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2455934 No.2455934 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2452082
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

FAQ/Pastebin, updated semi-frequently

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



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

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


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Shut Up And Bleed: http://zandronum.com/forum/showthread.php?tid=5530

>> No.2455935


[06-07] The /newstuff Chronicles #476

[06-06] Hype train derailment: Doom4 not to be streamed at E3

[06-05] Brutal Doom v20 released (before its audience can get distracted by Doom4)

[06-04] Doom gets inducted in the Video Game Hall of Fame

[06-03] GMOTA v0.9.9

[06-02] Powerslave EX has been pulled, apparently due to legal issues with the rights holders.

[05-31] OMG Weapons and Monsters! V4 release

[05-30] Promotional version of D-Touch (Android port supporting GZDoom 1.8.6)

[05-29] Hotline UAC, a mod based on Hotline Miami

[05-29] Android port of Xash3D (GoldenSource engine, for Half-Life etc.)
>>2435656 >>2435685

[05-29] GBA Doom Deathmatch Remake v2, map01/02 complete

[05-28] Bloodshedder and The Green Herring chosen as new /idgames maintainers

[05-26] /idgames update: maintainer Ty Halderman "alive, but hospitalized"

[05-24] Powerslave EX Beta now available


Please reply to this post with news.

>> No.2455941

Posted as old thread died:
Thanks. I may use it it future wads... Might be fun to make a 50 pop scifi styled vanilla compatible wad... DEHACK only.

>> No.2455951
File: 324 KB, 800x600, Screenshot_Doom_20150606_115900.png [View same] [iqdb] [saucenao] [google] [report]

Hello /doom/!
I've made a short level that replaces Map09. It's part of a less serious megawad I'm working on, and I was hoping to get some feedback on it.

Here's the downloadlink:

>> No.2455952
File: 334 KB, 1897x1016, funstuff.png [View same] [iqdb] [saucenao] [google] [report]

Why didn't anyone tell me mapping was this fun?

>> No.2455956
File: 805 KB, 1024x640, FLEMOID GENOCIDE.png [View same] [iqdb] [saucenao] [google] [report]

5th for glorious flemoid genocide.

>> No.2455957

That's looking pretty good so far. Is it going to be a deatmatch type of level? seeing as most of it is connected to each other.

Have fun mapping!

>> No.2455960
File: 154 KB, 800x600, Screenshot_Doom_20150603_225026.png [View same] [iqdb] [saucenao] [google] [report]

7th for BOOOM

>> No.2455961
File: 487 KB, 1024x640, Flemoids are secretly demons.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2455968

I'm just kinda fiddling around and trying to learn how to actually design maps. I really like smaller maps with lots of inter-connectivity, so I can probably make it both DM and single-player orientated.

>> No.2455973

heh, i have to say, i firmly believe the best solo levels also have such high levels of interconnection.

>I really like smaller maps with lots of inter-connectivity
happily it seems we share similar opinions! looking forward to the result. what engine/complevel are you designing for?

>> No.2455975

Question/Suggestion to Terminus:
Would you kindly implement a "soul multiplier" slider in Demonsteele?
(that would increase ammount of energy souls give you, obviously)

I'd really like to be able to pull off super attacks more often, but:
a) I Suck at this
b) I don't want to resort to "Infinite Souls meter" cause that's just cheating.

>> No.2455979

How good are Chex's maps compared to vanilla D1 and D2?

Never plyed it before but might consider it if the maps are good.

>> No.2455980

>Brutal Doom v20 released (before its audience can get distracted by Doom4)

Brutal Doom v20's June 5 release date was announced months before Bethesda's Doom 4 announcement.

>> No.2455983

That's always the best way to start out with mapping. My first map was a small theater like deathmatch level.

I agree as well. Those maps have the most replay value because of all it's different ways to reach the exit. Alltough making those aren't my strongest points. My maps usually end up being to linear

>> No.2455986


I wanna see it in action

>> No.2455987

I am giving you a tip, learn when to use the specials, NEVER waste them on small groups of enemies.

>> No.2455990

You will as soon as I finish 1.5 levels. It's a simple weapon though. Needs some balancing still.

>> No.2455996


This is an interesting idea.
I think I can do this fairly easily, too.

Sure, I'll try it.

>> No.2456004

Hey anon! Just played through it on GZDoom on UV, it's pretty good thus far. I really liked the descent into the foggy abyss, and the new Decorate monsters were pretty good. Near the yellow key closet I think there was an actor with missing sprites? Also, I'd recommend changing the Barons into Hell Knights, Baron's are just damage-sponges.

I kind of like it though, I like the opening house a lot actually. Keep working on it, I'd like to see the finished product!

>> No.2456008

>Doom4 not to be streamed at E3

Yes it will be. This is horrible misinformation. DOOM 4 is going to be streamed during the Bethesda conference on June 14. Stop spreading this lie.

The only things that aren't being streamed are the stage demos that will occur later during E3 on Bethesda's show floor. They'll probably let journalists stream and record those instead of doing it themselves.

>> No.2456013

Thanks for playing through it! I'll have a look at the missing sprite thing. Most Barons are Hell Knights on lower difficulities, but if you recommend replacing a few on UV, I'll switch a couple around.

Thanks again!

>> No.2456014

Testing with PrBoom+, aiming for at least complevel 9, but I'd like to be able to get it to run in complevel 2.

Also thanks! I'm thinking of maybe making 5 or so maps and then putting it out for critique.

I find the best way to kick the linearity is to make a fairly linear level, but then put in windows to other areas that the player can hop through, or hallways connecting previously separate areas.

>> No.2456019


>> No.2456025

I figured out what the missing sprite was. It was supposed to be a dead enemy sprite, but i put in the wrong thing id in Doom Builder, So that's why it displayed the famous '!' square.

I think I'll give that a try. One level I'm working on is a maze like level, and non linearity would work wonders in making it less boring.

>> No.2456028

Wanted to ask, what's a generally good source port to play Quake 2 on? My main GPU just died so i'm on a bit of a retro FPS binge.

>> No.2456029

Cool! Thank you so much!

>> No.2456068

Postan again in this thread:

When trying to run Doom RPG with DRLA, i get a metric shitton of these 'Tried to register class more than once' errors in the launcher. What's the deal with that?

>> No.2456069

The level design of Chex's Quest is pretty solid and very diverse. Especially in Episode 2 and 3. I'd definitely give it a playthrough, atleast once. Just download Chex Quest 3, which is technically the full version of Chex Quest with all three episodes, and runs on the latest ZDoom.

>> No.2456074 [DELETED] 

>[06-05] Brutal Doom v20 released (before its audience can get distracted by Doom4)
>(before its audience can get distracted by Doom4)

Why are you deliberately trying to antagonize the majority of people posting in these threads?

>> No.2456076

Try loading them in different order via either ZDL or a special shortcut with command line parameters like "<path here>\ZDoom.exe -file DRPG.pk3 DRLA.pk3"

>> No.2456078


Means there's actors in both wads with the same name.
Not really a major problem, unless actors were important.

>> No.2456081

And compared to Doom, I'd say Epsiode one of Chex is very similar in quality and build to Doom 1, while the later two are mostly larger and more detailed. Nearly Build engine like.

>> No.2456083 [DELETED] 


Majority of people? No, anon, just you.

>> No.2456087

I suppose they're important because i am unable to fire guns once i finally get in game

>> No.2456094 [DELETED] 

>>within less than 15 minutes the CREATOR of doomworld is running full front page damage control >>2455794
So posting a story about the new version of BD is... damage control for Terminus?

>> No.2456095

I've only played episode 1 myself, but didn't like it. It suffers from the areas all looking similar and just general blandness. The actual flow of the maps isn't the worst, but it's far from D1 imo.

>> No.2456098

I'm using gzdoom though. Also changing up the load order via command line produces no results

>> No.2456102 [DELETED] 


He's just stirring shit, anon.
Nobody actually cares, except for the people who are insulted because they can't load two incompatible gameplay mods together.

>> No.2456109

Yeah, I can understand that. It's the weaker one of the list, and could get you bored after seeing another storage room, but the layout was pretty on par with Doom. The later episode are a lot better quality wise.

>> No.2456134 [DELETED] 

>damage control for Terminus?
What did he do?

>> No.2456145 [DELETED] 

the news post is shitting all over brutal doom and mark because the creator of the website knows mark can't answer because, being the creator of the website, the implied threat is 'I will ban you if you reply to this thread'
top kek
the people that play brutal doom, even if they only came to the threads because of brutal doom getting an update just now, are far more than the thread regulars
face it, these are Brutal Doom's threads now

>> No.2456146 [DELETED] 

some anons discovered that you can't load brutal doom and demonsteele together
people got very angry for some reason

>> No.2456150 [DELETED] 

>the people that play brutal doom, even if they only came to the threads because of brutal doom getting an update just now, are far more than the thread regulars

Last thread got about 125 unique posters, which is about standard.
So, no, anon. Just you.


DemonSteele can't be played with Brutal Doom, which is unsurprising to anyone who knows not to load two gameplay mods together. This clearly means Terminus is jealous because ????
Doomworld posting about Brutal Doom's release means it is damage control for Terminus because I don't even fucking know.

>> No.2456158 [DELETED] 

But that's been a feature for ages, why are they getting so pissy about it all of a sudden?
Do they really expect two gameplay mods to be compatible?

>> No.2456159 [DELETED] 

>This clearly means Terminus is jealous because ????
because rather than spend 5 minutes putting a notice in the readme he labored for days to photoshop and code in the golden revenents, probably whinging to himself about how this will totally rekt all those people for daring to enjoy another (better) gameplay mod

>> No.2456164 [DELETED] 

oh look the pedo came back again

>> No.2456165 [DELETED] 

Why doesn't Terminus just develop his mod to be compatible with BD???

>> No.2456168 [DELETED] 

people get perplexed by the drama that is interesting to, and is stirred up by three and half anons.

>> No.2456171 [DELETED] 
File: 115 KB, 326x226, Military-grade why.png [View same] [iqdb] [saucenao] [google] [report]

Are you trying to fill some kind of void in your life by doing this?
Anon, please, I think you should seek help before it's too late.

>> No.2456174

Are you actually serious? They both replace many of the same things, that'd be impossible. Merging assets from both would mean creating an entirely new mod.

>> No.2456181

>They both replace many of the same things, that'd be impossible
Okay, so wherever they conflict, simply go with BD. :)

>> No.2456183 [DELETED] 

>he labored for days

Nah, didn't even take me an afternoon.
Your first guess was right, actually, it took me about five minutes to do.

>> No.2456186 [DELETED] 

>all dat delicious jealousy

>> No.2456187 [DELETED] 

>all this damage control

>> No.2456190

Then you'd just have Brutal Doom, since both mods replace everything. Why load Demonsteele at that point? What do you gain from it?

>> No.2456191 [DELETED] 

it is a personal affront to their mod, which means it is a conspiracy

i mean, come on, >>2456145 is suggesting that mark is forbidden of replying to news of his own mod, which is patently wrong.
yesterday he was saying mark is banned, so i guess they just have to make things up.

>> No.2456201

Having both replacements of everything coexistant and being able to choose between Doomguy and Hae-lin would be kind of neat, but I recognise that would require an absolutely unlikely and unreasonable amount of rewriting.

...just having a Demonsteele'd version of Doomguy would be cool though, in the distant magic future where all things happen.

>> No.2456209


Swinging around a chainsaw and bisecting demons like a sword would be rad, but yeah, it'd involve rewriting both mods.
As I said yesterday, I'd like to see a Brutal DemonSteele patch just to see what it'd be like and what people could do with it, but simply stacking two mods together would never feasibly work.

>> No.2456210

Because that would require an awful shit ton of work, obviously.
Due to the way both mods work, he'd have to either

1) incorporate all of the BD decorate and ACS features in his mod, which is basically stealing, and would make his mod to not be an original mod, beside having to understand how Mark's code work, which is really hard due to it's structure, and preventing BD's functions affecting Demonsteele's gameplay, which is easier said then done

2) incorporate all of HIS mod into BDs decorate and ACS which would basically require him to develop the same mod twice, without any gurantees that it will work, and the result will be basicaly another iteration of BD. He'll have to make 2 mods instead of one, and one of those mods would not really be his in the end.

3) Implementing same features BD has in DS, in his own way, which would require to: use functions and assets from BD (note that while Mark used a lot of other people's work in his mod, he also used a lot of his own frankenspriting and edits, so that would require Term to ask for their use if he'd want to), and would invite HATRED from BD fanbabies who will definitely shout that Term is stealing Mark's work, even if Term would get permission from Mark to use the aforementioned assets.

Option number 3 is the only one that would allow DS to remain the mod of Terminus and not a mashup of BD with something else. And that option would invite hell from BD's fanbase, which is totally not worth the effort.

So somebody else would have to go with option 3, requesting permissions from both Term and Mark, and the end result would be a mashup he can't take full credit for. That would require the brave person in question to have affection for both mods, will and skill to make them compatible, which is I'm almost sure are mutually exclusive.

>> No.2456214

See, though, here's the thing. Both mods are balanced around their own weapon and monster sets. You can't have Hae-Lin up against Brutal Doom monsters, the zombies alone would ruin everything. And I'd like to see Brutal Doomguy even try to fight the Blackened. Even if you're okay with throwing balance totally out the window, then you still have to account for the fact that both mods have additional systems that are again dependent on their monsters - Hae-Lin can't gain combo rank or souls from non-Demonsteele monsters, and Brutal Doomguy can't do fatalities or get cruelty bonuses on non-Brutal Doom monsters. Modding just doesn't work the way people seem to think it does.

>> No.2456217 [DELETED] 

>beside having to understand how Mark's code work, which is really hard due to it's structure
terminus can't figure out Mark's code because it's too advanced for him? lmao

>> No.2456224

The forces of Hell have invaded Mars, but they weren't ready to contend with a courtmartialed space marine with nothing to lose.

"Doom" Guy Taggart IS...MOST DANGEROUS.


What you are attempting to explain is something I already understood, and was entailed in the recognition that it would require an absolutely unlikely and unreasonable amount of rewriting, but a genuine thank you for expounding on that in my stead.

>> No.2456231

excellent, that means i shall be able to demo it

>> No.2456236 [DELETED] 

mark's code is about as advanced as tinker-toys

>> No.2456237 [DELETED] 

then why cannot terminus figure it out?

>> No.2456240 [DELETED] 

Not advanced. Unnecesary complicated. It's literary a Rube Goldberg Machine of coding. Rewriting it from ground up would be easier, but that also would immediately get you accused of stealing Mark's limelight.

>> No.2456241 [DELETED] 


Because it's written like shit. Even smart programmers often can't work out code if it's spaghetti enough.

>> No.2456242 [DELETED] 

because tinker-toys are shit

>> No.2456248 [DELETED] 

>all this damage control

>> No.2456250

Wasn't Brutal Doom /vr/ Edition (SE) supposed to be more "compatible" with other stuff due to better code?

And doesn't Demonsteele check for an actor's name in order to make its compatibility patch work?

>> No.2456253

Well feel free to make a mod like that on your own, I'm sure there's other people who'd appreciate it - not necessarily the creator of either parent mod though.

>> No.2456254

the thing about reading someone else's code is that you only see 20% of it. the other 80% is a complex mental model inside the author's head which no-one else ever sees. this is why it's easier to rewrite something from scratch than understand existing code.

>> No.2456256 [DELETED] 


>all this free b8

>> No.2456258 [DELETED] 

no, you see, that explanation is logical and sensible
it's easier to just scream "damage control" because someone's not doing their mod how you want

>> No.2456259 [DELETED] 

it's a pity one can't report lists of posts as easily as make replies like this one

>> No.2456263 [DELETED] 


You used to be able to report multiple posts at once.
It's a shame.

>> No.2456264

Oh and there's actually an examle of two mods developed specifically to work together - DoomRLA and kyle's rpg mod. And that's because of an extremely close partnership and enormous effort of their respective creators. It's not something you can assume.

>> No.2456268

what kind of "replacing same actors" you don't get?
You'd either get broken BD, or broken DS, depending on the load order.

>> No.2456269

>And doesn't Demonsteele check for an actor's name in order to make its compatibility patch work?

Interesting stuff!

>> No.2456270

>And doesn't Demonsteele check for an actor's name in order to make its compatibility patch work?

i didnt knew this. brb.

>> No.2456274

SE is supposed to be more "compatible" with other stuff because of more competent use of inheritances, but inheritances won't help if the heir replaces same state parent has, which is the main problem here - you'd have to make same states to do both DS things and BD things at once, which would require rewriting the code.

>> No.2456276


Correct. It checks for Brutal_Blood or Brutal_Pistol.
It's just that simple to remove it, if you wanted to make an add-on or compatibility patch.

It's nowhere near as in-depth or complicated as people are thinking.

>> No.2456279

and it also gets you
>either broken BD, or broken DS, depending on the load order

Don't think you're smarter than anybody else.

>> No.2456281

hell, loading brutal doom after ds gets you an invincible doomguy

so the complaints about how it kills you are only half right

>> No.2456283


>Correct. It checks for Brutal_Blood or Brutal_Pistol.


>> No.2456290
File: 305 KB, 534x800, 080403d0145.jpg [View same] [iqdb] [saucenao] [google] [report]

That's it? That's all? So the only thing you'd need to modify for a compat patch are two irrelevant actors, one automatically spawned every time someone bleeds and one that isn't given to the player by default in the first place?

And people are seriously angry about this? This isn't even protection! This is just "learn to mod" 101!

>> No.2456301 [DELETED] 

Shows you how stupid brutal babbies are.

>> No.2456305
File: 35 KB, 850x400, 8123986132936213.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2456310

The issue here is that the guy who made that quote is just a fucking dumbass.

>> No.2456315


So is it projectile based?

>> No.2456319

Anybody? We both have the 227i patch for Unreal Gold, and I've read that saving and loading multiplayer matches is possible, but the game just isn't having it. Using the savegame command from the server console crashes the server.

>> No.2456326

lol this is self evidently false

> manage to write code that doesn't need comments to be understandable

> add comments to make it more quickly and easily understandable

> therefore, comments are always better than none

>> No.2456332

He sounds like a guy who smells his own farts because he thinks understanding Linux makes him a genius.

>> No.2456334

>two gameplay overhaul mods that both replace every actor, each in their own way
How in the fuck would you ever make these compatible with each other without completely rewriting both of them from the ground up?

>> No.2456349
File: 1.55 MB, 1280x720, a.webm [View same] [iqdb] [saucenao] [google] [report]

super leet hacker skills

>> No.2456350 [DELETED] 

damn this thread is autistic

>> No.2456352

Yeah. Plasma rifle speed projectile, fired at about half the speed. I'm probably going to slow it down more and make it do more damage though instead. My plasma rifle already acts pretty similarly.
Right now it doesn't use any ammo either, and I think I'm gonna change that...

>> No.2456356 [DELETED] 

I don't know why this subject does this to the community here and elsewhere. It's pretty damn civil otherwise. Why can't people just chill?

>> No.2456357
File: 80 KB, 850x400, Bloodshedder.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not going to trust a quote lacking a source.

>> No.2456359 [DELETED] 


When the mods are away, the shitposters will play.

>> No.2456368

This almost manages to save this miserable thread.

>> No.2456385

So since there's tons of shitposting, does anyone mind answering the question on who runs the doom_txt twitter?

>> No.2456391


>doesn't use ammo

You're talking my language pal

>> No.2456409

Consider making it shoot bouncing projectiles; those are always fun. If your engine of choice is gzdoom you can consider using model projectiles too (consisting of two flat planes and a single png texture, bd has one you can "borrow" and edit.)

>> No.2456410
File: 328 KB, 800x450, mullinati.png [View same] [iqdb] [saucenao] [google] [report]

we need more of these

>> No.2456426 [DELETED] 
File: 87 KB, 373x523, tumblr_inline_ngam8r6NgQ1rv5uwf.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2456428


Some tweets are signed as "Ed", I don't know that many Eds in the community

>> No.2456434

short for "editor". an old magazine convention.

>> No.2456435


That means Editor


Fuck it, now I'm in the mood for push again
:: [BE] Montreal :: When Push Comes to Shove
Let's go, bros, we haven't done any servers in a while

>> No.2456436 [DELETED] 

tumblr shit OP image. Doomfags confirmed for cancer.

>> No.2456439 [DELETED] 


>he doesn't know

ohh poor little boy.

Also I would say "welcome to the threads" but the post counter never went up when you did your post :^)

>> No.2456445 [DELETED] 

i dont know about your stupid chink who does cute drawings? It's still fucking cancer, duel me bro

>> No.2456446
File: 41 KB, 500x438, gmota for nes.jpg [View same] [iqdb] [saucenao] [google] [report]

Since there's a couple of peoples who might get angry at a picture dump without discussion, I might ask

What are your thoughts on Contra Doom 3? The author made a lot of patches for some WADs and I don't know if you were aware of it.

>> No.2456454
File: 2.83 MB, 320x240, thekeep2.webm [View same] [iqdb] [saucenao] [google] [report]

THEKEEP2.WAD - http://www.doomworld.com/idgames/?id=213

a very nicely made green stone castle map, and fun to run around once memorized. somewhat inscrutable before that, though.*

very few monsters, and a nonlinear layout means you can miss one or two quite easily when pushing for time. the secrets are also a little bit pointless.

still, i liked this one. i'm pretty sure there's another version of it too, that's larger and has a cyberdemon in the inner chamber, but i may be remembering a different map.

* hint: to get in the front way, push on the front of one of the skull pillars, but i prefer going round the back for the chaingun. but it needs straferunning, which i doubt the author had in mind at the time it was made.

>> No.2456464

That looks neat, I'll play it tomorrow I think.

Speaking of wads with few enemies, I can strongly recommend Asylum of the Wretched - probably the creepiest map made for the game as far as I know. It's quite unconventional though.

>> No.2456468 [DELETED] 

lol epic XD

>> No.2456492

Why is everyone bringing up term in relation to brutal doom? He has nothing to do with it.

>> No.2456497 [DELETED] 

That's what happens when you make your dislike of something publicly known. Term is Mark with better manners and better PR, but the egotism and fandumb is pretty much the same on both ends.

>> No.2456502

>That's what happens when you make your dislike of something publicly known
but neither of them give a shit about each other

>> No.2456507
File: 6 KB, 84x87, 1404769235109.gif [View same] [iqdb] [saucenao] [google] [report]

>Hello, my name is Anonymous, and I can't differentiate shitposting from legitimate discussion.

>> No.2456529
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google] [report]


yeah we do.


This is amazing.

>> No.2456532

I know Term, I don't see what he has to do with BD. Everyone is entitled to their own opinion, no matter how jelly.

>> No.2456534

Contra Doom is basically the only way slaughterwads are even remotely playable for me, and it's damn good arcade fun to boot.

>> No.2456537
File: 40 KB, 500x120, yw9HmhE.jpg [View same] [iqdb] [saucenao] [google] [report]

Basically it's fake drama. No one on Doomworld or IRC cares about it. Just report the shitposting and move on.

>> No.2456547 [DELETED] 

I miss the mods.

>> No.2456549
File: 271 KB, 800x600, doomtitle.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2456556 [DELETED] 


Because BRTL DMB fans are worth antagonizing.

>> No.2456557 [DELETED] 

I miss IMX :(

>> No.2456558 [DELETED] 

I don't.

>> No.2456561 [DELETED] 

me neither, I was just kidding :^)

All jokes aside, what's the deal with tech base food, right guys?

>> No.2456572

The list that quote is from is intended to be humorous:

>Real Programmers don't write specs -- users should consider themselves lucky to get any programs at all, and take what they get.

>Real Programmers don't write application programs, they program right down on the bare metal. Application programming is for feebs who can't do system programming.

>Real Programmers don't eat quiche. They eat Twinkies. And Szechwan food. (Do not go to eat Szechwan food with a group of Real Programmers unless you are prepared to argue bitterly over the last spring roll.)

>Real Programmers' programs never work right the first time. But if you throw them on the machine they can be patched into working in "only a few" 30-hour debugging sessions.

>> No.2456593

CQ1 is worth playing for novelty only, 2 and 3 actually stand up to Doom, besides texture repetition and such.

>Chex, a boring ass cereal
>makes a genuinely entertaining and well crafted game for free
>I mean obviously they intended to make money by the marketing boost from it
>but seriously we should've encouraged this somehow

>> No.2456596

what the shit is this? Russian Overkill, Nuts.wad, and Colourful Hell or something?

>> No.2456606

Yes, all of them combined. Come on, i made it to the OP 3 threads ago.

>> No.2456607

I was out of town at the moment probably.

I browse the threads on my phone but I don't look at a lot of pictures when I'm browsing on my phone.


>> No.2456608

>>but seriously we should've encouraged this somehow
Chex Quest was a hugely successful marketing campaign. It won awards and shit. Dunno why nobody else hopped on the train.

>> No.2456616

Why does DOOM have the best OP pictures?
Seriously everytime I see a thread like this, it never fails to be great

>> No.2456623

A bunch of really cool artists and photoshoppers who the Designated OP, Tyrant of the Thread has chained in his basement work tirelessly to produce quality OP images for the enjoyment of us all.

>> No.2456632

>How do I DOOM

>> No.2456634

>win awards
>sell cereal
>nobody ever does it again


>> No.2456646

Say, can anyone help me out?
making a wad (it's very unfinished), and Chocolate closes with no warning when I'm killed

I've got a bunch of added resources in it from Quake 1 pulled from q1tex.wad, and it wasn't closing on me a few edits ago.

>> No.2456653

There should be a Doom cereal.
Chocolate Imps, Sugary Strawberry Cacos, and Puffed Rice Former Humans

Comes with a random weapon inside, also, cut out the coupon from the back of the box, if you send in 10 of them you can get a free pair of Light-Amp Goggles!

>> No.2456654

Burger king tried years later and it was just kinda meh.

The model is pretty well suited to cereals though. These days you'd probably have to print out QR codes for mobile or something though. CD's probably wouldn't fly unless they were for a major console.

>> No.2456662

I remember reading a comment a few years ago claiming that Doom is in its golden era

Is this true, and if it is are we still in it

>> No.2456669


As long as Doom continues to have fantastic content pushed out for it, Doom will always be in its golden era.

>> No.2456684



I emerge from a week of work to find the most glorious news ever.

GMOTA GUY I FUCKING LOVE YOU. also, new monsters, I'm super excited.

>> No.2456701

Well yeah, but they weren't great games. There were 3 of them and if I recall 2 of them were shit, one was alright.

Chex Quest was genuinely damn near competitive with like, full price retail games. Also didn't BK charge for theirs? Not much, but still charged.

>> No.2456714

It's also Zandro compatible, yes, that means co-op is now possible!

>> No.2456716


It's messy and unbalanced, but yes. medieval bro-op is possible.

It'll get more reasonable with other heroes though, because a team of 4 blaz's or more is fucking nonsense

>> No.2456848

So, where do I find the latest builds of Zandronono 3.0?

Because it's driving me up the wall that I finally got Doomseeker to place nice with my router, but now half the shit I want to play with my husbando doesn't work with 2.0. (DoomRL, BDJ, even SmoothDoom. Come on!)

>> No.2456887


DoomRL and SmoothDoom probably won't work.

>> No.2456896


Thanks a million.

Doesn't want to play with RL still, but Smooth and BDJ work just fine.

>> No.2456981

Reasking this since there was a dramastorm right after I posted.

Want something similar to Darkplaces. No super fancy eye candy.

>> No.2456985 [DELETED] 

I think quakespasm is the usual answer to that.

>> No.2457013

yamagi Quake II for faithful.
KMQuake2 for eye-candy.

>> No.2457040

I thought BK gave theirs with some meal or some such.

>> No.2457113

more info:
tried running it in Crispy Doom, zero issues
apparently, -file in it is the same as Chocolate Doom's -merge, and there's no issues if I use that in Chocolate to load my wad

so, what could I be doing wrong that causes that?

>> No.2457274

rename F_START to FF_START, but leave F_END as it is.

>> No.2457302
File: 2.70 MB, 320x240, hvzzgp.webm [View same] [iqdb] [saucenao] [google] [report]

also, this is pretty nice, but for goodness sake find something better than DOORYEL to put on the key pillar! :)

>> No.2457309
File: 779 KB, 1360x768, Screenshot_Doom_20150608_005356.png [View same] [iqdb] [saucenao] [google] [report]


almost finished with map03

>> No.2457341

That did the trick! Thanks.

>find something better than DOORYEL to put on the key pillar
yeah, I realized that
was probably going to see if I could Quake-ify the door side textures anyway it so they didn't stick out so horribly

also, very neat to see a video

>> No.2457356
File: 202 KB, 800x600, Screenshot_Doom_20150606_120216.png [View same] [iqdb] [saucenao] [google] [report]

I updated the map a little. I replaced the missing thing, and switched around a few Barons and Hell Knights on UV.

Apperently the link is still the same, but just in case:

>> No.2457360
File: 149 KB, 500x608, 1405745924402.jpg [View same] [iqdb] [saucenao] [google] [report]


Is this the future?

Mods that counter other mods?

>> No.2457363

That feature has been in donut steal for ages, why is everyone pointing it out now?

>> No.2457378

It's hardly a "counter" if they didn't even work together in the first place.

>> No.2457386


Actually looks pretty fun

>> No.2457391

It's using a .deh file so nothing that fancy I'm afraid.
That's likely going to change. Srry m8. Maybe not though. We'll see how it's best balanced.

>> No.2457392
File: 137 KB, 466x492, 1410393494825.png [View same] [iqdb] [saucenao] [google] [report]

>looking for a midi version of Them Bones by Alice in Chains.
>Download one from some random midi site
>Some chucklefuck literary uploaded the background music from Barrels O' Fun from Doom 2 as a midi version of Them Bones.

I had a heartly laugh at that, and it's the best midi version there is of that track anyway.

>> No.2457404

just got off the stream watching it, looks fun as fuck
clunky, but still pretty rad

hopefully we can get a download soon

>> No.2457408

the tracks in doom 2 were so much more obvious in what they ripped off

>> No.2457412

Yeah it looked a bit wonky but it looked like a blast.

>> No.2457420
File: 80 KB, 500x472, Caco-Elemental.png [View same] [iqdb] [saucenao] [google] [report]

>Looking for a Dem Bones midi file
>Finds DOOM II's 'Barrels O' Fun' bgm by accident
Would you consider this a sign?

>> No.2457435

Bobby Prince being a member of Alice in Chain confirmed!

Also, Nice 420 get.

>> No.2457440

note that CACO means "POOP" in some slavic languages

>> No.2457461

there's one in the doomcenter wad

>> No.2457464

>new doom supports WAD's, up to GZDoom-based ones
>new doom as bonus has full DOOM and DOOM 2 remade for newgen
>new doom has key to change the side you're holding weapon - including classic, on the middle

Would you buy it then?

>> No.2457478

already planning on getting it, would get it, all DLC, and buy it for friends if they did this especially with mod support

>> No.2457545
File: 5 KB, 377x264, cacotorrent.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2457546

Caca means poop on spanish.

>> No.2457554

Alright i tried running it with ZDL and advanced parameters, i still get a shitton of these errors.

>> No.2457557

>Chocolate Imps, Sugary Strawberry Cacos
I want this, I'm already picturing the cereal box design with a big cute Caco swimming in a cereal bowl, surrounded by large strawberries.
A certain Doom for your hunger.

>> No.2457559

Just maybe.
A little possibility.
You're using old versions of (G)ZDoom...

>> No.2457564

I dropped the newest version in. This time i get errors regarding scripts already existing.

>> No.2457565

Don't drop old version in the folders of the old version. You're supposed to make a new folder and extract the new version there. Also make sure you have latest versions of both mods.

>> No.2457568

new version in the old folders, sorry

>> No.2457570

>note that CACO means "POOP" in some slavic languages
That's "Caca", "Caco" has no meaning.

>> No.2457571

Well since doing that, it says something about 'Playpal not found'

>> No.2457582
File: 49 KB, 502x386, z8RIcMs.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind, sorted that out. However the error still persists.

>> No.2457594

What I'd really want is a 'game' that's really just an easy-to-use but modern fps making platform. If non-exclusive integration with steam workshop and shit was a thing that'd be extra cool

>> No.2457598

nope, i've been spoiled by too many years of the engine being free software. i won't go back to the bad old days of fighting with software because of not being able to read and/or tinker with the source at leisure.

>> No.2457624
File: 781 KB, 1023x537, Spooky Forest.png [View same] [iqdb] [saucenao] [google] [report]

Help i'm lost out in the forest, i'm posting this from my phone but the signal is low as shit so i don't know if it'll even get through.

Here's a pic, all I have for light is my lighter. I'd use my phone but i'd rather use it as a last resort just incase.

Not to mention I think I heard screaming a little ways away and my campfire went out.....Can anyone help? what the fuck do I do?

>> No.2457628 [SPOILER] 
File: 10 KB, 204x136, 1433761851114.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2457629

In advanced enough engines you don't really need to tinker with the source to make it do what you want it to.

>> No.2457632

set light to the trees
to hell with smokey the bear

>> No.2457634
File: 806 KB, 1023x537, Spooky Forest (2).png [View same] [iqdb] [saucenao] [google] [report]

Yeah that is definitely screaming.
I want to call the police...but considering I have no fucking clue where I am I doubt it'd do much good.

Wait I just heard a fucking noise, hang on i'm gonna check it out.

>> No.2457637

>hang on i'm gonna check it out.
no no no. the correct response is "proceed quickly in the opposite direction", have you never seen a horror film?

>> No.2457638
File: 744 KB, 1024x535, Spooky Forest (3).png [View same] [iqdb] [saucenao] [google] [report]



>> No.2457642
File: 583 KB, 1023x536, afgJGFdIWEgfadg.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2457667


What wad is this and how are you supposed to progress?

>> No.2457690

Here's your education.


These pics in particular are from Ghoul's Forest 3 and you're supposed to progress by killing all the monsters.

>> No.2457725

How would you guys fix the samsara addons?

>> No.2457727

R.I.P Anon
1872 - 2064

>> No.2457731

throw it in the garbage

>> No.2457758
File: 580 KB, 1920x908, noob scripting.png [View same] [iqdb] [saucenao] [google] [report]

Trying to script a message appearing when a switch is hit. way out of my depth on this, anyone know what I did wrong?

>> No.2457780
File: 62 KB, 575x712, switches.png [View same] [iqdb] [saucenao] [google] [report]

Switch/cases don't have anything to do with actual switches in doom. What you want to do is click your linedef and set it up like in my image, and in the associated script (script 1 in this case) you just stick the Print(s: command and whatever platform manipulation you want.

>> No.2457790

That bottom left demon.....

>> No.2457792

Script 1 (void)
Floor_LowerByValue(TagOfThePlatform, Speed, Amount);
print(s:"a platform has lowered downstream...");

That should be the entirety of the script unless you want it to do more.

>> No.2457796

amazing! thanks crew

>> No.2457810
File: 43 KB, 640x480, Screenshot_Hexen_20150609_023632.png [View same] [iqdb] [saucenao] [google] [report]

Praise be to the knowledgeable mappers/scripters of /vr/

>> No.2457813

yw anon. Lurk around the tutorial articles on the zdoom wiki to learn more about ACS, or look up the code examples provided with many of the actions specials and functions. If you wish to do anything more than multi-function switches at least.

>> No.2457828

thanks, making a switch do more than one thing has been on my to do list for a while now. Had a good look at the ACS zdoom wiki, pretty decent.

>> No.2457843
File: 199 KB, 1022x639, WolfenDooM Hitler Boss.png [View same] [iqdb] [saucenao] [google] [report]

I wish there were more games that featured Hitler or just Nazis in general.

>> No.2457871 [SPOILER] 
File: 630 KB, 725x725, 1433776421371.png [View same] [iqdb] [saucenao] [google] [report]

6 days

>> No.2457872

Is there any Sourceport that's essentially the equivalent of Chocolate Doom, but can also run in a 1920x1080 widescreen resolution?

>> No.2457878

I think some variant of boom is the closest you can get to that.

>> No.2457883

It doesn't support widescreen, but Crispy Doom is an offshoot of Chocolate Doom that supports higher resolutions.

>> No.2457904
File: 303 KB, 1296x998, 20150608152844763.png [View same] [iqdb] [saucenao] [google] [report]

Just tried out Crispy Doom after having posted that, and does G/ZDoom have some sort of option for projecting the crosshair on the scene like Crispy Doom does?

>> No.2457928
File: 147 KB, 1248x855, Shafer-ArtTest-Mancubus.jpg [View same] [iqdb] [saucenao] [google] [report]

Are ya' ready kids?


>> No.2457962

What program do you guys recommend for composing Midi tracks for Doom?
Looking to make some original music for my own wad, but I don't know what the best program to use is.

>> No.2457970

That cybernetic leg looks impractical as fuck.

>> No.2457975


>really cool fan art is actually Doom 4 concept art that may/may not be reused for the actual game

I wonder how many times this will happen

>> No.2457992

Best Build engine games? How do you think it holds up compared to id Tech 1?

>> No.2457995

Blood, but no source port.

>> No.2458049


Wipe them from the face of the earth, leave no trace of them behind, then destroy the computers that created the abominations

>> No.2458058

Did you guys know that Claude aka CSonicgo aka guy who runs doom_txt actually had cybersex with a tranny once it's true you know

>> No.2458062

Blood and DN3D are the best. Engine wise they're much, much more advanced.

>> No.2458083 [DELETED] 

>>These pics in particular are from Ghoul's Forest 3 and you're supposed to progress by killing all the monsters.

How the fuck do you do that with just a shitty lighter?

>> No.2458087

>Engine wise they're much, much more advanced.
They have more features, sure, but I don't think Build has aged quite so gracefully. Even in EDuke32 the game feels really janky, especially regarding projectile hit detection. RPG shots seem to just harmlessly pass through the enemy sprite about half the time. Doors are a bigger threat than most of the enemies, who have a tendency to go completely retarded and get stuck on simple geometry. I've even seen that happen to flying enemies, which doesn't even make sense. Overall, it feels like idtech1 was built to run a kickass game and run it well, while Build is just MAKE MOAR FEATURES with little regard for whether the end result actually plays well or not. The level design and character are what just barely saves Duke from being in the same camp as Tekwar and Witchaven.

>> No.2458108

Blood and Duke tied and then Shadow Warrior. All are excellent however you can't go wrong.

I've played Blood the most by far though. When I was reintroduced to it from /vr/ all these years later I replayed the campaign back to back like three or four times. I just couldn't stop playing it. I think I've replayed its standalone campaign more than any other single player game in my life. There's competition from Dark Souls but that also has to do with the online multiplayer so that adds to its replayability.

Blood's weaponplay is home to the most satisfying gunplay I've experienced in any FPS ever. The weapons are just so fucking fun to shoot, especially with their alt fire modes, and goddamn I love the dynamite.

>> No.2458201
File: 393 KB, 439x562, duumgai.png [View same] [iqdb] [saucenao] [google] [report]

I tried to create the Doomguy in Rinmarugames' character creation thing.

>> No.2458213


The same way you'd fix a dog.

>> No.2458215


Those dead, lifeless eyes...

>> No.2458223


he saw some shit

>> No.2458224

so playing Memorial.wad and the pain elementals cant shoot out lost souls, is this a prboom+ limit thing or are there purely too many on the map already?

>> No.2458242

lost souls are limited to 20 or fewer in pre-boom complevels, so if you put the whole of doom2 into one map there's too many placed initially to spawn any more

>> No.2458243

I can dig it

>> No.2458343


>> No.2458348

Hey folks, learning to map guy is back. Anybody wanna give me some tips on monster placement? I find it hard to critique it myself since I know where everything is.

Map is tested in PrBoom, will need a boom-compatible port since it uses conveyer belts.

Thanks ahead of time.


>> No.2458356


>> No.2458367


>> No.2458407

Bretty gud for a first map.
>Anybody wanna give me some tips on monster placement?
Those demons at the lower level don't do much.

Anyway, use monsters according to their role in combat to make exciting fight where the player has to adapt to the circumstances. I think tormentor667 or someone else wrote a great essay on that. Once you know what different monster types do under certain circumstances, it's up to you to shape the kind of gameplay you like with them and level geometry. Personally I'm a big fan of really interconnected levels and using lower-tier enemies in an intelligent way to pose a threat rather than plutonia-style skellington armies and chaingunner ambushes. A nice trick with multi-path levels is having monsters chase you from several rooms away, making it a bit unpredictable where and when you'll be attacked by them.

>> No.2458413

>Anybody wanna give me some tips on monster placement?
well it's more of an art than a science but

- initial attackers, guys on the floor in the room you just entered who immediately see you and come towards you

- snipers/guards, guys who see you but are fixed in place in positions harder to aim at

- ambushers, guys you don't see immediately but come in later as you advance into a room, in alcoves or behind doors or whatever

- triggered traps, monsters in closets or off-map teleporters, this is a subset of ambushers but also kind of distinct as they're not just placed in a room but need linedefs being triggered to appear.

balance these groups along with obstacles or environmental hazards. obviously you don't need to use all four in every encounter and certain monsters work better in certain groups than others (demons are not good snipers duh! but i mean more subtle things like arachnotrons being more of a threat at range)

>> No.2458426

arachnotrons are only really a threat when the player is stuck in the open without cover or ability to dodge much, or when one's surrounded by them.

>> No.2458429

What are your must play/have .wads or mods? For me, Smooth Doom.

>> No.2458446

Doom:Uncut is certainly an essential wad for me.

>> No.2458448


I don't really have "must have" stuff.

For "must play", when introducing people to Doom, I tend to show off stuff that pushes the engine to its limits and does crazy stuff. So things like Psychic, Demonsteele, DoomRLA, Zen Dynamics, Reelism, Metrood, etc.

>> No.2458449
File: 2.82 MB, 320x240, LearningLoopingLayouts.webm [View same] [iqdb] [saucenao] [google] [report]

all right now having actually played it i (>>2458413) think you've not done a lot wrong, i agree with >>2458407 about the two demons by the lift, and i also think the blue key teleporter squad needs to have more than one destination (as everything at that point was coming from one direction) but otherwise you've got a good evenly distributed mix of monsters that attack immediately and monsters in waiting and such, along with height differences, interconnection, a coherent texture theme and all that good stuff.

in short, you're doing fine already, keep going.

>> No.2458458

Brightmaps is the only *must* have because it just makes the game so much prettier.

>> No.2458467

Yeah, those demons were at first guarding the shotgun before I moved it, must of forgotten about replacing them, whoops

Right on, I'll add another teleport destination or two and remedy those two demons.

Thanks guys

>> No.2458474

Doom looks so odd without the head and weapon bobbing.

>> No.2458489

wow e4m2 a shit

>> No.2458494

You a shit.

>> No.2458498

a few maps i seem to find myself replaying frequently. memento mori 28, scythe 30, plutonia 29/32, blastem2 amongst others

>> No.2458507

It's a shame spoopy levels are so rare. I like when there's a real sense of dread in the level.

>> No.2458517

they need mods to work at all really, when you can, as in the vanilla game, carry 50 rounds of high explosive ordnance and still sustain 20 miles an hour on foot, not much is scary

>> No.2458526

>Must haves
Home made mod that turns the Invulnerability white colors into a less burning gold I literally can't play Doom if it goes white like that
Demonsteele, GMOTA, MSX

I want that Black Warrior mod from the video linked earlier in the thread, looks fun as fuck

>> No.2458538

Asylum of the wretched (linked to it before ITT) manages to though. And I mean in F.E.A.R you're an invincible super soldier and the game's nearly impossible to not breeze through for an experienced fps player, but that manages to be spoopy too (the first playthrough anyway).

>> No.2458574

Why did they remove "use" in Quake?

>> No.2458579

So deathmatch could be faster paced, possibly.

>> No.2458581

I want to make my own Doom mod where everything is in a scary abstract style but I don't even know how to program.

>> No.2458582

Don't quote me on it, but Romero may have said it had to do with the axe incident

>> No.2458584

>the axe incident
Care to fill me in?

>> No.2458585

For me, Decorate is just:
Look up Class on wiki
Change stuff to make it how you want it
Do this a lot.

>> No.2458586

ACS is very, very simplified C. I don't even know how to program and even I figured that out.

>> No.2458592

20 GOTO 10

>> No.2458601

When John Romero got locked in his office at id Software, John Carmack freed him by taking a $5000 custom-made battle axe to the door.

>> No.2458608


The most upsetting thing is Romero didn't stick his head through the fucking hole in the door and yell HEEERREEE'S JOHNNY

>> No.2458620

Decorate expressions scare me, but I feel very much at home in ACS.

>> No.2458623
File: 13 KB, 170x147, Blood-Jack.png [View same] [iqdb] [saucenao] [google] [report]

Neck splinters are no fun.

>> No.2458626


he could have at least yelled it. god damn it.

If my name was john and I had the opportunity to smash a door down with an axe, and failed to seize it, I think it'd haunt me for fucking years.

>> No.2458630

How so? For me, Decorate is like... puzzle pieces, just gotta fit them together in the right way.

>> No.2458652
File: 194 KB, 1332x1044, meanwhile-in-the-90's.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2458659

Well it's probably that I haven't dome much with it, but it seems much harder to retrieve, use and store data. One thing I'd like to implement if only for the sake of it for example are projectiles that inherit the XYZ velocity of the actor firing them on top their usual forward momentum. I haven't the faintest clue how I'd do that in decorate, while in ACS that'd be much simpler.

>> No.2458660

sup /vr/oom
been getting back into DRPG after a while of not playing it
what's the level event with the chest that spawns near you and you can open it?
the indicators that appear on screen don't change after i open it, they just remain static. is this supposed to happen or have i fucked with the settings too much

>> No.2458765

Been playing the new version of Brutal Doom on the new realism mode, doing a doom2.wad run. One of the features of the mode is a decreased runspeed, which as it turns out makes certain jumps impossible without noclipping. Liking the mode otherwise though, very punishing.

>> No.2458832

Try sideways rolls, and maybe combined with diagonal strafing, they're faster than the Realism mode running.

I've been playing it a lot too, and honestly the only thing i'd really rebalance about Realism is the enemy aggressiveness. It gets real fucking annoying that every single ranged enemy immediately starts firing the moment I come into their sight.

>> No.2458854

Hey guys do you know if a mod of Berserk exists for Doom?

>> No.2458861


I believe one of the HDoom guys was working on one, but as far as I'm aware we haven't had any word on it for like a year.

>> No.2458870

He was just doing weapon sprites.

>> No.2458891

Damn that sucks

>> No.2458894

You could ask for the weapon sprites and work with what he made so far.

You'd have the Crossbow and Dragonslayer.

And maybe if you asked really nicely and do well with those you could try to ask him to help on the arm cannon and some more swinging the Dragonslayer sprites.

>> No.2458902

I would like to do it but i donĀ“t have any idea of how to ACS and DECORATE

>> No.2458907

Actually, I am working on a Berserk mod (which is what the weapon sprites are for) - it's just really slow because i wanna make sure everything looks good. Someone's already volunteered to help with it and do the coding stuff.

Was working on the crossbow and Dragonslayer this morning, both of which are getting bretty close to being finished.

>> No.2458910


Today is a great day for Dooming for this anon

>> No.2458912
File: 133 KB, 428x200, crossbow-wip92.gif [View same] [iqdb] [saucenao] [google] [report]

crossbow's actually pretty close to being finished now, mostly just polish up.

>> No.2458913

What is this "Berserk" that isn't in a pack?

>> No.2458915
File: 50 KB, 272x153, 1397082313650.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon you just made my day

>> No.2458916

The manga.

Dude has a HUGE sword that isn't even sharp and he just cleaves monsters in half with a blunt weapon.
Also has an auto crossbow and cannon in his arm.
It's a pretty good read too, lots of amazing art.

>> No.2458917


It's an anime/manga about a very angry man wielding a very large sword

>> No.2458923

no prob, been working on-and-off on starting this up for a while now
(also i know this is on the wrong side of the screen since it's on his left hand, i just flip back and forth when working for composition's sake)

>> No.2458927
File: 187 KB, 800x600, Screenshot_Doom_20140925_061849.png [View same] [iqdb] [saucenao] [google] [report]

What happened to Cyberpunk Shootdown

>> No.2458929
File: 107 KB, 654x421, 4ad.jpg [View same] [iqdb] [saucenao] [google] [report]

ma nigga

>> No.2458931

waiting for people who can map or help out somehow i guess, along with waiting on the other people working on it (supposed to be a community thing or something)

>> No.2458935


The same fate as Cyberrunner, Metrood, Dakka, and project uber.


>> No.2458941
File: 87 KB, 428x200, gutssword-swing1-test-wip118.gif [View same] [iqdb] [saucenao] [google] [report]

current dragonslayer WIP while i'm at it.

>> No.2458948

Actually broke the renderer, as of now it is still impossible because of how fast it goes.


>> No.2458954

Dakka's ded cus ijon ded 2 community
No idea what Project Uber is

>> No.2458958

>Actually broke the renderer, as of now it is still impossible because of how fast it goes.

So it's impossible to play, and no one plays it.

So it's ded.

Metrood was gonna have some maps and shit, but once that fell out, the project was set aside, it's true that Samus is pretty much finish but I feel like Term had bigger plans, had he not gotten dicked over, they would have been achieved.

>> No.2458963

>No idea what Project Uber is

It was going to be a weapon/gameplay mod made by Jack, the same crazy son of a bitch behind Mayhem Mansion, all we have is this


>> No.2458975

Hahaha, oh jesus, that thing.
Fuck, I should go yell at Jack then. I'd love to see that finished.

>> No.2458982

You can use rips from Oblivion/Skyrim as a base. There's a mod that has a decent Dragonslayer model somewhere. There's also mods with awful DS models though.

The best model of DS I've seen was for Morrowind, it's lowpoly though.

>> No.2458983
File: 703 KB, 1920x1080, Screenshot_Doom_20150608_035817.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea how this happened.

>> No.2458986

Nah, this thing is completely handmade. Still pretty WIP too, but it's coming along.

>> No.2458994

How many types of swings do you have planned?

>> No.2459000

Its not impossible to play, i once hosted a Cyberrunner server and everyone had fun. Problem is that if you reach a bigass speed you will go Event Horizon mode. And Metroid on the technical side, is finished, everything is there. The only thing it needs is sprites.
> I feel like Term had bigger plans, had he not gotten dicked over, they would have been achieved.
If you're referring to the E-mail that Terminus got from Nintendo, it was just a "we are watching you" letter. And Nintendo probably forgot about this mod because of the lack of updates. (Besides, Nintendo can't do much, if its a free project without any profit, they can't C&D it and they cannot claim anything regarding dipping out stuff from their games as every sound and even the sprites are made from scratch)

Terminus plans for the mod were pretty much killed because everyone who said they were making maps and to an extent, sprites for the Arm cannon did not delivered and the only one who was making a single player map had its HDD killed.

>> No.2459002

got a sideswing almost done and i also got an angled swing frame

>> No.2459008

>If you're referring to the E-mail that Terminus got from Nintendo

No, I was referring to those maps he was supposed to get before that guy's HD exploded, which I'm pretty sure squashed his enthusiasm to further develop the project

>> No.2459014

No...., if i know Terminus well, is that he can't into mapping or spriting, only coding and consider one important thing, Metroid Dreadnought was mean to be a PvP mod and its complete but nobody plays it.

The maps were a secondary thing that could be added later, same as new sprites. And by the time he was waiting for the stuff he made Demonsteele and everyone knows who became the boss' favorite toy.

>> No.2459017

Well, maybe not a base , but a reference then?

>> No.2459020

Nice, that's more than enough for it to not feel old provided each hit has weight behind it.

Is it for Doom or Hexen?

>> No.2459024


Yeah, he's not much for spriting or mapping, but it can still be a severe buzzkill when someone comes up to you and says "your mod is cool, I want to make shit for it" so you get prepared for this stuff and then said person's hard drive explodes and then falls off the face of the earth, you're left with a bad taste in your mouth.

>> No.2459025

>Metroid Dreadnought was mean to be a PvP mod

No it wasn't.

>> No.2459027

dunno, maybe both + heretic, kinda taking it one thing at a time.

>> No.2459042

If it worked with everything that would be pretty great.

I can only think of three weapons for Guts though

>> No.2459045

so brutal moose just uploaded this:
think it could be jimmied into working in GZdoom?

>> No.2459050

what is the progress on the other characters in gmota? I'm really enjoy it, but I'm getting a little bit bored of playing as the fighter only.

>> No.2459062


Slow. I haven't touched my mod in the past week between being on vacation and getting ready to get back into the swing of things, and I ain't starting on Kustam til the monsters are done. Admittedly all that's left is to grab some sprites for the Cyberdemon replacement (Yholl was awesome and gave him top tier behavior), make a new archie, replace the masterminds, and the fatsos.

There's still some online quirks I want to hammer out too but fucked if I know how I'm gonna fix those

>> No.2459075

Fists, Dragon Slayer, Arm Cannon, Crossbow (with different arrow types, maybe). Maybe his old (2nd Act) sword - it's also pretty big, but lighter and faster than Dragon Slayer. Also maybe add some alchemic bombs (gas, fire, explosion) into the mix.

>> No.2459083


Yeah, not gonna lie, there's two things I learned from Metrood:

1: Release early, release often. Don't release a near-finished build without anything else to bolster it, because people are gonna play it and go "What now?" and all you can do is "Well that's it!".
2: Don't rely on people to do stuff you can't do yourself, which sounds a lot more cynical than it really is. The big thing to keep in mind is that nobody is as dedicated to your project as you are, and for a lot of people this is simply a hobby that they kick back and do in their spare time for fun. They might get interested in something else or stop having fun or run out of spare time--and by having a massive chunk of development dependent entirely on their work, it means if something happens or if they're unable to deliver, that avenue is completely cut off.

This doesn't mean, of course, that you shouldn't accept anyone who offers to help, but it does mean that you should always have a backup "just in case" plan, so development doesn't grind to a halt.

>> No.2459085

Well awesome that's way more than I thought.

I was thinking of Dragon Slayer, Arm Cannon and Crossbow.
Didn't even think of arrow types.

>> No.2459092


>>2459075 - not the modder. Just thouht about more weapons a monster slayer like Gutts could use

>> No.2459132

>That's it mister. You're going to sit in timeout

>> No.2459135

Don't forget he also has the throwing knives

>> No.2459141
File: 98 KB, 640x480, DOOM01.png [View same] [iqdb] [saucenao] [google] [report]

well, I'm pretty much done with this level
not a clue if I want to add more levels to this wad or not

and apparently Pomf is closing down, bleh

>> No.2459151

forgot to mention the usual: vanilla compatible, Doom 2 as IWAD

oh, and the side-of-door textures aren't ideal but I can't be arsed to make them perfect and they don't stick out too much anymore

>> No.2459342

That HUD looks neat. What's it from?

>> No.2459357

It's in the ZDoom forums towards the top, it's something ultimate visor.

It has BD support and vanilla support, and you can disable most of the excess stuff on the HUD.

>> No.2459367 [DELETED] 

>vanilla support

You mean traditional version. I highly doubt that HUD would work in vanilla.

>> No.2459407

>vanilla support

You mean traditional support. I highly doubt that HUD would work in vanilla.

>> No.2459421


I think a better term would be "no mods" support.

>> No.2459430

Probably because you shot him when he was right on the edge of the large box and the animation for being propped against a wall was triggered by the smaller box?

>> No.2459448

I'm sorry, I meant vanilla as in no gameplay mods on.

>> No.2459513

Unfortunately, using vanilla to mean just that only causes confusion.

Vanilla is widely used in the doom community to refer to the original DOS engine.

>> No.2459532

>Nintendo can't do much, if its a free project without any profit, they can't C&D it
el oh el

>> No.2459541


What would be a good alternative term to use?
Modless? Standard? Original? ZVanilla?

>> No.2459546

Original could refer to vanilla to some people.

Standard or Modless sounds good.

>> No.2459548


I like zvanilla, but good fucking luck getting that to catch on.
Standard is pretty straightforward.

>> No.2459561

i think modless or unmodded are better because standard is too generic a term

>> No.2459581

I actually like Zvanilla, simple and to the point.

>> No.2459608
File: 2.88 MB, 320x240, kgf1.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2459609
File: 2.88 MB, 320x240, kgf2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2459613
File: 2.89 MB, 320x240, kgf3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2459616
File: 1.85 MB, 320x240, kgf4.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2459638

>Obviously using mouse to turn
>not using mouselook
>autoaiming monsters 5m above you by firing at the wall


>> No.2459646


>> No.2459651

Nothing wrong with any of those things.

>> No.2459654


>>2459608 >>2459609 >>2459613 >>2459616 (me)

this was mostly a first attempt, i had played the unfinished version (>>2457302). some final thoughts:

- good job with the texturing in general and the replacements for door track colours.

- as you can see in the demo i got pretty lost. while i appreciate that you don't want to spoonfeed the correct route to the player, the fact is it's a switch quest that is mostly totally open, every branch is available from the outset, and you can mostly clear out a branch without being able to reach the point of it (the switch/key at the end). compounded by closet traps opening before the thing they're protecting is available (revenant closet by yellow key opened but i still couldn't get the key)

- having to step gingerly around a box of shells in the middle of a corridor, because if i touched it i would waste most of it, is pretty annoying: please place pickups where they can be avoided more easily.

>> No.2459656

Thats how the game was played back in the day, dumbass.

Some people still prefer playing that way, too.

>> No.2459674

Those aren't Doom. You can use them, but they're not Doom.

If he wants to play by classic rules, let him.

>> No.2459675

Hey, Project M is still a thing (Nintendo is butthurt about it, they ban anyone on Miiverse who mentions it) but they don't C&D it, so i don't see why something that's smaller (Metrood) should get C&D'd.

>> No.2459676

>>2459651 >>2459656 >>2459674
come on lads stop responding to obvious bait

>> No.2459737

>not having a sweet ass triangle crosshair
>not crouching and jumping to dodge enemy fire
>not headshotting for the extra damage
>sniping with chaingun and not the rifle

is this what doom has became?
truly shameful

>> No.2459742

>Playing that Black Warrior mod
>Have no idea why it hasn't been put on any forums whatsoever
It's pretty fantastic despite some big flaws

>> No.2459743

God. Fuck. Shit. Piss. Cunt.

Who's fucking idea was Voreballs?

>> No.2459763


>> No.2459767


I think he's referring to that Super Mario 64 fan remake that got a C&D.

>> No.2459792

Problem with having the choice of Vanilla on there, is that the community already decided nearly two decades ago that Vanilla means the original engine, and this meaning has stuck around.

>> No.2459793

We were gonna work on an update but then Mike got sucked into _sink's ayylmao mod and he hasn't been seen since.

rumor has it his spirit still haunts these walls, calling anyone who doesn't like his HUD a gigantic plebeian and wailing about how it should work in widescreen resolutions but doesn't

>> No.2459795

How do we make classic doom into a horror game without adding major new assets.

Only minor sprite edits, sound edits, and stat modifying.

>> No.2459801

noclipping archviles

>> No.2459802

Bey guys, I've been wondering. Are there any good (assuming there are any) open-world style maps? I'm just curious as to see if anyone has attempted it.

>> No.2459809


If we could add new assets?

Fucking X-Com Cryssalids.

Even the fucking doomguy would be unnerved around those fucking things.

also he'd survive being bit

>> No.2459813

>back in the day
>playing with mouse

whats the point if you can't mouselook?

keyboard arrow keys or go home

>> No.2459815

all you need is level design. classic doom was scary as fuck. if you can't emulate that with only level design, you're doing it wrong.

>> No.2459817

You still get improved precision for your turning with mouse.

Keyboard, its a fixed speed.

>> No.2459820

thats right. everyone should be using WASD and mouse, but it aint the original way to play.

face it: the days of old school doom with arrow keys is over. embrace the new zdoom norm of jumping, mouselook and precision aiming.

autoaim a shit

>> No.2459826

>it aint the original way to play.

I'll give you that no one used WASD, but you could definitely use the mouse back in the day. John Romero played with a mouse.

>> No.2459830

You could set up WASD if you wanted to. Probably wasn't that common since it hadn't yet been established as any sort of standard, although Ultima Underworld did use something similar.
>w/s to run/walk forward
>a/d for turning
>z/c for strafing
>x for backwards

>> No.2459840

everyone should be using VR technologies to project themselves into the game world

>> No.2459842

>tfw Carmack knew this back then and is already working on it.

>> No.2459860

I don't use zdoom normally, so no.

>> No.2459864 [DELETED] 

Is there a vaporwave inspired was? Or neo-80s at all?

>> No.2459867

Is there a vaporwave inspired wad? Or neo-80s at all?

>> No.2459875

no shit, but no one has VR

>> No.2459879

It's summer even in the Doom general, eh?

>> No.2459882

>hurr summer
Fuck off child

>> No.2459885

>derp neo-80s vaporwave
>muh fake nostalgia
Sorry Doom isn't retro enough for you to jerk off to.

>> No.2459886 [DELETED] 

>le nostalgia meme
simply eric, settings could be interesting without le eric nostalgia factor

>> No.2459918

We have HDoom for that.

>> No.2459923
File: 481 KB, 1025x639, Fuck zorchers.png [View same] [iqdb] [saucenao] [google] [report]

I just CANNOT play Chex's Quest without some kind of mod that replaces the zorchers.

The zorchers just aren't as nearly satisfying if at all compared to blowing those fucks away with a gun.

>> No.2459936

What in the everliving fuck is happening to that poor door?

>> No.2459938

It's the result of mounting brutal doom with chex quest.

Everything else looks fine but those doors. no clue why either.

>> No.2459974

maybe bd's animdefs has redefined it as a warper

>> No.2459990

Phocas island 23 is relatively open-ended, like dark souls with loading screens.

>> No.2459992

2* not 23, my parakeet was walking over my keyboard

>> No.2459996

Try playing with Samsara with Chex Warrior, the Zorchers in that feel really good.

>> No.2459998

I really hope PrBoom+ eventually fixes the artifacts that weapon sprites get in software mode some day.

I've basically switched to using Eternity for now, because of it.

>> No.2460037

Mah nigga.

>> No.2460056

for your information there is one:

My Soul Trapped In a Windows 98 PC

>> No.2460076


>that fourth review
Lost it.

>> No.2460084
File: 24 KB, 695x586, archivewtf.png [View same] [iqdb] [saucenao] [google] [report]

I legit don't know what you're talking about.

>> No.2460090

Quick question if I may, does anyone know if there's a Blood source port knocking around anywhere? I want to play it without it it being in potatovision, preferably with controller support. I realise I may be asking a lot but any help would be great

>> No.2460092

how does outdoor or sky fog work in zdoom?
Is it possible to give all levels have a default fog setting?
I would be cool to be able to see silhouettes like in left 4 dead.

>> No.2460094

"One of the best Doom mods to be inspired by the works of Albert Camus. Really brings home the total distance there is between all people, men and women, imps and demons, and the futility of communication. For what are we communicating but the fact of our inability to communicate? Ultimately however there is hope; WildWeasel believes that we can change, after all, albeit that we may not survive the transformation."
Dunno what's messed up with your browser, do you not have Javascript enabled?

>> No.2460095

.One of the best Doom mods to be inspired by the works of Albert Camus. Really brings home the total distance there is between all people, men and women, imps and demons, and the futility of communication. For what are we communicating but the fact of our inability to communicate? Ultimately however there is hope; WildWeasel believes that we can change, after all, albeit that we may not survive the transformation.

That review. That review that makes it sound like the wad was made by the Gods of Doom themselves. Strange that It isn't showing.

>> No.2460097

It's never been properly ported because they lost the source code.

>> No.2460098

>One of the best Doom mods to be inspired by the works of Albert Camus. Really brings home the total distance there is between all people, men and women, imps and demons, and the futility of communication. For what are we communicating but the fact of our inability to communicate? Ultimately however there is hope; WildWeasel believes that we can change, after all, albeit that we may not survive the transformation.

>> No.2460101

No, it's never been properly ported because Atari owns the rights and won't let anyone at all do anything with it.

>> No.2460103

I would be cool to be able to see silhouettes like in left 4 dead.
That's not how fog works in zdoom unless you code your actors complex alternate sprites and brightmaps trickery IIRC

>> No.2460105
File: 58 KB, 768x725, archivefirefox.png [View same] [iqdb] [saucenao] [google] [report]

I have it enabled, and I disabled adblock to see if it would show which it didn't. It seems to be a Chrome problem because it works fine in FF.



>> No.2460113
File: 115 KB, 1024x819, c3m2_swamp0019.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, I don't mean like that. I meant the dark silhouette on a foggy background. Valve used it in tunnels to make sure people knew where to go.

>> No.2460137

>whats the point if you can't mouselook?
have you tried turning quickly with the keyboard
shit's awful
people ended up using TSR utilities that would let the player immediately flip their direction at a press of a key if they didn't have a mouse

although, you still needed to run a utility like novert to get semi-modern mouse control back in the day (since in Doom, forward/backward movements with the mouse also moved the player, and as far as I know, it was designed for trackballs)

map's designed for that, like pretty much any vanilla Doom 1&2 map, and he recorded a .lmp, so he's running vanilla or in Chocolate, neither of which support vertical mouselook (since they'd vertically auto-aim anyway)
I played it with just buttons though, just to make sure it was reasonable, though.

If you burstfire the chaingun, it's completely accurate (which he did)
I usually use the standard shotgun there.

>good job with the texturing in general and the replacements for door track colours.
Thanks. Mostly just used textures that it wouldn't look terrible if they didn't align perfectly, and any issues I really noticed, I fixed. Spent a little bit of time after trying to vary things up a bit, there was a lot more unadorned tech wall earlier.

>as you can see in the demo i got pretty lost
yeah, even I got mildly confused (although, it's easy enough to figure out with a quick glance at the automap)
I should move the revenant trap to trigger when you do actually get to the switch that lowers the key or maybe even when you pick up the key, and trigger a different trap for the switch that opens up the the one that lowers the platform)

>having to step gingerly around a box of shells in the middle of a corridor, because if i touched it i would waste most of it, is pretty annoying: please place pickups where they can be avoided more easily.
Yeah, I moved it to the side, I noticed that in a playthrough just after uploading it, heh.

>> No.2460140

Could someone made a webm of the starting area of Swift Death map14?

>> No.2460162
File: 534 KB, 640x480, Screenshot_Doom_20150609_160756.png [View same] [iqdb] [saucenao] [google] [report]

Using testfade gives some odd results.

>> No.2460180

Yeah, different levels of fog don't look pretty next to each other.

>> No.2460279


>> No.2460281


You see this guy? This guy right there?

This guy gets it

>> No.2460319

Just play hellbound.

>> No.2460342


Classic Doom /was/ scary. It's hard to translate that into modern spooks when you have source ports where you fly around like a crank-infused Cheetah with dead accurate mouse aim and full speed strafing.

As for making Doom spooky, I'd take a lot of pages out of PSX and 64. Assuming we can't do sprite edits, that means major things would be:
>Ambient music
>Excessive use of colored lighting
>Bonus for abusing lightmap textures
>If the monsters are going to be slow, slow down Doomguy excessively
>If monsters are going to remain fast (at least fastmonster or faster), let Doomguy keep his world records
>Definitely modify weapon and monster sounds across the board. At the cheapest, just recycle PSX Doom's.

>> No.2460347


Also, mapping is a major, major part.

Modern ports allow you to do a lot of cool tricks. I know I said it last thread, but rc-dc (reconstruction deconstruction) was a great little bite-sized map I played through recently that made use of said features. It's music really helped.

>> No.2460351


rc-dc is boom compatible though

>> No.2460361

Don't gloss over sound design either. Sticking some reverb in the level along with some creepy ambient sound goes a long way.

Anyway years ago when I was playing around in decorate with this tomb themed map I was working on, I made a +stealth monster that made that blood curdling alternate player death scream when they attacked. Even though I made the map myself those things made me shit my pants.

>> No.2460364

Where was that torrent with all of the wads that got a Cacoward again?

>> No.2460418

What reasons would you use the normal Shotgun over Double Shotgun?

Same goes for fists and chainsaw (excluding berserk pack) and pistol and chaingun

What would you do to balance this out?

>> No.2460425

If I need to snipe, and lack a chaingun/bullets, then I'd use the shotgun over SSG.

>> No.2460427

I use the normal to conserve ammo when I feel I need to.

The pistol is worthless though once you get the chain-gun.

>> No.2460429
File: 1.33 MB, 1600x808, LOOK AT THIS YOU DENSE MOTHERFUCKER.png [View same] [iqdb] [saucenao] [google] [report]

you sure talk out your ass a lot

>> No.2460431

Chaingun is very useful. I prefer using it on trash hordes, over the bigger guns.

>> No.2460432

Normal SG is so inefficient at conserving ammo compared to the SSG that the only time it would ever be conserving is if there is a lone zombie.

Chainsaw is a direct upgrade to the fist without Berserk.
Chaingun is a direct upgrade to the pistol.
You aren't supposed to go back and use the inferior stuff.

>What would you do to balance it out
There is no reason to balance the fist. Berserk is Doom's method of balancing it.
For the pistol have the Chaingun replace it entirely when you pick one up

>> No.2460435

Why as I quoted? >>2459817 = me

>> No.2460437

>What reasons would you use the normal Shotgun over Double Shotgun?
ammo conservation: ssg is overkill for many of the smaller types of monsters since the sg will already one-shot them, and a map may have very low amounts of shells available currently. also range, the sg remains effective at a longer range than the ssg.

>Same goes for fists and chainsaw (excluding berserk pack)
the chainsaw sticks you to monsters. i remember one map recently where i reached the end with next to no health and no ammo at all, and there was still one baron left alive. so i finished it off with the unpowered fist rather than risk damage from chainsawing a monsters with a very low pain chance.

>pistol and chaingun
again, ammo conservation: if one is severely limited in ammunition the pistol can fire one shot at a time but the chaingun will always fire at least two. obviously this only matters in a situation with an incredibly severe ammunition shortage, but it does happen.

>> No.2460438

>What reasons would you use the normal Shotgun over Double Shotgun?
It's slightly, vaguely better against mancubi if you're low on health and there's no cover, because it has very little chance of getting off a shot. Other than that it's mainly for ammo conservation against imps and zombiemen, or for whittling anything down at a distance.

Fists and pistol on the other hand are completely overshadowed.
>What would you do to balance this out?
Seriously? I'd just have the player start with a shotgun so they don't have to resort to the pistol basically ever. It's no fun. If you really want to balance the shotty and supershotty out I'd nerf the SSG to do 200% rather than 300% of the normal shotguns damage.

>> No.2460440

Its great for sniping too.

>> No.2460441

sorry, didn't mean to quote you, meant to quote >>2459674

>> No.2460443

>because it has very little chance of getting off a shot
I mean with between the fire rate*pellet amount and pain chance of the mancubus. The ssg is slow enough that the fatty retaliates between reloads sometimes.

>> No.2460445

mapmakers can add difficulty by not providing the SSG and forcing the use of the regular one where there's normally no point to use it

>> No.2460446

>People who think balancing the SSG by dropping it's damage to 2x the SG's damage is a good idea
Dropping it's damage output to 2x make it as pointless as the pistol because of it's spread and firing rate.

SSG is OP like crazy but overnerfing it makes it completely pointless.

>> No.2460458

I love when people pretend using mouse with Doom is not how it was originally played. Wolf3D supported mouse movement and people used it. If you used inferior controls that doesn't make you more authentic. I almost exclusively play the vanilla wads in Chocolate and it's fast and frantic. The game DOES look more scary though, the low red environments and lower lightning changes the look quite a bit. Experiencing Chocolate is something everyone should do, I think, just don't give me this "mouse is overpowered" crap.

>> No.2460461

>Chainsaw is a direct upgrade to the fist without Berserk.
Not for barrel punching

>> No.2460465

That doesn't exactly come up very often if at all anon.

But yes the Chainsaw locking and pulling you towards a monster is the downside of the Chainsaw.

>> No.2460467

Nah, it'd be just fine in a map balanced like the Doom 1 ones where there's no expectation of the all-powerful SSG. It would have some tactical advantages over the normal SSG still.

>> No.2460548

There is no tactical advantages to the SSG.
SSG is pretty much quite literally there just for the damage.
Remove the damage and the SG beats it out in every way.

>Less pause between shots so monsters flinch more consistently
>Highly accurate and is pretty much guaranteed to not waste any pellets
>Looks sexy
>SSG's damage removal either means less pellets(Becomes worse at flinching monsters) or same number of pellets(Spread is fuckawful and now without the damage)

Not to mention that if we're talking Doom 1 balance we'd have to ignore all the great monsters Doom 2 added.

The only reason the SSG is relevant is because of the damage.

>> No.2460552

I think the ssg could be balanced by either dropping the pellet count per shot from 20 to like 15 or 16 or alternatively upping the regular shotty's count to 8-10 pellets per shot. Since the ssg's fire rate is slightly more than half the regular shotty's rate, the damage output per minute would still be bigger, but there would be bigger motivation to switch between the two depending on the situation.

>> No.2460571


Yeah, sound design is super major in anything and unfortunately it's often overlooked in all forms of media.

And no, playing the Wilhelm scream isn't funny anymore, even ironically, Hollywood.

I've never heard of anyone using a player-scream sound for a monster. It'd get me to shit my pants because that's a sound I know and fear, but almost never hear.

>> No.2460582

the chaingun has a higher damage output rate than the single shotgun

>> No.2460594


Chainsaw glues you to enemies. It's meant to be a straight upgrade, but it can be dangerous because it takes some control away from you with how randomly you get nabbed around.

Pistol's a joke unless you're in some kind of insane ammo-conserving moment, but it'd have to be really bad. Chaingun is dead accurate on the first bap, but fires two shots.

SG has no vertical spread over the SSG. In rare cases, this makes it a good sniper/ammo conserve when you're low/out of ammo for other guns and you need to take care groups of enemies. The no vertical spread means it's semi-reliable at medium range whereas the SSG is not. SG is also a more conservative gun to use when you're storming down halls of weak trash rather than wasting double shells.

There's nothing wrong with upgrades.

A system like HD's where you can fire the SG as fast as you can remember to pump it with secondary fire would make it more efficient than the SSG at groups.

>> No.2460597

even if SSG had same damage ratio as shotgun in Doom 1 it would have had an advantage in certain situations, since there were plenty of places that had shotgunners two abreast, and shooting them before they shoot you is pretty much the only way to deal with them.

>> No.2460617

Things that are a bit far away are always better hit with the normal shotgun (the SSG spread is hilarious), normal shotgun can one shot some enemies (so you can conserve ammo, SSG eats it up), it shoots more rapidly, so you can interrupt enemies more (although killing them faster with the SSG can be a better option).

Pistol doesn't really have a use with the chaingun being a thing.
Chainsaw is much better than non-berserk fist in just about every situation.

I wish the non-berserk fist did a bit more damage though, there should be SOME reason to use it.
at least most levels do have a berserk pack

Chews through ammo far faster though.
but yeah, it's generally better than the single shotgun

>> No.2460624

> it would have had an advantage in certain situations, since there were plenty of places that had shotgunners two abreast, and shooting them before they shoot you is pretty much the only way to deal with them.
Chaingun would do it faster and more efficient.

Also Shotgunners do not take 7 pellets to kill, they take 3.
The SG would still win out in this situation unless they are just far enough for the spread to not line up.

And in that case it would actually be just as likely to strafe and shoot to line them up rather than relying on a now weakened SSG for anything.

Even if you tone down the SSG the Chaingun will make the SG pretty irrelevant because it has an underappreciated DPS.

And buffing the shotgun to 8 pellets would make it kill Pinkies consistently with two shots instead of sometimes taking 3.
But buffing it to 10 makes the SG better than the SSG.

>> No.2460709

How am I supposed to finish the Doom 2 level "Barrels of Fun" without dying with Brutal Doom?
No matter what I do one barrel always manages to go off. I think its the retarded friendly space marines that shoot the barrels.

>> No.2460727

Blame Sandy Petersen for not designing it with BD in mind?

>> No.2460736


That'll do.


>> No.2460738

Its stuff like this that made me wish Gameplay mod authors actually tested their mods on maps other than the first 6 levels of Doom 2.

>> No.2460746


>"Ugh! MAP01 sucks in every regard! Sick and tired of hearing D_RUNNIN"
>proceeds to take 1080px screenshots of his mod in Entryway

If I had a dollar every time I've seen that happen

>> No.2460759


Looks like the latest darkplaces plays the music if the tracks are in a music sub dir. In other words, rogue/music, not just rogue/sound/cdtracks. This is the same as quakespasm, which for some weird reason is not playing the rogue music for me while darkplaces is.

Also, did Beth pull a Jew by not putting the music with the Steam versions? Royalties?

>> No.2460773

The SSG is not OP if you don't overload the players with shells. Mid-Tier in Doom basically requires the SSG to work. SG and chaingun take too long to kill most mid-tier enemies and rockets and plasma are far too fast. Most of the time the SSG only really acts to expedite gameplay. SG/chaingun pain locking a lone manc is even more boring than SGing a baron to death.

>> No.2460782


It's a dumb map with a dumb track, but it also has the perfect open area for testing stuff.

>> No.2460793

something seems to cause barrels to detonate on level entry if there's too many of them too close together. if you run the level "Shipping/Respawning" from TNT, after about a minute you'll hear a giant bang from the other side of the map, when all the barrels on the teleporters explode for no good reason.

also maps that have a bunch of barrels on top of a bossbrain (as an exit mechanism), e.g. scythe map10, seem to exit immediately...

>> No.2460812

>after about a minute
sorry, it seems to be almost immediate now. my information was out of date.

>> No.2460838

Are TekWar & Witchhaven considered bad? Honest question, I've never even played the games, but I want to try them out some time...

>> No.2460839

SSG is pretty OP just because it takes shells quite a bit further further.

100 Shells used by the SG = 700 bullets
100 Shells used by the SSG = 1000 bullets

It brings up the value of shells by quite a bit and the only real way to balance it out is to bring the SG up to par.

But the SG will end up being the better choice overall if it had the same Shell economy.
It would also make the Chaingun pretty irrelevant.

>> No.2460843

What's the deal with Joe-ilya? He doesn't seem that bad, but he's sort of infamous or something. Not trying to start drama, just curious.

>> No.2460850

>but it also has the perfect open area for testing stuff.

Its perfect for testing to see if things work as intended. But for testing actual gameplay balance, its best to actually play maps. And for best results, such maps should offer the typical gameplay you expect out of a mapset, hence why I don't consider playing the first few maps in Doom 2 ideal.

>> No.2460867

He's infamous because instead of focusing on improving his mapping skills, he constantly makes new maps attempting to join whatever community project catches his eye. His maps are usually comparable to the stuff you find in D!Zone and Maximum Doom.

>> No.2460873

i worked it out, i think. it turns out barrels explode from being too close to teleport exits.

>> No.2460883

>But for testing actual gameplay balance, its best to actually play maps.

Ah, yes, this I can agree with.
Sorry, I must have misinterpreted.

>> No.2460910

He's far from the freakest doom community member, it's just that his infamy is related to the actual game unlike the various furries and bronies infesting the off topic sections of the doom communities.

>> No.2460968

>100 Shells used by the SSG = 1000 bullets
Wat? That would be 2000.

>> No.2460978

Ilya is a bronie too though

>> No.2460982

no, single barrel is 7pellet/shell, double is 20pellet/2shell i.e. 10pellet/shell

>> No.2460986

There's more than one of them who are decent people actually, but they don't have several hundreds of posts in the "what did you last do" thread or an incessant need to bring up their personal lives on the forums.

>> No.2461013

How good is TNT/Plutonia compared to Doom1/2 ?

Considering giving them a playthrough but it's like 64 levels in total or so. I don't want to waste time on it if it's not worth it.

>> No.2461024

Final Doom overall is better than Doom 2, IMO. Though only Plutonia is as good as Doom 1.

>> No.2461028

Plutonia has cool level design, but it's pretty dickish with chaingunner ambushes, over-abundance of revenants and such. TNT is overall just nice and has cool music. Both are much better than Doom 2, but not as good as E1 in Doom1.

>> No.2461041

>that feel when you have great ideas for DOOM maps
>make them
>plays like shit

>> No.2461050

>making maps for a 20+ year old game

>> No.2461051


make a map for a modern FPS that gets forgotten in 12 months


Make a DOOM Map
and it be played forever

>> No.2461052

be honest with me. do you think the average dude who plays video games even know what doom is today?

doom games have been a niche for like 15 years at least.

>> No.2461053

The marines are pretty badass but they can be a pain sometimes. For some reason i started the map Factory with 5 of the bastards, 2 assault rifle, one shotgun one chaingun and one plasmarifle. It was pretty cool. I wish they used the new action rolls though, and got the same slowdown the player does on Realism mode

>> No.2461054

How should I play the Blake Stones?

>> No.2461056




>> No.2461071

If you're here Mark, HUGE oversight in the classic mode of v20. In the beta the item equips were a bit buggy, but I would much rather be accidentally equipping a plasma rifle than do whats happening now. I'm playing through D2TWID, got the BFG, tried using it with 7, and it gave me the chaingun. Forgivable, guess I'll just scroll wheel to it- Oh wait. The BFG is now DELETED. So basically there is no access to the BFG and it'll delete it from your inventory if you have it. I tried it in Doom 2, and it just either erased the BFG and gave me the plasma rifle or equipped the BFG and then deleted it, not letting me reequip it.

>> No.2461079
File: 1.75 MB, 640x360, Desktop 06.09.2015 - [View same] [iqdb] [saucenao] [google] [report]

gee, I don't know. Have you tried to not suck?

>> No.2461082 [DELETED] 

>le git gud meme

>> No.2461085



>holding position

is that actually real?

>> No.2461090


You seem to be in the wrong topic.

>> No.2461096

Don't tell me that, you'll upset me

>> No.2461116

it's even listed on the changelog.

>> No.2461128
File: 88 KB, 960x540, scr04.jpg [View same] [iqdb] [saucenao] [google] [report]

Google account of Beloko, the guy that ported GZDoom to Android ,
as well as Risse of the Triad, Quake, Quake 2,Quake 3, Return to Castle Wolfenstein, Jedi Outcast, Jedi Academy, Hexen 2, and was going to port eDuke32, AvP, Descent and Homeworld

Got inefinitely suspended over some bullshit reason like "JO and JA icons violate copyright", without the right to appeal or ability to fix it.

>> No.2461132

Got a dl for the APKS? I was hoping to get some of them before he went ded. Then he went ded.

>> No.2461138

>Stay here while I escape and leave you fuckbois to die

>> No.2461157

They won't work if you haven't bought them prior to this due to copy protection he implemented. Only the D-Touch version linked in the OP works for hose who didn't bought the app (i.e. no GZDoom 2.0 support for you)

>> No.2461168

God dammit...

>> No.2461193

Oh, he was selling them? Suddenly I have no sympathy for the asshole

>> No.2461201

I would've been fine with him selling it (because he did put effort into the port), but the fact that he did not release the source code like the GPL license says he should is what pisses me off.

>> No.2461212

>because he did put effort into the port
Put effort into stealing other people's work to make money

>> No.2461216

He doesn't violate the license. He provides the source upon request (as is required by law), and has done so even after them being taken down.

>> No.2461225

The GPL allows you to use other works under the same license in your product and make it available for sale.

The creators of the works he derived his product from need to be attributed and the source code made available to the public, though.

If the source code was made available, you could compile binaries yourself to avoid paying.

Really? I was not aware of that.
If that is the case, then, damn.

>> No.2461231

It was like... 2 bucks?
Ability to run GZDoom on the phone for the price of one Big Mac.

And Zandronum guys whined they can't get shit working on android (Beloko claimed he could port it, but the ping from playing over Wifi/GPRS would be too high so server-based netplay would be nearly unplayable, so he opted for GZDoom instead, which has perfectly playable LAN on his port)

>> No.2461235

Yeah, but without the control libraries, that are actually his, and make more than half of the attraction that port has over the others.

>> No.2461290

Not even using Lucky Patcher to exploit the Google play license verification?

>> No.2461315

No. The app uses his own server to download a verification ticket, specific to device+account. I.e. every time you install device on the Android platform, it requests data from Beloko's server that checks whether or not Your google account have purchased the game, generates a specifik key file then sends that key file back to you (the 0.5 mb you are prompted to download if you use unlicensed version).

This measures were put by him because during the first releases a very few of his ports were downloaded from him, while thousands of cracked versions were downloaded from various warez sites.

You can find earlier versions of his ports, in various state of buggyness (mostly playable though) on 4pda.ru forums - a site that later cooperated with him in making a "promo" version of D-Touch you can download from the OP.

RTCW port runs fine
JK2 and JA only display textures of up to "medium" quality due to resource hogging, which was solved in the latter versions
All three of the above run mods for their respected games.

These and other ports are pretty much playable from start to finish, and work well even on sub-par devices (Single core 1Ghz/512mb ram/PoverVR runs everything just fine).

They lack some features like advanced custom key customisation, halving the resolution and some other stuff from the later versions.

>> No.2461327

Dang. I was able to play with apks of earlier versions that used only PrBoom by clearing the application's data every time before playing (saves and app config are stored in sd card folder so they persist), which would skip license verification somehow.

Welp, now I feel bad for cracking it.

>> No.2461395
File: 332 KB, 1273x721, 20150610014331848.png [View same] [iqdb] [saucenao] [google] [report]

People made high-res sprite packs for BJ in Samsara... but what if someone took Wolfenstein's Chex counterpart and put in Samsara...?

>> No.2461408

I suggested that a long time ago. But no dice.

>> No.2461448
File: 366 KB, 1278x723, tB6i16L.png [View same] [iqdb] [saucenao] [google] [report]

That blows.
Wish there was a full rip of the graphics from Noah's Ark.

>> No.2461453

Still cant believe that's coming to Steam

>> No.2461456

No one?

>> No.2461463

I'm glad it is, DOS version is so much better than the fucking SNES version. I think I also heard something about the publisher for it also acquiring the rights to bring Chex Quest to Steam as well. Pretty based imo.

>> No.2461489

Brutal Ark when?

>> No.2461514


>> No.2461538

Actually you'll notice bullet holes on the larger box below. I shot him hard enough that he got flung up ontop and walled against the smaller box above.

>> No.2461564
File: 22 KB, 169x233, kcgreen.png [View same] [iqdb] [saucenao] [google] [report]

With the Steam summer sale coming up I was looking and the Quake bundle hasn't gotten more than a 50% discount in like 3 years.

>> No.2461591

I had to buy Quake 4 for $20 during a fucking publisher sale because it's never dropped any lower. Christ.

>> No.2461595
File: 862 KB, 1920x1080, Screenshot_Doom_20150609_232409.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2461614

you dont need any of that extra shit.

all you need is low lighting, demons howling in the background, and not enough ammo.

oh, and suspense.

>> No.2461619

this does look pretty fucking sweet though...

>> No.2461629
File: 1.38 MB, 1920x1080, Screenshot_Doom_20150609_232354.png [View same] [iqdb] [saucenao] [google] [report]

When the game isn't shitting all over you or the performance isn't going straight to hell, Brutal Doom's effects can be pretty nice on vanilla maps. Messes with a lot of custom wads that use unique assets for environments obviously.

>> No.2461692

tnt is like doom2 with the volume turned up a bit. same kind of maps but bigger and more monsters etc. it is both better and worse than doom2 - arguably its best maps are as good as anything in doom2, but its worst maps are far worse.

plutonia on the other hand is for the most part a series of challenge maps made by two guys who found the original games far too easy. most are fairly small, although there are a few larger ones here and there. being made by only two guys working non-stop for two months or whatever it was, the design is much more consistent.

>> No.2461703

Plutonia is by far the best out of the originals.

>> No.2461714

>He doesn't violate the license. He provides the source upon request (as is required by law)
>Yeah, but without the control libraries

hmm, adding a non-free component, without which the program is useless, may be a gpl violation.

>> No.2461816

>but its worst maps are far worse.

I STRONGLY disagree. Nothing beats Nirvana in absolute shittiness.

And Doom 2 has a much larger quantity of duds, too.

>> No.2461845

What is this song from?
It's killing me that I recognize it but not from where.

>> No.2461847

>>the performance isn't going straight to hell
Man it feels nice to have a good computer. I never have any performance issues with Brutal Doom.

>> No.2461851

Well fuck man I dunno, maybe the lean against a wall corpse animation doesn't check for the size of the wall in question?

>> No.2461862

If you really hate yourself, try Going Down on Hideous Destructor, any difficulty, or Brutal Doom v20, Realism Mode (classic or modern doesn't matter, but classic lacks grenades in tradeoff for no reloads)

or arguably any of the real tough wads out there, but then anyone with half a brain would realize hideous destructor is just suicide in that regard

>> No.2461864
File: 46 KB, 640x480, Screenshot_Hexen_20150601_224552.png [View same] [iqdb] [saucenao] [google] [report]

Which game is inherently more spooky?

Doom or hexen?

my vote goes to hexen

>> No.2461881

Swift Death with Hideous Destructor would be instant death.

>> No.2461884

So you're saying it'd be a swift death?

>> No.2461890

>I STRONGLY disagree. Nothing beats Nirvana in absolute shittiness.
then i suppose we just have different tastes. i would rather play through Nirvana (which is at least fairly short, and the last part where you blow monsters off pillars with rockets/barrel explosions is entertaining) than Prison (tediously long, annoying monster placement, no ammo, gives weapons too late), Habitat (endless maze of identical tunnels, at least it has a hilarious bug that lets you skip the whole level), etc.

>> No.2461891
File: 610 KB, 400x293, 1404579266734.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2461895

is that ken silverman?

>> No.2461904


>> No.2461908

You know what, I agree with you, I absolutely hate auto-aim, and the feeling of proper mouselook along with a clear crosshair just makes first person shooters better, I also wish more .wads were made with some jumping and crouching in mind (though I wouldn't be using them in vanilla style mapsets where it would break sequence), but I don't think it's anyones obligation, I think people can play however they damn want.

And as said, keyboard + mouse (for turning) was a standard from day one with Doom.

>> No.2461909

afterburner theme, particularly the melody version of afterburner 2

>> No.2461916

Thanks man, I'll actually be able to sleep tonight.

>> No.2461940

I actually like Prison more, myself.

I'll give you that Habitat is awful. Can't believe its from the same guy who made the very fun map01 from Icarus.

>> No.2461961

Good going Mark.

>> No.2461967

TNT is worth playing for it's atmosphere and feel compared to Doom 2.
Plutonia as well.

>> No.2461980

Habitat had a cool as fuck track tho

>> No.2461991


Let me guess, you're using Nvidia.

>> No.2462012

Its also on Heck, which is a good map.

>> No.2462032

They're mediocre at best. Tekwar is kind of interesting and may actually be fun if you're familiar with the books, but it's a real mess to play and if you're not familiar you'll have no clue what you're doing, where you're going, or why that person just exploded. Witchaven is more straightforward, it's basically Doom with a sword, except it sucks. Combat is clunkier than Hexen and the sprites aren't nearly as good-looking. There are little tiny lava-filled crevices right in the first area of the first level that you couldn't possibly fit your foot into, but if you walk over them you'll fall in the lava and take a million damage per second. Also, random jumpscares for no apparent reason. Not even scripted to happen at certain points, it'll just pop a spooky face up on the screen and play a spooky sound whenever it thinks you actually might be having fun. I recall playing it as a kid and my parents didn't believe me when I told them about that.

Play them if you want to, just know what you're getting into. They're both products of the same people behind Corridor 7 and Operation Bodycount and were made before 3D Realms showed everyone how to make a good Build engine game, and it shows. Don't expect anything on par with idtech1 games or the later Build games.

>> No.2462034

Heck feels like a Plutonia map. I guess that makes sense, since Its by Milo Casali.

>> No.2462230
File: 47 KB, 1280x720, url.jpg [View same] [iqdb] [saucenao] [google] [report]

Survivors gotta move

>> No.2462254

I'm trying to run Doom in 640x480 on a 1920x1080 monitor, but it always gets stretched, instead of having the black bars on the side.
Is there any way to make sure it has the black bars? I really want to play in that resolution, but I don't want to have to use windowed mode.

>> No.2462257

What engine are you running?

>> No.2462263

I'm really asking in general, but I usually use ZDoom.

>> No.2462268

I think "force aspect ratio: 4:3" or something in the vidoe options does what you want it to. There's a small chance your actual monitor is set to do this, I know one I had ages ago did.

>> No.2462275

All that does is stretch out the picture again, I'm looking to play it in the original style, with black bars on the side to compensate for having a larger screen. I used to play it like this with no problem, but for some reason it stretches all the time now.

>> No.2462291

Your GPU might be forcing it to stretch to your monitors aspect ratio.

>> No.2462294

configure your graphics card to not stretch the screen in its settings (like, for Intel graphics chips, it's under Panel Fit, set it to Maintain Aspect Ratio)

lower the system screen resolution temporarily if you don't see that option, set it, and then go back to your native resolution

>> No.2462347
File: 869 KB, 480x270, endlesspain.gif [View same] [iqdb] [saucenao] [google] [report]

>Messing with Choc Doom options
>Speaker sound effects, what's that?
>mfw playing on E3M8 with volume cranked and headphones on

>> No.2462379
File: 151 KB, 640x480, Screenshot_Hexen_20150610_052241.png [View same] [iqdb] [saucenao] [google] [report]

Brand new hexen map:


gloomy swamp horror map, made for zdoom.

>> No.2462445
File: 245 KB, 800x600, Screenshot_Hexen_20150610_174359.png [View same] [iqdb] [saucenao] [google] [report]

I did a quick playthrough, and it was a very fun map to play. The only problem I could really find were some missing textures. Mostly around doors and platforms. Other then that, Nice and atmospheric map. It's nice to see Hexen getting some attention in the mapping department!

>> No.2462631
File: 1.37 MB, 680x384, how_not_to_norton_antivirus.webm [View same] [iqdb] [saucenao] [google] [report]

we win98 now.

>> No.2462632

Anyone have a place where I can download the original shortcut icons for Doom 1 and 2?
I'm talking about the Caco and Lost Soul icons.

>> No.2462634
File: 176 KB, 619x597, 1363757623791.jpg [View same] [iqdb] [saucenao] [google] [report]

>that uzi switching to the sw one when reloading

>> No.2462675

That framerate is atrocious.

Yeah that's incredibly jarring.

>> No.2462676

I swear the last few sales, Hexen collection and Quake Collection only went down 40%

I really need to get Hexen though so I hope it's not just 40% again.

i also need original Wolfenstein+Spear of Destiny.

>> No.2462751

Have you heard about the summer sale on Piratebay? All those games are 100% off.

>> No.2462762
File: 3.52 MB, 406x339, 1412190989071.gif [View same] [iqdb] [saucenao] [google] [report]

>Decide to try a Wad I made for ZDoom in Chocolate Doom, since I made sure it was compatible while making it
>Runs fine in ZDoom
>Starts fine in Chocolate Doom
>Get about a quarter of the way through the level, all is fine
>Walk into a room
>Hear a door close
What the fuck? I didn't set that up to trigger anything.
>Keep going, notice some missing textures that were there just seconds before
>More textures disappearing
>Suddenly fucking invisible walls wherever textures are broke
>Open hallway gets closed off somehow, with a wall I didn't even put down
>tfw locked in one room because the game just went batshit
What the fuck just happened to me?
I'm gonna see if I can replicate those effects again.

>> No.2462775

you have a remote special line somewhere (an open/close door special) with a zero tag, so it affects every untagged sector in the map. one of the classic zdoomisms.

>> No.2462780

(although having said that, you deserve credit for actually bothering to test in other engines, and caring enough to ask what is going on)

>> No.2462781

To be fair it's also a prboomism

>> No.2462784

Yep, that's definitely it.
I idclipped out of the room, to find almost every room collapsed on itself, but somehow it actually screwed up some textures too, and I don't mean by deleting them, I mean that they actually look corrupted.
The outside of the building is literally inverted.
Some of the effects are hilarious.

>> No.2462796

boom decided to ignore zero tags as a workaround for a bug which would usually break the level if triggered. it didn't add the attractive nuisance of implicit manual functionality to zero-tagged special lines. zdoom takes the blame for giving mappers cause to use remote lines with zero tags deliberately.

the one thing i will concede in fairness is that (i am informed that) hexen invented implicit manuals and zdoom needed to do the same to support it. however that still begs the question of why implicit manuals had to be enabled by default for all maps, not just ones that use hexen's map format.

besides which, i use the phrase "classic zdoomism" in reference to its commonality. when zdoomisms first started to appear in great numbers, most were of one of three types: the implicit manual as described, the implicit passuse - where use key presses pass through walk triggers without their needing the boom passuse flag bit set - and solid hanging bodies in tall sectors blocking players from walking under them. they were sufficiently common - enough wads suffering from them were put out - to be judged it worth implementing workarounds even in demo-compatible engines (prboom-plus).

>> No.2462798

another classic zdoomism which has now been largely forgotten was the line seg offset bug. this was more a bug in zdbsp, which wrote incorrect values into the seg offset field of nodes it built. but it was invisible to zdoom users, because zdoom ignores seg offsets in wads and prefers to calculate the value itself.

the result was that many wads released around 2004-2005 (before the bug was fixed in zdbsp) were full of texture misalignments - apart from zdoom. the problem was exacerbated by zdbsp's achieving dominance as a nodebuilder due to it being the default one shipped with doom builder, which quickly took over the market for doom editors, thus so many wads produced being built by zdbsp. basically now all other engines have to copy zdoom's lead of calculating seg offsets themselves (except chocolate doom, for obvious reasons).

>> No.2462802

>apart from zdoom
apart from when played in zdoom, i mean.

>> No.2462804


This just looks so fucking bad. How can anyone play this?

>> No.2462860

You guys may know this already: vice interviewed john romero:


>> No.2462924

>remove the one function of a gun that makes it usable at all
>gun is suddenly bad compared to other guns that keep said function

i'm not the only one seeing how retarded this is, right? right??

>> No.2462930
File: 1.54 MB, 640x360, Cyberrunner.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2462931

What are the pros and cons of edge, pr/glboom+, legacy and eternity over gzdoom and chocolate doom (being the extremes of the features-authenticity scale)

>> No.2462937

I haven't seen this, thanks Anon.

>> No.2462938

Boom sourceports are perfect for recording and to beat stuff like Oku and Holy Hell.

>> No.2462942

Very few people used Edge, so few mods were made for it, then it died.

Then it kinda came back some time ago. Not many people use it still.
Never liked the way it rendered.

>> No.2462948

I remember playing with Edge years ago, back THEN it seemed so outdated.

>> No.2462958

>Boom sourceports are perfect for recording and to beat stuff like Oku and Holy Hell.
I don't know what oku and holy hell are. What makes the engine good for those?

It's just I have no idea what characterizes engines beyond the zdoom family and chocolate, and many of the other ones seem to be continuations of other defunct engines.

>> No.2462963

Well it wasn't BAD, it had some really cool shit going for it, like Immoral Conduct, sweet jesus that mod was so cool. That was a really long time ago though.

Say, wasn't someone working on porting Immoral Conduct proper to ZDoom, with Decorate and ACS and all, now that it's possible these days?

Back then there was a ZDoom version of Immoral Conduct, but given that ZDoom could basically only handle DeHacked at the time, it was seriously watered down compared to the Edge version, which had so much cool shit.

>> No.2462969

Oku has 25000 enemies, Holy Hell is just a bigass slaughtermap that's so big, it had to be divided into 4 maps so it can be played on other sourceports.

>> No.2462974

I thought the AI code was the same for all engines basically?

>> No.2462981
File: 2.55 MB, 1230x1115, sourceports.png [View same] [iqdb] [saucenao] [google] [report]

Boom is essentially Vanilla except with modern compatibility, some higher limits, some added options, and some extra stuff you can use for mapping (line-def actions and such).
Has a very efficient renderer, you can play something like nuts.wad and your computer will not even slow down.

Oldschool players seem to like Boom and Boom derivative ports quite a bit.

Edge was an early advanced port, had a whole lot super cool featured a lot of stuff that nobody else simply was doing.

ZDoom renders the game with some more colors available, as well as having Decorate and ACS support, allowing for some very advanced modding, as compared to the very limited modding you can do with other ports. Once Decorate coding and then ACS coding got rolling, Edge was almost entirely obsolete.

GZDoom is the same thing, except it renders the game in 3D, with full colors, you can actually look up and down and stuff, you have full Z and X axis, you can render 3D objects in a map to create stuff like actual second floors, bridges, slopes, etc.
Lately the main dev upgraded the OpenGL renderer to 4.0, for little visible effect, resulting in a lot of people experiencing problems running the game correctly, even with relatively new computers (but this was also sporadic, some had no problems at all).

Skulltag was a multiplayer derivative of ZDoom, because ZDooms multiplayer support sucks an ungodly amount of whale cock. Skulltag eventually died.
Zandronum was resurrected out of Skulltag, and it's now the number one port for non-vanilla online play (because regular ZDoom multiplayer is still pretty much unplayable and ZDaemon is super dated despite it's playerbase).
Hasn't quite caught up to ZDoom in terms of Decorate coding though.

Chocolate Doom is Vanilla Doom emulated down to a T, except with full compatibility with modern computers, without the need for DosBox or anything like that. Basically it's a port for playing Doom as it was originally played without any hassle.

>> No.2462982

Noooooooooo. Though they act the same, things in zdoom are much more complex than simpler sourceports to accomodate the modding features. This isn't noticeable until you start going into stupid amounts of monsters being active at once.

For a long time, if you could run nuts.wad on zdoom, it was a monster of a machine. Maybe the same still applies to gzdoom with all the bells and whistles on.

>> No.2462986
File: 1.85 MB, 1492x1200, sourceports2.png [View same] [iqdb] [saucenao] [google] [report]

Not quite, ZDoom and ZDoom based ports run all monsters, items etc with Decorate, making for near endless modding potential. The drawback is that this is slower, and if there's a fuckton of monsters in a map, you will experience noticeable slowdown.

Oh, another ZDoom derivative port was ZDaemon. It's still around, and it actually has a lot of players, but it's super dated in terms of code and can't really do very much cool or advanced shit, at least not compared to modern day ZDoom.

Odamex exists but nobody plays that.

Risen3D was another thing which everyone sort of forgot about.

Doomsday has some cool rendering but it can't do all the shit ZDoom can do. Very pretty lighting though.

And I can't even remember what the hell Legacy did, or Vavoom, which I just remembered existed.

>> No.2462992

Thanks a ton for the info mate. If you could be bothered with one more, what's eternity like?

That's really interesting; I had no idea. I wonder what'll happen when the zdoom scripting branch gets merged in..

>> No.2462996

Legacy was apparently popular in late 90s/early 2000s. Some of the Wolfendoom wads Laz Rojas made were made for that port in mind and I think it had 3d floors as well, though the aforementioned wads didn't use them. IIRC It also had splitscreen which I don't think any port has implemented.

Vavoom also had 3d floors and models and apparently used a rendering engine based on Quake's.

>> No.2463021

Oh right, now it's coming back to me, Risen3D had 3D model support.

Really, REALLY fucking ugly 3D models.
Someone oughta have a picture, man they looked bad, moved weird too.

Oh right, that's what it was.
What else was there? I think there was a Sonic TC or something with it's own sourceport, it used LUA coding for some reason.

>> No.2463041

>Really, REALLY fucking ugly 3D models.
>Someone oughta have a picture, man they looked bad, moved weird too.
They had pretty darn good death animations!

>> No.2463047

and something like blood decals, i think

>> No.2463053

>I think there was a Sonic TC or something with it's own sourceport, it used LUA coding for some reason.
Sonic Robo Blast 2, it used Doom Legacy as it's base (since it had 3D floors) but has since added many things to it.

>> No.2463071
File: 786 KB, 1010x720, how do I hold gaijin piggu gun.png [View same] [iqdb] [saucenao] [google] [report]

>Someone oughta have a picture, man they looked bad, moved weird too.

>> No.2463097

Might aswell add "Complex Doom" to the "What gets played" part of Zandronum in that image. Seriously, It's always fucking Complex doom, MOP, and now both combined.

>> No.2463118

You could feasibly make a decent 3D model pack for Doom. But why bother. It wouldn't look any better than the sprites. Voxels would look best imo, but the work load for creating them properly probably wouldn't be worth it for the artist.

>> No.2463123

>tediously long
It took me only 10 minutes to finish just now. Thats pretty standard length.

>annoying monster placement
I found it pretty inoffensive for the most part.

>no ammo
I'll give you that the starting room is pretty low on it, but once you're done there, and get the berserk, you should be perfectly fine for the rest of the level.

>gives weapons too late
You literally get a Plasma Rifle from the get go. And with the berserk I mentioned above, plus chaingun from downed chaingunners, you really don't need the SSG that badly.

Honestly, I actually had a blast playing this map just now. Only problem I have is that its a bit ugly, but thats kinda a given, considering TNTs maps were made in 1995.

>> No.2463143

>at least it has a hilarious bug that lets you skip the whole level

Its more of an oversight, than a bug.

>> No.2463157

A piece of Doom trivia seems to stump me.

According to John Romero, the SNES port of Doom was developed secretly by Sculptured Software and then brought to id fully complete in order to request permission for it to be published.

However, In one of the early betas of Doom (can't remember if its 0_4 or 0_5), a text document that came in the .zip mentions that SNES development was taking place.

Was that document talking about the SNES port of Wolf3D, or was id attempting SNES development for DOOM themselves and then stopped?

>> No.2463162

Might have referred to SNES Wolf3D. They made that during Doom's development.

>> No.2463170

That makes sense.
The text is kind of vague, though. From ALPHREAD.ME in doom0_4.zip (April 2, 1993):

Dear Id Beta Tester,

Yes, it's the DOOM ALPHA! (Actually, we're just try to release these
every two weeks or so. This WAS going to be a pre-beta, but a certain
person let us down Super-Nintendo-cart-programming-wise, so it's just an
alpha. Nonetheless, here 'tis.)

>> No.2463172

Something that might be of interest to you folks:


>> No.2463187
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google] [report]

>voxel monsters
>good looking
Uh, yeah.

The biggest problems is that rendering a lot of voxels in GZDoom quickly consumes a lot of memory.

>> No.2463189

Looks like the doomworld forums are getting too much traffic

>> No.2463194
File: 228 KB, 500x394, agitated.png [View same] [iqdb] [saucenao] [google] [report]

>on nightmare
>in a little under 50 minutes

>> No.2463198
File: 139 KB, 620x351, Screenshot_Doom_20150601_214338.1.png [View same] [iqdb] [saucenao] [google] [report]


>You are B. J. Blazkowicz, the greatest spy and biggest risk-taker the Allied forces have ever known! Take on the might and fury of the Third Reich as you blast your way to victory! Do battle with the diabolical Adolf Hitler, who is twisting science and the occult in his pathological mission to conquer the world! The fate of all free peoples hangs in the balance - failure is NOT an option. Your standard issue cyanide capsule should be used at your own discretion! Good luck, you'll need it!

>> No.2463212

that's a pretty bad example
well, it's not as if i did any better, but i know it's possible

>> No.2463213

What's because it's a WIP that never really got finished. Someone posted once a Pigcop from Duke 3D made with voxels, and it looked quite good.

>> No.2463225

>and it looked quite good.

Anon, what?

>> No.2463242
File: 65 KB, 234x303, tumblr_n4fq4zlCz71qdvhtvo1_250.gif [View same] [iqdb] [saucenao] [google] [report]

Here, I found it. Say what you will, but it's waaay better than this >>2463071

>> No.2463243

I love TNT, but I'll have to concede that Prison was definitively one of the less enjoyable maps it had.

>> No.2463246


I would say that it is its own special brand of horrible.
Sprites are timeless. Early 3D was ugly as sin.

>> No.2463250

And I really don't understand that. I really had fun with it when I replayed it just hours ago.

BTSX has far more tedious maps, honestly.

>> No.2463260

it looks pretty messy

>> No.2463269



>> No.2463284


I don't get the issue.
They're right. It's illegal to put up a sold product for download for free, and the site doing it likely needs to take it down.
Doom's something where you could argue that piracy is perfectly okay, since none of the original devs are seeing a penny and Carmack doesn't give a shit, but Zenimax would still have a word against it.

Rules are rules.

>> No.2463295

>Some kike breaking Rule 1 in that thread

>> No.2463301


lmfao someone remembers those things? how come nobody complained about the stupid references to Fight Club is beyond me

anyway, we're not in pre-2009 anymore

>> No.2463305
File: 1.63 MB, 1920x1047, Screenshot_2015-06-10_19-13-54.png [View same] [iqdb] [saucenao] [google] [report]

I'm no artist/designer/modeler or anything like that.
But I wonder if somebody could rig a model in MakeHuman to create a decent Imp, Former Human, Former Sargeant, or a Revenant.

>> No.2463307




>> No.2463310

>we're not in pre-2009

>> No.2463316


your post won't keep the normies away though :^)

>> No.2463317

Looks okay, but it looks like it was generated from a 3D model and never cleaned up or something. Like I said, done properly voxels can look damn good, but it takes forever to get it right.

>> No.2463319

>site is hosting Doom2.wad for download
>Zenimax is still selling Doom2.wad, and thus this is illegal
>site takes it down on notice of this
In other news, water is wet and OP is a faggot.

>> No.2463321
File: 1.27 MB, 609x524, cyberGif.gif [View same] [iqdb] [saucenao] [google] [report]

I am an artist/modeler or whatever and the answer is no. You might as well start from scratch. Makehuman a shit. Not worth it.

I should finish pic related sometime... Fuckit, maybe I'll knock it out in the next few days...

>> No.2463331
File: 74 KB, 1074x597, nisekoi-episode-18-33.jpg [View same] [iqdb] [saucenao] [google] [report]


>dat ass

>> No.2463332

Ah, should've figured. That would have been too easy. Oh well.

Also, thats a nice cyberdemon. Would love to see it finished. Especially texture-mapped.

>> No.2463353
File: 9 KB, 114x140, Walkin.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks. It's something I started like... 2 years ago and never finished. It's been bothering me recently.

The original idea was to make it game-res and rig/animated to to be running around a corner . Something big and scary and not typical of a cyberdemon. It'd trip and stumble around the turn then rocket jump itself upright again and continue running toward the camera. But then I got lazy/busy.

Here's something else I never finished:
pic related. zip file is just straight uncolored renders for anyone who wants a base for a monster sprite. The concept was that it'd be a new boss monster. It'd have 2 attacks. One would throw a pattern of fireballs in an arc, and the other would fire a glowing orb that resurrected other monsters (even arch viles). I guess it'd also smack you if you got too close.

But there the are, for whatever anyone wants them for...

>> No.2463364

Neat. Resembles something I've seen from another game (some obscure "Doom clone" DOS FPS), but can't quite put my finger on it.

Also, out of curiousity, what modelling program do you use? 3DS Max, Maya, etc?

>> No.2463373
File: 28 KB, 305x260, 1432659962491.jpg [View same] [iqdb] [saucenao] [google] [report]

Maya, but it's all personal preference. Blender is decent too if you can get past the interface. They all do the same thing with different buttons, only important difference being that blenders renderer isn't as advanced. It's not /bad/ just not great. If you plan on using it for vidya it's fine though.

>> No.2463420

Thanks! thats odd about the textures, I ran it using the wad file with Zdoom and there was no trouble... (Even in the area you screenshotted)

will double check. glad you enjoyed it.

tfw couldn't put heresiarch as the final boss because some script error couldn't deal with his death

>> No.2463493

No wonder Realism on BDv20 was feeling obnoxious, I opened it in Slade and it had fastmonsters on. I never realized since I don't usually play with Fastmonsters / Nightmare and BD's AI do ranged attacks slower than the vanilla AI.

>> No.2463545


the site went down because Linguica put a hidden embed of D_RUNNIN in a D_RUNNIN hate thread


>> No.2463546


*it's gone now

>> No.2463549

Oh, heh. Yeah saw that thread, and chuckled.

>> No.2463630



>> No.2463631

New thread when?

>> No.2463638

>13 seconds difference
Hah, oh wow.

>> No.2463901

>But why bother. It wouldn't look any better than the sprites. Voxels would look best imo,
Actually, I think using 3d models and a mosaic pixel shader would be pretty damn good. Essentially you'd project a low-resolution sprite dynamically from a 3d model, which in a more advanced engine than doom would give you shadows and everything.

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