to the boss fight, having to work with the crazy lift and the cyberdemon and using the "legs" of the arachnid architechtural thing as cover.

>> No.2448735

>>2447820
It certainly was a step up from E1's lackluster secret map.

>> No.2448784
File: 334 KB, 750x2100, Samsara Chart.png [View same] [iqdb] [saucenao] [google]
2448784

I forgot I made this a while ago. How many actually still play Samsara?

>> No.2448793

>>2448784
I play it from time to time, wish it wasn't dead development wise but it's still great fun. Also wish Ranger had highres weapon sprites...

>> No.2448819
File: 718 KB, 996x623, screen.png [View same] [iqdb] [saucenao] [google]
2448819

Guys, what do you think of Permutations by Sector666? underrated map imo.

https://www.dropbox.com/sh/umadvxy27hmnyf4/AACParfSDpMUPdwACGJSvOgYa?dl=0

>> No.2448820

H-Chex.
Chexter has the remote to all the vibrators.

>> No.2448843

>>2448784

It's still pretty good, but those fucking addons and fucking Regeneration ruins everything.

>> No.2448848

>>2448843
I wouldn't mind a /vr/ server that's just the vanilla set. Especially if it meant playing with all you guys.

>> No.2448871

>>2448793
Ditto. I was looking forward to Gina. Ah well...

>> No.2448880

>>2446984
That's the kind of ass I wouldn't mind on my screenshots. Sauce?

>> No.2448897

>>2447798
I throw flat14 into every map I make
No idea why, royal blue looks nice in Doom

>> No.2448907

is mouselook cheating

>> No.2448913

>>2448907
depends, are you aiming up and down to kill the Icon of sin?
Because if you did this, then yes.

>> No.2448916

not the mouselook anon, but need your opinions

so generally when someone plays with freelook he is being called a shitter, now what about someone who plays with freelook, but without any autoaim whatsoever?

>> No.2448921

>>2448916
freelook without autoaim is fine but from a purist point of view, freelook in Doom isn't something allowed. A valid point would be that its easier to kill cacodemons and pain elementals with projectile weapons(Rocket/Plasma) by aiming with the mouse.
However being called a shitter for using freelook is just rude.

>> No.2448924

>>2448921
why would you waste rockets on cacodemons

>> No.2448926

>>2448921
good thing I dont give shit about purists since I have finished whole final doom in its native form with keyboard only
so yeah, playing nearly everything now in gzdoom with freelook + no autoaim

are there any recent good wads that are not slaughterwads?

>> No.2448928
File: 164 KB, 240x246, 1423676713187.gif [View same] [iqdb] [saucenao] [google]
2448928

>>2445673

Wolfenstein fans will enjoy this porting to GZdoom
http://www.moddb.com/mods/wolfendoom/downloads/wolfendoom-update-2

All you need is a Doom 2 wad to play.
There's also an edge version if you'd rather have that.

>> No.2448938

>>2448928
I wish there was a way to turn off viewbob though just to make it even more authentic but I guess no crouch or jump will have to do.

is there a way to turn off view bobbing when you walk? or not? knowing me there probably is and i'm just too much of a dipshit to spot it.

>> No.2448947

>>2448928
This reminds me, what's the best way to play Wolfenstein with Samsara? I believe that one fucks up some enemies.

>> No.2448950

>>2448938
movebob 0 in console

>> No.2448953

>>2448950
thanks m8.

>> No.2448957

>>2448897
wait, flat14 is the blue one?

>>2448616 (me)
it seems then that here i meant flat10. sorry for the confusion!

>> No.2448959

>>2445990
>Back To Saturn X
I have tried doomworld/idgames and i got nothing.
Can you provide links for the wad?
Is it similar to UAC Ultra?
I fucking loved that wad.
Also what weapon mods are you using?
Are they separate from the level wad or is it a single package?

>> No.2448962
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google]
2448962

>>2448928
>There will never be another game featuring Hitler as a final boss.

Fuck the jews.

>> No.2448963

>>2446309
Just use Doom 64 EX.
Grab the rom from somehwere like i did and you are set.

>> No.2448965

>>2448963
Can't use gameplay mods with that though.

>> No.2448971

Is it possible to make high res weapon sprites for use in first person? Not thinking of making a high-res pack, since those never seem to work, but I would still like to know for other reasons.

>> No.2448973

>>2448959
>http://www.doomworld.com/vb/thread/62529
It's really good anon.

>> No.2448976

>>2448973
Yeah but is it only a level or a weapon/character mod expansion too?
I want that gun the guy that posted the screenshot was using.

>> No.2448978

>>2448971
Yes it's perfectly possible, but you have to define the scaling of the sprite in the TEXTURES lump.

>> No.2448979

>>2448965
If you want Doom 64 just because of the sounds/weapons/pickups looks you can just use Smooth Doom and set it to Doom 64 textures.

>> No.2448981

>>2448976
yes it is "only" a bunch of levels and textures. i don't know what the mod the screenshot guy was using

>> No.2448983

>>2448976
The other stuff is a separate mod he's loaded with it. Can't pinpoint which one. I can however vouch for how well the gameplay mod "Project MSX" fits with the BTSX mapset.

>> No.2448984

>>2448976
The gameplay mod is Accessories to Murder. A good fit for BTSX, since they're both pretty much the pinnacle of grafix in their respective categories.

http://forum.zdoom.org/viewtopic.php?f=19&t=36877

>> No.2448987

also >>2448973 is a link to E1 when the screenshot >>2448959 replied to is from E2 i believe.

the episode two thread is here:
http://www.doomworld.com/vb/wads-mods/69960

>> No.2448990

>>2448987
sorry lets try that again
http://www.doomworld.com/vb/thread/69960

>> No.2448997

>>2448987
>>2448990
There was a dl link to ep2 in the forum post tho

>> No.2449002
File: 282 KB, 1920x1080, gzdoom 2015-06-04 12-17-45-76.jpg [View same] [iqdb] [saucenao] [google]
2449002

Everyone try this
http://www.moddb.com/games/doom/addons/3do-doom-maps-for-modern-engines

Its the 3DO port of Doom and it runs on any z and gz doom release.
It has THE MOST awesome remixes of any doom soundtrack remix i have heard, including those SUPER MEGA BULLSHIT METAL ones.

Im playing it with Brutal Trailblazer if anyones interested (crossbreed between Trailblazer weapons/character/inventory mod and everything about the monsters taken from some unknown version of Brutal Doom) the result is one of the most fun mods i have played in 20+ years of dooming around.

>> No.2449004
File: 274 KB, 1920x1080, gzdoom 2015-06-04 12-20-54-00.jpg [View same] [iqdb] [saucenao] [google]
2449004

>>2449002
The 3DO levels also seem to have some unique texture decorations i have never seen in vanilla doom.

>> No.2449007

>>2449004
the dead guy must appreciate having his trousers left on -- at least his his modesty has been kept intact.

>> No.2449010

>>2449007
>tfw no ded guys hanged from the balls

>> No.2449018

>>2448984
Thanks friend.

>> No.2449025

>>2448959
Its not on idgames yet because its not finished.

E1 and E2 releases are on doomworld forums, and they are considered beta's by the team behind it. And E3 has yet to be released.

>> No.2449042

>>2448959
>Is it similar to UAC Ultra?
>I fucking loved that wad.
yeah, a bit. they're both mapsets with more or less a new paint job. btsx is more just new graphics/palette but remains vanilla in gameplay, while iirc uacultra uses boom features and some dehacked monster changes as well.

>> No.2449046

>>2448959
>I have tried doomworld/idgames and i got nothing.
>Can you provide links for the wad?

for future reference another place to try searching is here:
http://www.wad-archive.com/search?q=btsx_e

>> No.2449113
File: 367 KB, 1360x768, Screenshot_Doom_20150604_073940.png [View same] [iqdb] [saucenao] [google]
2449113

I am now doing Map03 this time it will be a water cavern map

>> No.2449116
File: 381 KB, 1360x768, Screenshot_Doom_20150604_074216.png [View same] [iqdb] [saucenao] [google]
2449116

>> No.2449118

What editor should I use to get started with making maps? Doom builder 2, GZDoom builder or something else entirely?

>> No.2449121

>>2449118

I mostly use GZ Builder since it actually does more then DB2, but if your going for old school like maps use DB2 if you wanna go all at it then use GZ

>> No.2449123

>>2449118
Doom builder 2 is a good start. GZDoom builder whenever you want to start working with 3D-floors (not necessary by any means) and more advanced UDMF features.

>> No.2449154

>Golden souls 2 has new fists
>they're actually good

Fuck yeah.

>> No.2449180

can someone help me out with this wad?
http://www.moddb.com/games/doom-ii/addons/mars-war

for some reason i cant fucking get out of the starting area in the very beginning.
i have tried to 'unf' on everything.
no dice.
pls assist.
if you manage to get out take a screenshot of what the fuck you pressed/did to unlock the way out.

>> No.2449190

>>2449180

Use the /idgames link next time
http://www.doomworld.com/idgames/?file=levels/doom2/megawads/marsw301.zip

Also
https://www.youtube.com/watch?v=TZchvD3kDno

>> No.2449191
File: 793 KB, 1280x720, gzdoom 2015-06-04 09-40-40-28.webm [View same] [iqdb] [saucenao] [google]
2449191

>>2449180

>>2449190 also holds the answer to your quandary, in case you're talking about that tricky switch contraption

>> No.2449248
File: 2.13 MB, 960x540, FLAME ON.webm [View same] [iqdb] [saucenao] [google]
2449248

This is fucking cool.

>> No.2449261

>>2449180
>>2449190
>>2449191

Man, Marswar brings back memories of when I was a kid playing keyboard-only doom on vanilla. Very charming megawad, IMO.

>> No.2449263

>>2449118
>>2449121
>>2449123

I honestly reckon he should just get GZDoom Builder. It actually still gets updated, for one thing. DB2's been in update drought for a couple years now.

>> No.2449276

>>2449248
wat mod

>> No.2449278

>>2449276
Golden Souls 2

>> No.2449280

>>2449263
>It actually still gets updated, for one thing. DB2's been in update drought for a couple years now.
Oh, I just assumed most of GZDB's updates trickled down from DB2 updates. The more you know.

>> No.2449284

>>2449280
Yeah. DB2 hasn't had an svn release since early 2013. Latest svn of GZDB was just this week.

>> No.2449314

>>2448819
That was a pretty good map. It's good to see Doom 64 maps, but the puzzle felt a bit contrived and the buildups while cool didn't lead to much.

>> No.2449324
File: 25 KB, 200x303, 1401595175199.png [View same] [iqdb] [saucenao] [google]
2449324

So I've been playing for a long time using zdoom with default compatibility options, all off. I've been wanting a more vanilla experience. I'll probably switch to prboom when I'm done with this wad. In the meantime though, are there any options I should change in zdoom? I understand zdoom by default is a pretty different from the original as far as rng, movement, etc.

>> No.2449332

does anyone have that dual screen wallpaper of all
the old school fps'. It has Doom, Wolfenstein, Shadow Warrior, Duke Nukem , Marathon and something else i cant remember

>> No.2449338

>>2449190
>Use the /idgames link next time
Is moddb bad?

>> No.2449345

>>2449324
the wiki could explain this better than i ever could.

http://zdoom.org/wiki/Compatibility_options

for starters i suggest to look at "compatmode"

>> No.2449363

>>2449324
>>2449345

When I play traditionally in zdoom, I use the Boom (strict) preset. Most well known vanilla maps have auto-compatibility applied to them to make them playable (ie, buggy stairs for TNT map30, ghost monsters for Icarus map24, etc), hence why I use Boom (strict) instead of Doom (strict).

>> No.2449390

>>2449345
>>2449363
cool, thanks for the info

>> No.2449427

>>2449338

not really, it's the fact that 90% of the doom mods uploaded in there was uploaded without each author's consent.

and that same guy is literally hunting the zdoom forums looking for somebody else's mod to upload, pm'ing the author in some cases

>> No.2449498
File: 1.53 MB, 281x227, sirage.gif [View same] [iqdb] [saucenao] [google]
2449498

>>2447536
The thing that gets me is how cunty and entitled the whiners are about calling out mappers.

Like, this fucker is doing shit FOR FREE for the entertainment of people they by and large do not know, and you're insulting them.

One of those go fuck yourself moments, really.

>> No.2449510
File: 98 KB, 687x687, uac skelly.jpg [View same] [iqdb] [saucenao] [google]
2449510

Is this a UAC logo?
I really hope that the UAC isn't just some typical stupid Umbrella Corporation or Weyland-Yutani that wanted to utilised the demons.

>> No.2449513

>>2449510

the new UAC logo was posted somewhere, can't find it though

>> No.2449514

>>2449510
yes, that is a uac logo.
the cyberdemon has it too on the cannon arm.
and yes, they are gonna turn uac into some evil company that discovered the demons and modified them with robotics to use them as cybernetic WMDs.
basically umbrella v2.0

>> No.2449517

>>2449510
>>2449514
or the other way round, the demons learned to hijack UAC technology (which is kind of what happens in the original, the demons hijack the teleporter experiments)

>> No.2449521
File: 77 KB, 332x330, 5ded9s09.jpg [View same] [iqdb] [saucenao] [google]
2449521

>>2449517
>implying demons from hell care about corporate branding

>> No.2449524
File: 180 KB, 640x360, DOOM__Teaser_Trailer_Still_1_1405510680.jpg [View same] [iqdb] [saucenao] [google]
2449524

>>2449513
>>2449514
>>2449517
More generic evil corporation stories?
At least in Doom 3 it was just Betruger (probably possessed) making everything go wrong. Shame he had no personality prior or development that explained how and why.

>> No.2449528

>>2449521
Inverted Cross®, Pentagram® and Goat-Headed Man® are all registered trademarks of SatanCorp™

>> No.2449529

>>2449521
They needed brand recognition to get all the demons to adopt the weaponry.
Perhaps it's a metaphor for 'Call of Doom' being unrelated to Doom apart from the name. Or maybe that's too meta for them.

>> No.2449539

>>2449524
No I think its just demons fusing with UAC technology.

>> No.2449540

>>2449517
> hijack UAC technology

why a demon from hell with god knows how many powers and the ability to throw plasma projectiles at the enemy would willingly mutilate itself to incorporate puny human technology?

>> No.2449541

>>2449540
>Why would doom 1? Why would it?

>> No.2449543

>>2449540
i don't know, who put the rocket launcher on the cyberdemon's arm?

>>2449539
yeah this is what i meant. i'm sorry i used the word "hijack", i couldn't think of anything better

>> No.2449550

>>2449521
I always thought of it as the demons just found technology lying around, and just strapped it on them selves.

>> No.2449551

>>2449543
According to Doom RPG (The game i mean),it was Kronos

>> No.2449556
File: 388 KB, 1131x811, radical.png [View same] [iqdb] [saucenao] [google]
2449556

Aw yiss.
http://www.worldvideogamehalloffame.org/games

>> No.2449557

>>2449521
>inb4 an iCyberdemon with white silky smooth metallic parts branded Apple

>> No.2449558

>>2449521
it could be that some superior force found the plans (with branding) and didn't consider improving them, just adapt this or that to make the machiny parts connect to the demony bits

>> No.2449561

>>2449540
Pride may be a sin, but so is Envy.

>> No.2449563

>>2449556


Doom got in

MOTHERFUCKING DOOM GOT IN

YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS


AHAHAHHAHAHAHHAHAHAHAHAH

>> No.2449568
File: 53 KB, 456x453, 1433430965833.jpg [View same] [iqdb] [saucenao] [google]
2449568

>>2449556

>> No.2449569

>>2449556
>>2449563

>>2445674

Can't come up with anything at the moment, sorry.

>> No.2449580

>>2449556
may i ask for an explanation of the significance of this please? i would like to know why it is such a cause of exhuberant celebration for >>2449563

>> No.2449581
File: 10 KB, 245x250, dukedoom.jpg [View same] [iqdb] [saucenao] [google]
2449581

>>2449556

>> No.2449587
File: 82 KB, 320x200, go hom.gif [View same] [iqdb] [saucenao] [google]
2449587

>>2449580
>>2449569

I should've explained myself, sorry

You know who else was in that poll? (because it was originally a poll) Zelda, Minecraft, The Sims 3, and Angry Birds

The site had a poll for this, and Zelda was 1st followed by Sim City and Minecraft. Doom was 6th. A couple of hours after this got shared on Doomworld, the poll was nowhere to be found.

Seems like the organizers figured out the poll was getting massively abused and they pulled it off. It also seems that they actually got a jury to select the first class instead.

Either way, can't wait for the tears for this. Every finalist was actually worth of being included (motherfucking Oregon Trail was in there)

>> No.2449591

>>2449587 (me)

>The Sims 3
>followed by Sim City

*The Sims, sorry.

>> No.2449604

>>2449587
>DOOM
>Pac-Man
>Pong
>Super Mario Bros.
>Tetris
>World of Warcraft

Not a bad list I guess... Could give a shit less about WoW, but you can't deny it made a splash...

>> No.2449609
File: 443 KB, 1366x768, Screenshot_Doom_20150603_230721.png [View same] [iqdb] [saucenao] [google]
2449609

i believe i screwed up my ReShade

>> No.2449615

WE BBC NOW
http://www.bbc.com/news/technology-33005297

>> No.2449631

Can you not set secret sectors in the secret levels?

>> No.2449636

>>2449556
>>2449569

"Doom gets inducted in the Video Game Hall of Fame, beating Zelda, Minecraft and Angry Birds in the process"
http://www.worldvideogamehalloffame.org/

>> No.2449650

>>2445883
Whens final release? What are you still doing on it? haven't played it in... a year? Ish? A year and a half?

>> No.2449673

You guys think Joe Ilya deserves some documentation on the Doom Wiki?

>> No.2449675

>>2448924
in areas where there are a lot it throws them all back better than other weapons and gives you more room to breathe

>> No.2449678

>>2449673

secondlife_orc_no.jpg

>> No.2449695
File: 517 KB, 1295x888, screenshot_2015-06-04.jpg [View same] [iqdb] [saucenao] [google]
2449695

#hype

>> No.2449703

>>2449673
there's no notability requirement, so go nuts

>> No.2449708

>>2449695

And he still won't fix MAP18's missing music from Doom Metal

>>2449703

I would love to see who even dares to create an article of him, since you'll be required to make an account in order to do an article

>> No.2449712

>>2449695
Is the Purist mode still broken?

>> No.2449713

>>2449540
because rockets and shit do more damage than hellfire apparently

>>2448616
oh, it needs alignment if used on it's own (but not terribly much, repeats very shortly, the horizontal spacing between the rivets gives a lot of leeway, etc)
but I mean as a separator between different or mis-aligned textures, it works brilliantly

and for things like extra platforms attached to walls, I can use METAL instead of aligning it to the wall texture (and it'll look nice generally, too)

>> No.2449714

>>2449695
nothing to be hyped about
waiting for E3 to see D4 instead
sup mark ;^)

>> No.2449717

I can confirm my life is better since /vr/doom

>> No.2449720

>>2449695
really

i hope to goodness sake he saw sense and took out that bullet penetration rubbish

>> No.2449723

A short ccomment on PowerslaveEX: Kaiser was a tool. Had he released the source code ASAP and made an asset extractor to take out the needed art files from the original rom, instead of packing the whole thing, this would've never had happened.

>> No.2449725

>>2449720
>bullet penetration rubbish
the what

>> No.2449726

>>2449714
>waiting for E3 to see D4 instead
heh, yes given his audience i imagine he felt he had to get v20 proper out before D4 or else it would be overshadowed.

>> No.2449729

>>2449725
in the previous beta there was a system whereby bullets would pass through sufficiently thin walls, it's annoying.

>> No.2449731

>>2449714
>sucking bethesda's corporate cock

>> No.2449734

>>2449725
You could shoot through walls less than 16 map units or some shit... It was dumb, and broke almost every level.

>> No.2449737

>>2449615
cool, it's not often you can link the beeb in our news post >>2445674

>> No.2449739

>>2449731
>implying I will buy it

>> No.2449741

>>2449737

it should be wise to replace >>2449636's link with >>2449615, i guess

>> No.2449748
File: 816 KB, 1780x1050, 1429987810995.png [View same] [iqdb] [saucenao] [google]
2449748

>>2449726
Reposting for remembrance.

>> No.2449751
File: 9 KB, 256x256, CausticsRender_001.jpg [View same] [iqdb] [saucenao] [google]
2449751

Alright so I made an extremely sweet water texture of alpha-channel png's, and it animates beatifully - but only on walls. On transparent 3D floors only the absolutely brightest spots are visible. Why the heck is that?

Running gzdoom fyi.

>> No.2449764
File: 19 KB, 75x75, 1427951801792.gif [View same] [iqdb] [saucenao] [google]
2449764

>>2449748
His raw egotism will never not be funny.

>> No.2449779
File: 919 KB, 1004x715, huge guts tale.png [View same] [iqdb] [saucenao] [google]
2449779

>>2449748
my sides

>> No.2449781

>>2449751
Is it on a 3d floor? I don't think transparency works on regular floors.

>> No.2449791

>>2449720
On the latest beta, it is optional, and turned off by default.

>> No.2449801

>>2449791
oh is it? good
>>2449748
love the background reaction image. just like a laugh track!

>> No.2449806

>>2449524
Can't really remember Betruger but I just realized... Betruger = Betrüger, German for "deceiver". Hahaha...

Just saw that I have Doom 3 on Steam and it's already installed... time for a replay after like... 8 years or so. Is "Absolute HD 1.6" a good idea for getting new/"updated" graphics?

>> No.2449810
File: 2.25 MB, 1920x1080, Screenshot_Doom_20150604_224223.png [View same] [iqdb] [saucenao] [google]
2449810

>>2449751
Fuck I finally figured it out: Floors simply don't support alpha maps. Simply using the raw black one's like >>2449751 and setting it to additive translucency in-game worked out.

>> No.2449823

I have never played Doom and I recently bought Doom 3 BFG on Steam that comes with the classic Doom games.
I heard there are source ports that support mods.
Which ones would you recommend me for my first Doom experience?

>> No.2449829
File: 42 KB, 640x360, lNv5yYFl[1].jpg [View same] [iqdb] [saucenao] [google]
2449829

So has anyone here played Modes of Destruction?

It's a pretty epic GZDoom mod, with the main gimmick of this mod being that each weapon (except for the fists and BFG for the moment) have two switchable modes (toggled with alt-fire) that have different roles and behaviors. For instance, the plasma gun switches between a medium-long range projectile weapon and a short-range lightning gun that does massive DPS but at the expense of ammo consumption, for when you're in a tight spot and need to kill something big right now. It also features a heavily tweaked and extended version of Nash Gore with alternate/gib deaths for every enemy and four gore colors (red, green, blue, and spectral gore for the Spectre). And on top of that there's a score system like in Wolfenstein, to reward exploring every nook and cranny and killing everything that moves.

http://forum.zdoom.org/viewtopic.php?f=19&t=45449

>> No.2449834
File: 3.68 MB, 1543x4500, Doom Recs.png [View same] [iqdb] [saucenao] [google]
2449834

>>2449823

>> No.2449837
File: 219 KB, 800x600, Screenshot_Doom_20141007_144051.png [View same] [iqdb] [saucenao] [google]
2449837

>>2448959
It's got a couple of similarities to UAC Ultra, in fact, I think Paddock even did a few levels and tracks for BTSX, if I'm not mistaken.

And you'll love it, it's a beautiful, well sculpted vanilla adventure.

The gameplay mod is Accessories To Murder (which I've tweaked a bit), along with NC-Hud (by far my favorite HUD ever, because it's clear, yet discrete, and shows the status bar face).

I feel that the aesthetics of Accessories To Murder fits Back To Saturn X very well, particularly Episode 1.

>> No.2449846

>>2449673
Deserves? Not really, he's not a very notable person.
There's nothing really stopping you, though, so if you really insist then go nuts I suppose.

>> No.2449860

>>2449829
>epic

>> No.2449881

>>2449823
Play trough at least the first episode of "The ultimate doom" (doom 1) with the chocolate doom port. That's the exact experience that made doom big.

Then you can just get fucking GZDoom (advanced modern engine) and play through whatever you fancy from here:http://www.doomworld.com/cacowards/..

There's many purists in the community, but I think modern engines are just so much comfier to play in.

>> No.2449889

>>2449829
i have to admit this post reeks of astroturfing. i think you could have worded it better.

>> No.2449953
File: 879 KB, 1920x1080, Screenshot_Doom_20150604_214118.png [View same] [iqdb] [saucenao] [google]
2449953

Finally got my "mobile" Icon of Sin boss monster working
This is what happens when I add 7 in a room

>> No.2449957

>>2449953
post texture

>> No.2449958

>>2449806
So I thought, "fuck it", just start and wait for the Mod to download.
How could I have enjoyed this as a kid!? I think it must have been around 2005 with me being ~14/15. Good I nearly died from playing the first 35 minutes just now with 24. I couldn't remember that Doom 3 was so damn spooky. Dat radio noise, dat background sounds, dat really decent graphics.

>> No.2449959

>>2449957

As you may have guessed, coloured monsters are incomplete designs for a project.

It's not ready yet.

>> No.2449967

>>2449953
explosion in a paint factory!

>> No.2449975

>>2449829
I've played it and weapon balance is a bit busted.

>SG is always weaker than SSG despite having an explosive slug mode
>SMG/Pistol are both really useless
>Lightning gun mode isn't worth the ammo consumption in the slightest
>Minigun absolutely wrecks everything while the rifle is a waste of bullets for the Minigun
It's not a bad mod though but it needs some issues addressed.

>> No.2450036

>>2447608
demos as promised (>>2447732)

http://a.uguu.se/wcgwxd_ill_engn_demos.zip

6, 7 and 8 are new (first attempts). on 8 i die once due to inattention, i was eaten by a spectre while examining a chair which i thought was a switch (!)

i'll make webms if you need them but it'll have to be another time (i'll be up half the night waiting for my ancient computer to encode them)

>> No.2450061
File: 356 KB, 1366x768, Screenshot_Doom_20150605_005722.png [View same] [iqdb] [saucenao] [google]
2450061

SmoothDoom works on Freedom nicely.

Shame about those awful textures though.

>> No.2450091
File: 10 KB, 174x65, combat_slug43_by_raymoohawk-d8vxos1.png [View same] [iqdb] [saucenao] [google]
2450091

>>2450061

Speaking of FreeDoom's graphics, it's such a fortune that we have somebody like raymoohawk redrawing the sprites and some other assets that looked like dogshit; of course it has its own style that is far from being close to Doom, but that aint the goal of the project

>> No.2450107
File: 29 KB, 138x87, img58.gif [View same] [iqdb] [saucenao] [google]
2450107

>>2449191
>that crosshair

>> No.2450120

>>2450107

Do you have a problem with circles, anon?

>> No.2450121
File: 328 KB, 500x483, 1345246312464.png [View same] [iqdb] [saucenao] [google]
2450121

>>2449636
>Angry Birds in the video game hall of fame

>> No.2450124
File: 9 KB, 126x62, de_114ifred1nor28.png [View same] [iqdb] [saucenao] [google]
2450124

>>2449191
>Red Savarin

>> No.2450140

>>2449723
He can still release the source code though, can't he?
It's not like he copied anything from the original game. It's all his, as far as I know.

This whole situation sounds really weird to me.

>> No.2450142

Anyway...

>>2446602

It IS getting bumped! People are stumbling over themselves looking for backups of all the maps

>> No.2450175

>>2449834
decided to play Project MSX because of that chart
holy fuck it is not what I expected at all
it's clearly inspired by Halo, but there's one key difference: SPEED
I can't keep up. Really, really cool stuff, but I fucking can't keep up.

(also, I keep accidentally clicking right click to open doors because that's what I usually bind it to in Doom, but I set my keymap up like I was playing Halo CE for PMSX and I'll press grenade when I want a grenade just fine... but then I'll go to a door and press the same button again, haha)

>>2450036
ooh, thanks

just finished watching them
nice to see how you used infighting to get rid of everything in the final boss area (even though I put far, far, far more ammo than anyone would ever need in that room)

also, now that I'm not playing, it's really, really, really obvious that the first 3 levels are a fair bit weaker than the rest but I also don't feel like getting rid of them

I did fix the issue with the first area (door re-opens when you re-enter the corridor now), and fixed a glaring texture issue on e1m2

if there's no other major issues, I'll probably submit it to /idgames tomorrow

>> No.2450183
File: 65 KB, 300x440, image.jpg [View same] [iqdb] [saucenao] [google]
2450183

In addition to what >>2449587 said, here's a backup of the cached version of each finalist's writeup (http://www.worldvideogamehalloffame.org/2015-finalists); since it's getting replaced by the announcement itself as we speak, it should be safe to assume that it deserves to be preserved, in case people might wonder if the Minecraft/Angry Birds bits were false.

https://archive.is/uoBn8

>> No.2450186

>>2450121
Behold the power of stupid amounts of sales.

>> No.2450193

>>2450183

And by the way, this is a shot in the dark, but who knows these days...

Yes, I do authorize the use of the archive.is link to be posted in gaming sites with no credit needed :^)

>> No.2450215

>>2450183
Why is that like the only monster that has below a 3 rating?

>> No.2450221

>>2450215

It seems to be related to how people reacted to Knee-Deep in ZDoom and its unbalanced cast. I think it's also one of the monsters to go for some of those lame r667 randomizers out there

>> No.2450232

So a new version of brutal doom is releasing tomorrow right? I think i'll finally give it a shot. i've never tried it before.

The only doom mod i've ever played was some mod that was popular on /v/ for a week years ago that put modern warfare guns and perks into doom and then ramped up the difficulty massively to match, it was pretty cool to be honest.

>> No.2450236

>>2450183

Man, poor Shadow; lowest rated monster in the repository

Thanks for the link, by the way.

>> No.2450242
File: 646 KB, 1920x1080, 1408602607507.png [View same] [iqdb] [saucenao] [google]
2450242

In the not-so-distant future, we're going to have a port that can handle the biggest amount of map formats and mods, and it's also going to have a pretty decent (if not the best) netcode a Doom sourceport can have.

Wanna know the name of that sourceport?

Zandronum

How does that make you feel, /vr/doom? How does it feel that a branch from ZDoom is going to surpass it in every inch possible?

This isn't even trolling, it's truth.The day 3.0 arrives, it's over.

>> No.2450247

>>2450242
Why would we be mad about that?

>> No.2450248

>>2450247

Come on I never said or implied that you were going to be mad about it, bro. My pic represents how comfy I feel.

>> No.2450250

>>2450242

You realize Zandronum's never going to catch up with ZDoom's git features for obvious reasons, right? It's not going to surpass it.

That being said feels good man.

>> No.2450253
File: 313 KB, 800x600, 1408649475308.png [View same] [iqdb] [saucenao] [google]
2450253

>>2450250
>You realize Zandronum's never going to catch up with ZDoom's git features for obvious reasons, right?

Ahh man fuck the git. How many mods actually use the post 2.7.1/1.8 features? How many of them could be downgraded enough to make them work with the stable releases?

Or are you implying that Zdoom is going to have good netcode before 3.0 makes it in?

>> No.2450263
File: 482 KB, 500x738, 08b.png [View same] [iqdb] [saucenao] [google]
2450263

>>2449556
this is awesome /vr/.

>> No.2450264

>>2450253
>How many mods actually use the post 2.7.1/1.8 features?
A_setspeed is the reason i can't use gzdoom anymore (tl;dr: I can't update to the versions that started using OpenGL 2.0 because toaster is potato) and this feature is used in DoomRLA Monster pack and Colorful hell.

>> No.2450267

>>2450253
>How many mods actually use the post 2.7.1/1.8 features?
2.7.1 is two years old. It's really out of date and I don't think anyone currently developing a ZDoom mod targets it. If you need some names named, DoomRL Arsenal, Hideous Destructor, and Doom RPG all come to mind as mods that use bleeding-edge features that Zandronum will never be able to keep up with.

>> No.2450297

I'm reading Masters of Doom lately. Tom sounds like a nice guy but he also seems like he'd be fucking insufferable to be around everyday constantly shouting weird noises and running around everywhere.

>> No.2450298

>>2450267
>No Hideous Destructor multiplayer
Makes me a bit sad.

Would have been awesome to play with some people and be like a squad of normal guys trying to get through Hell's armies.

>> No.2450316

Is this the got daily /tv/ thread equivalent of /vr/?

>> No.2450317

>>2450316

nah, for each one of us they have like 10, maybe 15 more ppl

>> No.2450337

>>2449636
>that video linked in Doom's page
https://www.youtube.com/watch?v=UWaEA2D5giU

>> No.2450339
File: 476 KB, 800x800, 1424890482319.jpg [View same] [iqdb] [saucenao] [google]
2450339

Is it just me, or is Alien Vendetta full of death pits? I the 3rd time In my playthrough where I fall into a nukage with no way out. No teleports, no lifts, nothing. I'm loving everything else about this megawad, but this is bullshit.

>> No.2450342

>>2450339
What map are you talking about?

And is this death pit at the start of the level? Inescapable death pits that are very close to the start are usually acceptable.

>> No.2450361

>>2450342
I'm on map 22 right now. This one is kind of close to the start, but the other time it happened (map 30) it was in the middle of the map. It was a teleporter that made you telefrag barrels and fall into a pit.

>> No.2450362

>>2450361
Teleporters that lead into barrels is intentional and is meant to start you at the next level without any weapons.

>> No.2450380

>>2450361
>the other time it happened (map 30) it was in the middle of the map.

But anon, AV's map30 is literally just Icon of Sin with a coat of paint. Its too small to use "middle of the map" as an excuse.

>> No.2450389

>>2450380
Oops, meant to say 31, the secret map. It was a part where monsters spawned from a teleporter while you wait for a door to open. I stepped on it while circle strafing the room and got fucked

>> No.2450441

>>2449587
And they choose one of the worst videos to represent the game on the game's page

https://www.youtube.com/watch?v=UWaEA2D5giU

>> No.2450445

>>2449609
FuzzyDoon

>> No.2450446

>>2450441
What, you'd rather have them play Brutal Doom?

>> No.2450447

>>2449695
hype died after v18

>> No.2450474

>>2450446
Fuck you Mark.

>player uses only forward and turn buttons
>no run
>ignore hitscanners for the harmless imp
>can't even hit the button right

Nobody would've guessed it was a game worth playing from that video - for an onlooker it would seem like just another "hello from the past" that got mentioned solely for the reason that it differentiated engine and data.

>> No.2450481

>>2450474

>Fuck you Mark.

What? He was making a sarcastic remark, not advertising BD.

>> No.2450485

>>2450474
That's just playing it in a very vanilla way. That's probably how most people who played it back in the day remember it like, it was id's original vision.

>> No.2450497

>>2450485
IMO for a Hall of Fame, you'd want a video that shows "this game deserves to be in this list" not "babbys first fps steps"

>> No.2450505
File: 567 KB, 1776x1000, Screenshot_Doom_20150604_172939.png [View same] [iqdb] [saucenao] [google]
2450505

>>2448880
Google vrskins_v3.7.wad and you can download it from best-ever's wad archive. You can load it directly or throw the wad file into a /skins/ subfolder in your Zandronum directory to autoload them. Should be able to change it in Player Setup in Options. The skins probably won't work 100% right in other sourceports, I still need to get my lazy ass to fix a bunch of little problems that popped up, like mini-Baratus.

>> No.2450525

>>2450316
Not really, since while during season there's a new episode every week and off season there's no new content, there's pretty much a constant stream of new Doom content to discuss, thanks to the perfect storm that is the Doom community.

>> No.2450538
File: 7 KB, 320x288, tetris_nintendo[1].gif [View same] [iqdb] [saucenao] [google]
2450538

>>2450183
>Angry Birds became the first mobile game to achieve worldwide prominence and brand identity with its simple, addictive game play, catchy music, and recognizable characters.

>> No.2450554

>>2450538
I'll give you everything but characters anon.

>> No.2450570

>>2450554
I really rooted for the straight one to show up

>> No.2450571

>>2450554
Well L-Block won one of GameFAGs' character contests, a much needed mix-up from Lonk and FF characters usually dominating the polls.

Fuck the ASSFAGGOTS players for rigging the fuck out of the last one though, not even /v/ could save it

>> No.2450592

>using a storm nuclear plasma pistol with scout in RLA

Holy shit, this is the best thing ever.

>> No.2450778
File: 1.80 MB, 1920x1080, Screenshot (239).png [View same] [iqdb] [saucenao] [google]
2450778

Next thread image

>> No.2450780
File: 258 KB, 1362x940, Screenshot_2015-06-04_22-32-42.png [View same] [iqdb] [saucenao] [google]
2450780

I'm seeing a lot of you guys playing around with ReShade. Yet to do it myself, although it seems interesting.

Curious, though, if there was a way to have these kinds of pixel-shader filters implemented in GZDoom? It already has support for GLSL vertex and fragment shaders, and uses them when enabled for things like screen-wiping effects.

Then maybe some ACS code to select the desired shader from a menu?

Pic related, found inside gzdoom.pk3

>> No.2450782

>>2450538
Angry birds was literally all marketing. The game itself was similar to a few internet puzzle games I played in school in 2004. Literally nothing historically significant about it.

>> No.2450823

>>2450316
No because this place actually discusses Doom and actually contributes to the community instead of spamming memes 24/7.

>> No.2450904
File: 408 KB, 2560x1440, 2015-06-05_00001.jpg [View same] [iqdb] [saucenao] [google]
2450904

Does someone know how to fix this bullshit?
Doom 3 Absolute HD Mod, first had to do the "White Screen thanks to Sikkmod on AMD cards"-Fix (RegEdit Catalyst AI) and now I have this.

>> No.2450997

>>2450904
Looks like a hardware problem to me.

>> No.2451000

>>2445673
Say, Whatever happen to this?
>>>/v/297040316

>> No.2451001

>>2446686
I will always love that poster, it just gives me such a good feeling inside when i look at it on my wall.

>> No.2451004
File: 1.27 MB, 609x524, cyberGif.gif [View same] [iqdb] [saucenao] [google]
2451004

>>2451000
We'll just have to make our own 3D demons...

>> No.2451006

>>2450904
Yeah that's a driver glitch, it used to happen with Doom3 but as fixed with updates however with HD releases comes old bugs.

>> No.2451008

>>2450175
>decided to play Project MSX because of that chart
>holy fuck it is not what I expected at all
It made me wish there were modern games in the same style. It's a great mix of modern and classic FPS conventions.

Remember to bind both your alt fire keys, so you can do the mega-punch with the fists.

>> No.2451018

>>2450592
Double uzis are even more bonkers.

>> No.2451019

>>2451004
They just aren't the same.

>> No.2451034

What are some good Doom megawads with Serious Sam like level design?

>> No.2451035

>>2451034
There is a Serious Sam TC for Zandronum:
http://static.best-ever.org/wads/ss_retro_encounter_b2.23.pk3

>> No.2451036

>>2451034
Dark Tartarus, Slaughterfest 2012, Deus Vult I+II, Hell Revealed 1 (2 is more Plutonia with closet monsters) and Chillax. Holy Hell is also included but this goes into "Holy Shit" mode of hard.

>> No.2451046

>>2451036
With the exception of Holy Hell, which actually does kinda use the same shitty level design style, These are merely just Serious Sam like gameplay.

>> No.2451050

http://www.mediafire.com/download/hr0705wp1zzydih/Mental.pk3
Here's something dumb probably anyone could throw together, but I thought it was worth just making anyway.

>> No.2451051

>>2451036
>Dark Tartarus

Why isn't that on idgames anymore?

>> No.2451052

>>2451051
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/megawads/tartaru3.zip
?

>> No.2451054

>>2451052
>http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/megawads/tartaru3.zip

never mind. All the links I had found were dead

>> No.2451060

>>2449540
What's better, bearing in mind you're a gigantic demon with the fortitude to withstand alien environments and terrible pain, and an insatiable lust for murder and discord (and Lays Potato Chips, as the first teleporter->hell accident let you know).

What will more effectively suit your needs? Hellfire? Shit, your average runt imp conjures that at will. A grafted on walking tank lower body? A rocket launcher for an arm? A massive claw to bring your grim harvest to die screaming in your jaws of fiery brimstone...

Or, you know, we could just go with hellfire. Worked so well the last few times we tried to kill this Flynn Taggart, or whatever his name is or Blaskovicz's great grandson or something or whoever Doomguy is in canon.

Now let's get off to AAAAAAGITATING some fucking space marines

>> No.2451061

>>2451060
As a wise Patriarch once said, "Everything is so simple when you have a rocket launcher for an arm".

>> No.2451071

>>2451036
>Hell Revealed 1 (2 is more Plutonia with closet monsters)

The maps from Jonas Feragen, Martin Friberg, and Mattias Berggren were closer to HR1 style.

>> No.2451072
File: 27 KB, 200x200, 4549f90c.png [View same] [iqdb] [saucenao] [google]
2451072

>>2451060
>an insatiable lust for Lays Potato Chips
the comedy demon/alien craving for some human food is one trope i don't want to see

>> No.2451073

>>2451072
I just threw that in there for comedic relief to my edgelording. Although it's plausible they would enjoy human snack food, as it's calorie dense, and likely a completely new experience for them.

>> No.2451089

>>2451072
Eh, as long as it's not product placement, I don't really care.

>> No.2451116

Is there a version of Samsara Monstermixer for ZDoom, or do I have to use Zandronum?

>> No.2451117
File: 126 KB, 1000x667, salty-snacks.jpg [View same] [iqdb] [saucenao] [google]
2451117

>>2451089
>>2451072
What if it just really likes dry, salty, crunchy snack-foods? It can be any kind of potato or corn chips, any kind of salted pretzels or crackers, so it'd be just as likely to run off with a packet of goldfish crackers or nachos as it is with a bag of Lays. And I guess roasted peanuts and bacon snacks.

Like I imagine it coming across a pan of stove popcorn, and doesn't know what to do with it, tosses it in a fire/on a heated surface, and is startled by the pan swelling and going BANG and spraying hot popcorn everywhere, and it decides to taste some, and figures out that you make these by heating them (and then being utterly confused when Microwave Pop of the same brand doesn't work the same way).

Though I'm not sure if this would work with something like a Cyberdemon sized creature, they'd be very poultry meals, I mean, you could fit probably six bags of chips in the mouth of a Cyberdemon and have room left, it'd barely be a bite for him. It'd make more sense with an Imp or Hell Baron.

I recall in the first Doom novel, Fly finds an opened medkit with ruined syringes and stuff in them, and figures that it's been Imps chewing on them because they like the taste of the contents. Wouldn't be unreasonable think that they have taste and preferences, they're some kind of living creature after all.

>> No.2451152
File: 119 KB, 1216x1216, scrap997_a.jpg [View same] [iqdb] [saucenao] [google]
2451152

>>2451072
munch crunch

>> No.2451159
File: 2.72 MB, 230x173, SPOOKY CHOKE.gif [View same] [iqdb] [saucenao] [google]
2451159

Does anyone know any spooky DooM wads? preferably for GzDoom?

I want a wad where you wander dark, tight spaces. Minimal enemies.

Stuff like that. Fuck what I said does anyone know any good horror wads thats really all that matters. I want to be spooked.

>> No.2451162

>>2451159
Dark Doom

>> No.2451167

>>2451159
Unloved, Asylum of the Wretched

>> No.2451168
File: 10 KB, 196x138, 1433504630273.png [View same] [iqdb] [saucenao] [google]
2451168

>>2451152
heh

>> No.2451173

>>2451159
Eternal did a couple, like Nightomb and eden.wad

>> No.2451182

>>2451159
I always felt E2M6 was pretty spooky.

>> No.2451190

>>2445673
>check out Demonsteele mod
>jung healin
Is this crap made by koreaboo?

>> No.2451194 [DELETED] 

>>2451190
No and your shitty attitude is undeserving of further explanation.

>> No.2451197 [DELETED] 

>>2451194
Eat your mom uterus disgusting subhuman gookboo

>> No.2451202

>>2451190
What do you think? 1 gook and 1 chink killing the demon, yakuza sent by Japan. Also it's shit, don't touch it

>> No.2451209 [DELETED] 

>>2451194
Look at this mad coreaboo lol

>> No.2451214

I'm sorry I responded. Deleting.

>> No.2451215

>>2451159
Try
>>2447247

>> No.2451226

>>2451018
how can you do that already?

>> No.2451232

>>2451202
Sound like Corean wet dream

>> No.2451234

>>2451226
TBB, the storm pistol assembly.
It does fuck you-dps, but wastes an ungodly amount of ammo.

>> No.2451235

>>2451234
awesome, thanks

>> No.2451265

>>2451235
What's the bets way to play the Doom RPGs and Wolfenstein RPG? I don't have a Smartphone yet, but I'd like to see these takes on the Doom/Wolfenstein worlds.

>> No.2451270

>>2451265
on an emulator, probably
i think it's for java based phones

>> No.2451327
File: 140 KB, 640x480, 1433511524.png [View same] [iqdb] [saucenao] [google]
2451327

>>2448063
the SHAWN* textures (and SILVER1) are good for translucent lines.

pictured, 1994tu map18, subway redux.

>> No.2451370

>>2451004
Looking good.

>> No.2451378
File: 48 KB, 500x400, 1415136695239.jpg [View same] [iqdb] [saucenao] [google]
2451378

https://twitter.com/Mick_Gordon/status/606737260097249280
https://vine.co/v/eMOW1Y16305

>> No.2451426

>>2447798
I love tekwall

>> No.2451470

Has anybody have actual nombers on how many people are actively playing Doom?

>> No.2451505

>>2451470
I'd say a couple hundred maybe

>> No.2451526

>>2451505
What? In total? Around the world?
I'm more willing to bet it's a couple of thousands, like maybe a few hundred who mod and map, but there's at least thousands who actually play the game and then play level sets.

Doom had a lasting cultural appeal and everyone knows about it.

>> No.2451535

oh shit, I almost forgot that we're in june.

okay I'll be quick, I only came here to say that I'm taking a break from these threads for a while. of course none of you will give a damn about a random anon on 4chan but I just wanted to say it

stay safe and see you all in august!

>> No.2451548

>>2451535
I have no clue why you're so worried about the summer myth, but okay. Bye.

>> No.2451550

>>2451548

Why you're assuming so quickly it has todo with some stupid crap that doesn't even gets near /vr/?

Stop being so condescending, anon.

>> No.2451553

>>2451535
Summers on /vr/ are actually pretty chill in my experience.

>> No.2451554

>>2451550
You're right, sorry, last time an anon talked about taking a break from the threads he said he wanted to avoid the summer influx.

I shouldn't assume it's the same anon, he might be heading out for other reasons entirely.

>> No.2451771

Has anyone tried making a full set of parallels of Chex monsters to Doom's monster set?

>> No.2451782

>>2451771
i just had an idea for a chex based versus mode

remember how in chex you don't kill enemies, just teleport them away?
what if you teleported them to your concurrent's game

>> No.2451789

>>2451782
That... would be almost impossible to program probably, but would be fun.

>> No.2451795

>>2449837
What kind of tweaks did you do to AtM other than the mugshot?

>> No.2451808

>>2451789
at the very worst i'd need it's own map (i guess the easiest way to script this would be to have the same map for each player [making sure it's symmetric] and invert some of the monster coordinate when you revive the monster.)

>> No.2451812

>>2451789
It'd require you to have two maps in parallel, with a known offset between them. Then when something hits 0 heath, play the "death" animation, reset it's health, shift it by the offset, play it's "death" animation in reverse.
Should be pretty easy, once you have the maps made.

>> No.2451815

>>2451808
>>2451812
there's probably a way to do this using netcode and black magic
like, both machines are connected and each time someone kills something a packet containing the monster id and coordinates is sent to the other player, making the monster spawn there

i have no idea if this is really doable tho, maybe it'd require its own port

>> No.2451823

>>2451815
Could it be done using the same machine for both? Like using ZDoom INI variables you'd have a mod that stores the kill count into a variable and then when you load a new map it'll load the kill count as number of extra monsters to randomly spawn in the map.

>> No.2451826

>>2451789
>>2451789

Actually - totally possible.
1)Make a level.
2)Copy level's geometry and paste in the same level somewhere
3)Script the enemies so when it dies, a spawner on the opponents territory spawns same enemy

For additional shits and giggles - make a spycam via cameratextures that will show you the area your opponent is currently in, that is constantly on your hud (maybe upper right corner)

Call it "ChexRivalry"
Now what I'm interested in: is it possible to make advanced hit indicators around crosshair area, that rotate with player's view for easier indication where damage comes from?

Something like what can be seen in this video: http://www.youtube.com/watch?v=u4f8NcKdKWE

And make arrows rotate with player's view, as he turns, for easier enemy localization, as well as making the size of an indicator damage-dependant.
is it possible to make in ZDoom at all?

>> No.2451840
File: 219 KB, 800x600, Screenshot_Doom_20141224_181603.png [View same] [iqdb] [saucenao] [google]
2451840

>>2451795
Edited magazine size on rifle (10+ rounds)
Made it actually full-auto outside of ironsights, removed the delay between every other shot (I fucking hate that, I don't understand why WildWeasel does that to some weapons, it's annoying as hell and just feels like the weapon is repeatedly interrupting itself in full-auto).
Made the rifle hit a little harder, more akin to what an assault-rifle should.
Gave it a sound that make it sound more like a rifle.

Replaced shotgun bang and pump sound.
Replaced pistol sound, gave it a slightly bigger magazine.

Removed the spiral effect on the rockets because that shit was driving me nuts.

>> No.2451858
File: 3.52 MB, 406x339, 1412190989071.gif [View same] [iqdb] [saucenao] [google]
2451858

>>2451378
That's incredible.
Exactly what I want out of Doom's soundtrack.

>> No.2451868
File: 27 KB, 128x128, TEKWALL4.png [View same] [iqdb] [saucenao] [google]
2451868

man, am I doing something wrong or does /idgames really hate filezilla

ended up using the plain Windows command line FTP client to upload my WAD

>>2451426
tekwall4 is the best of them

if the others tiled properly, I'd like them more

>> No.2451871

Best Doom sourceport for Android?

>> No.2451874

>>2451871
>>2445674
[05-30]
>Promotional version of D-Touch (Android port that includes GZDoom 1.8.6 support)
>https://yadi.sk/d/D1I-unx_gxLnJ

literally in the OP

>> No.2451878
File: 100 KB, 184x184, chomp.png [View same] [iqdb] [saucenao] [google]
2451878

>>2451874
Fuck, sorry, guess I didn't see it.

Thanks dude.

>> No.2451905

>>2448820
Underrated post

>> No.2451930
File: 13 KB, 64x64, ANIMATEDAVATAR.gif [View same] [iqdb] [saucenao] [google]
2451930

This is now the best thread on Doomworld:
http://www.doomworld.com/vb/post/1378781

>> No.2451935

>>2451060
>>2449540

Pure Magic (no visible technology)

imp
demon (although no visibly magic attack, just physical)
spectre (invisibility)
cacodemon
lost soul
baron
hellknight
pain elemental
arch-vile

Incorporates Technology

all types of zombies (converted humans)
revenant
mancubus
arachnotron
spider mastermind
cyberdemon
boss brain

Other

wolfenstein nazi (human)
commander keen (not really a monster)

>> No.2451941

I'm guessing ZDoom is the best way to play Hexen these days?

>> No.2451948

>>2451941

Probably. Not many options for HeXen.

>> No.2451950

>>2451941
Other than not playing Hexen at all, yes

>> No.2451952

>>2451159

rc-dc
Reconstruction-Deconstruction is really good. Played it last night. Very short and sweet, pretty easy though. Good music.

I would say it'd be excellent with Hideous Destructor, but a few warps would outright fuck you sideways if you tried, and the Cyberdemon has a habit of wandering through his teleport early, making it impossible.

>> No.2451963

It has landed.

>> No.2451969

>>2451941
You can try Doomsday for some cool effects and graphics, or Chocolate Hexen for vanilla experience.

>> No.2451970

>>2450175
>if there's no other major issues, I'll probably submit it to /idgames tomorrow
and I did it
ftp://archives.gamers.org/pub/idgames/levels/doom/g-i/ill_engn.zip

only difference between this version and the one I uploaded to that Mega link is a handful of changed/re-aligned textures and that one door-bug fixed

>> No.2451973

Brutal Doom v20 is supposed to be released now. What the fuck?

>> No.2451976

Where is Brutal Doom v20 guys it was supposed to release at 10:00 UTC

>> No.2451982

>>2451973
>>2451976
v20 is in permanent beta

>> No.2451983

>>2451982
so what is >>2449695 about?

>> No.2451985

>BD Release delayed for an hour to fix last minute bugs
>Not being released with the promised maps
Fucking dropped. Mark really needs to get his shit together.

>> No.2451986

Waiting for brutal doom v20. For now I shall play "One Finger Death Punch"

>> No.2451990

>>2451976
From the BD facebook page
"Brutal Doom v20 will be released this Friday night. It will be uploaded to Moddb around 10 PM UTC (search google for "10 PM UTC" and it will say what time will be in your timezone) and might take an hour or two for admins to authorize it."
And then
"Launch has been delayed for 30-40 minutes just to fix some last remaining bugs. Be patient."
God fucking dammit Mark

>> No.2451991

>>2451985
>fix last minute bugs

/me covers head with blanket
I can't watch, I know how this will end.

>> No.2451992

Say, where do I get Quake 1? Should I just get it off of Steam or what? The pastebin doesn't have the data files there like it does for Doom.

>> No.2451995

>>2451991
What are BD releases usually buggy clusterfucks?

>>2451992
Get it off Steam alternatively i could upload the .PAK data files then you get whatever Quake client you prefer.

I like DirectQ.

>> No.2452000

>>2451992

I wouldn't recommend getting it off Steam, that version lacks the music.

>> No.2452001

>>2451992
>where do I get shit on the internet

torrents mate.

>> No.2452002

>>2451992
>Should I just get it off of Steam or what?

enjoy your lack of music if you do

>> No.2452004

>>2451995
>What are BD releases usually buggy clusterfucks?
just that in my experience of any kind of release - software, doom wads, whatever else - last minute fixes invariably introduce new bugs

>> No.2452014

>>2452002
>>2452000
Pretty sure you can easily patch the music in.

>> No.2452020

Anyone know where I could get Doom 1 and 2's soundtracks, in MP3, but at least sounds like the midi.
I hate finding all these rips where it sounds like the midi, but has this terrible soundfont or echo effect.

>> No.2452023

>>2452014

Yeah, but you shouldn't have to.

>> No.2452030

>>2452023
You could say that about a million games.

His alternatives are finding a retail CD copy of the game that's been out of print for at least 15 years or illegally torrenting what is a legit good game.

>> No.2452035

>>2452020

http://sc55.duke4.net/games.php#doom

I do believe this is what you want.

>>2452030

I don't see why I should give a shit about someone pirating Quake, it's not like your money is going to the people who actually made the game anymore.

>> No.2452036 [DELETED] 
File: 18 KB, 258x91, screenshot_2015-06-06.jpg [View same] [iqdb] [saucenao] [google]
2452036

how fucking ego inflated is this faggot holy shit

>> No.2452039 [DELETED] 

>>2452036
terminus does the exact same thing with his mods so I don't really see the issue

>> No.2452042
File: 1.37 MB, 200x113, 1416736269714.gif [View same] [iqdb] [saucenao] [google]
2452042

I love you guys

I love you so hard ;_;

>> No.2452043 [DELETED] 

>>2452039
>terminus

literally who

>> No.2452045 [DELETED] 

>>2452036
I don't see the problem here. You mad or something?

>> No.2452047 [DELETED] 

>>2452043
the coreaboo that made demonsteele

he posts the same thing on his demonsteele facebook

>> No.2452049 [DELETED] 

>>2452047
demonshit is trash

>> No.2452051 [DELETED] 

like how that post just so happens to be on a new unique ip

>> No.2452052 [DELETED] 

>>2452049
I agree
what kind of a faggot has a facebook for a faggy weeb game lmao

>> No.2452053 [DELETED] 

>all this samefaggotry

Kek.

>> No.2452056 [DELETED] 

>>2452053
>if someone disagrees with me, they must all be the same person!

why don't you go find your girlfriend and suck xir dick

>> No.2452058 [DELETED] 

Caught red-handed.

>> No.2452059 [DELETED] 

>>2452047
>demonsteele facebook
wait terminus has a demonsteele facebook?

I thought he was a good modder, but now my respect for him has become lowered

>> No.2452061 [DELETED] 
File: 15 KB, 491x102, fag.png [View same] [iqdb] [saucenao] [google]
2452061

What a fucking lying faggot

>> No.2452063 [DELETED] 

anybody here know when BD v_20 will come out??

>> No.2452065 [DELETED] 

>>2452061
terminus regularly does the same thing with demonsteele so I don't see the issue with that

>> No.2452071 [DELETED] 

>>2452036
>>2452039
>>2452043
>>2452047
>>2452049
>>2452052
>>2452056
>>2452059
>>2452061
>>2452063
>>2452065

Are you seriously so bored that you're just posting the same thing over and over?
Come on, at least try something that isn't so obvious.

This is just so blatant that nobody would actually fall for it.

>> No.2452072 [DELETED] 

>>2452065
it's constantly updated on github though

>> No.2452075 [DELETED] 

>>2452072
but since he's fixing bugs in the git, that means that during the interim there are bugs that people will download and use
at best it will mean a double download, at worse crashes and computer harm
Mark's method of stable releases versus constant development versions is superior in this regard

>> No.2452076 [DELETED] 

>>2452071
Don't enable.

>> No.2452081 [DELETED] 
File: 13 KB, 300x300, 1310429820535[1].jpg [View same] [iqdb] [saucenao] [google]
2452081

>>2452075
>Mark
>stable releases

>> No.2452085 [DELETED] 
File: 78 KB, 578x325, screenshot_2015-06-06 (1).jpg [View same] [iqdb] [saucenao] [google]
2452085

>>2452071
totally the same person
kill yourself retard

>> No.2452087

NEW THREAD

>>2452082
>>2452082
>>2452082
>>2452082

>> No.2452098 [DELETED] 

>>2452085
>copypaste in paint and save as .png
>then save as .jpg to make it look legit
Wow, sure proved him wrong.

>> No.2452103 [DELETED] 

Just so you know, I hope your shit gets kicked in prison you fucking Krautshit paedo

>> No.2452139 [DELETED] 

>>2452098


Don't give him instructions you idiot

>> No.2452712

>>2451874
>https://yadi.sk/d/D1I-unx_gxLnJ
how do i know if this is malware or not

>> No.2454187

>>2448784
server when

>> No.2455180

Doom is good