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

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 157 KB, 600x424, Cacodemon_Divided__PC_Gamer_by_Smaggers.jpg [View same] [iqdb] [saucenao] [google] [report]
2475527 No.2475527 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2471994
(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.2475528


[06-15] Project Brutality (BDv20 metamod) released

[06-15] More Doom4 stuff:
http://www.youtube.com/watch?v=galOoNQ483Q Gameplay footage shown at E3
http://www.youtube.com/watch?v=VSachrC6MuE Complete Beth E3 reveal
http://www.doomworld.com/vb/post/1382764 Doomworld's news thread about it

[06-14] Doom4 trailer shown at E3.

[06-14] Comfy Doom, a new vanilla-resources gameplay mod

[06-12] Sunlust (Ribbiks / dannebubinga) megawad beta release

[06-10] Zero Master completes a full 30 level Plutonia run on Nightmare!

[06-10] Another Romero interview

[06-07] The /newstuff Chronicles #476

[06-05] Brutal Doom v20 released

[06-04] Doom inducted into Video Game Hall of Fame

[06-03] GMOTA v0.9.9

[06-02] Powerslave EX has been pulled (legal reasons apparently)

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

[05-30] D-Touch promo (Android port supporting GZDoom 1.8.6)

[05-29] Hotline UAC (Hotline Miami mod)

[05-29] Android port of Xash3D
>>2435656 >>2435685

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


Please reply to this post with news.

>> No.2475541

hdoom4 wehn

>> No.2475580

i'm not voxelbro, i'm the guy who did a shitty barrel a long, long time ago and the drla modpacks

>> No.2475595

Well I still think you're cool.

>> No.2475597

What's the deal with Comfy Doom?
Is the joke that it doesn't do anything?

>> No.2475601

Snapmuhdickmap will take care of it shortly after launch.

Imagine all the vagina mouths actually working.

>> No.2475604

It modifies weapon behavior to make them more irritating

>> No.2475609

Team-based multiplayer mods don't seem very popular in the doom community. Why is that?

>> No.2475612

That's evil.

>> No.2475615
File: 1.96 MB, 1920x1080, mfw2.png [View same] [iqdb] [saucenao] [google] [report]

Cool nirvana reference, id

>> No.2475617

Did you read the spoiler in the topic?

You're kidding, right?
GvH and AoW are still some of the most popular among normies I can't believe I used that fucking word in the doommunity.

>> No.2475619

the barrel is too short, it looks like the guy could have actually shot himself in the face.
nice try, Courtney

>> No.2475623

Why is metroid dreadnought still in popular mods section when it hasn't been updated in over 9000 years?

>> No.2475624

>it looks like the guy could have actually shot himself in the face.

...isn't that what happened, though?

>> No.2475627

Never heard of AoW before, huh. I guess the MP crowd keeps to themselves a bit.

What I'd really want to do is Tribes-Doom.

>> No.2475628

He came as he were.

>> No.2475629

It was an inside job.

>> No.2475631

I think the MP crowd should just play Dwango5 24/7 who's with me

>> No.2475635


I don't understand the point of a "popular mods" section at all, but if your question is about update frequency then wouldn't it be better to ask about DRLA or Space Pirate?

>> No.2475637



>> No.2475639



>> No.2475650


Instead of "popular mods", would it be better to link the latest iteration of "So You Want To Play Some Fucking Doom"?

>> No.2475664

I have Shadow Warrior Classic Redux, can anyone tell me how to get mods, levels and a community for Multiplayer?

>> No.2475673
File: 234 KB, 702x936, pid_by_deimos_remus-d6rdsa4..jpg [View same] [iqdb] [saucenao] [google] [report]

since this is FPS general, anyone play pathways into darkness?
it's an old favorite of mine, I remember playing it on a IIvx back in the day, and I've been playing recently on basilisk II.

being from the early 90s, it has alot of limitations, but it's still very good. it's harder than I remembered, though. I like how they combined FPS with puzzle solving and RPG elements. my favorite part is the insane atmosphere, right up there with Hexen imo.

>> No.2475674

>tfw the modern Shadow Warrior has better cutting mechanics than DooM 4
>tfw even the old Shadow Warrior had fun (but limited) cutting mechanics

Why did they do that to the chainsaw. Bethesda why. ;_;

>> No.2475681
File: 87 KB, 1280x720, happening.jpg [View same] [iqdb] [saucenao] [google] [report]

just got done playing /pol/.wad and had a blast.

can anyone recommend me some other wads that are as exciting, funny and unpredictable?

>> No.2475682

What's the consensus of Doom 4?

>> No.2475686

wasnt that game made by bungie?

o how far they have fallen.

>> No.2475689

it's not out yet

>> No.2475690

Shadow Warrior 2 is totally over shadowing Doom 4 for me. It's so much more interactive and it improves everything I hoped it would, open levels and better weapon play. Coop and beautiful setting is such a plus too.

>> No.2475696


yes, it was one of bungies first games. it put them on the map and led to delicious follow ups like marathon. pretty sure pathways was briefly referenced in later games.

>> No.2475701

its not doom 3

>> No.2475703
File: 14 KB, 184x184, tumblr_inline_mfd0arU1t01qmi7a3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2475704


Some people like it, some people don't.

>> No.2475705
File: 95 KB, 1197x573, e3 bullshot.jpg [View same] [iqdb] [saucenao] [google] [report]

There is non yet. We're all violently speculating about it.

I'm let down with it and sour about the health system, but hopefully it was just some stupid E3 bullshot stuff that will be changed for the final release.

>> No.2475715 [DELETED] 

>doom 3 had a better art style
>no reloading is good
>Mancubus and Cyberdemon look like league
of legends characters
>arena style multiplayer with gimmicks looks dumb too
>still misses the point of doom

>> No.2475716

I'm excited for a decent FPS, even if it's not Doom-like enough for me. I like the style of most of the monsters, though it's not colorful enough. The shooting and movement looks pretty good. Dig the climbing and double jumping, and it's about as fast as I would expect a modern shooter could be. Gore is awesome, but the chainsaw looks too canned, and the finishers, while quick, seem more gimmicky than gameplay oriented. Snapmap looks neat for the layman, but I'm hoping for more in depth mod tools.

Pretty much looks like it has a lot of potential to be pretty great, but more data is needed.

Overall I'm at about 7/10 hype.

>> No.2475727

Yeah, that's how I feel. I'm kind of disappointed, but we still have a year to go so maybe they'll look at some of the E3 feedback and tweak things a little. E3 demos are always garbage for telling how a game will actually play, though, so we'll have to wait and see some actual gameplay later.

>> No.2475732

A lot of people are discussing gun and monster design minutiae to the exclusion of the game as a whole. The criticism of the color postprocessing is perfectly valid though.

Personally I like how the devs seem to actually care about the game and what defines it, even if they didn't necessarily make every decision the way I would.

>> No.2475749
File: 1.90 MB, 316x213, 1377931832912.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2475761


Before E3 Hype: 9/10
During E3 Presentation: 6/10
Immediately after Presentation: 3/10
The Day Following: 7/10

They have a few months to fix it.
E3 is known for shitty scripted presentations, and Doom 3 was no stranger to that in 2002 (which looked fucking awful, look it up.)

If nothing else and it all goes south - bitchin' easy editor and someone will make a mod to remove the terribad Fallout 3-esq tint filters.

>> No.2475764
File: 2.96 MB, 4670x3208, DoomSpread1 low.jpg [View same] [iqdb] [saucenao] [google] [report]

I honestly do think that we should start criticism thread on doomworld. Then we could show them to id/bethesda and hopefully get them to change it in time. Even if is an optional "puritan" mode.
They do suggest that we tell them what we think, so we should be honest.

>> No.2475780

>Even if is an optional "puritan" mode.

>No awful color tints
>Old-style Pump Shotgun
>Starting Pistol Weapon
>Original Monster Colors and Updated Activation Sounds
>Sprinting always on
>Music always on, on loop, with updated editions and not the dark-ambient we've seen.
>Corny intermission story updates
>Doom 1 style "YOU ARE HERE ->" map between levels.

Please, let my dreams come true.

>> No.2475789

So. Just Doom then?
I agree with the color tints, and monster colors (or at least any fucking color, though pink demons appear pink anyway...)

My biggest gripe is canned animations and the borderlands-like health/ammo drop.

>> No.2475801
File: 114 KB, 1273x708, Doom-2016-1434370264-0-0 face.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm more interested in
>more interactive chainsaw
>berserk pack and fist weapon slot
>only original weapons, no attachments
>original monster behaviour
>monsters aren't afraid of chainsaw
>HUD face
>no power armour
>weightier jumping
>pistol starting
But keep the jumping, climbing and monsters having freedom of movement, that could actually add something

>> No.2475802


If I had to be a mong, my gripe list from the E3 presentation trailer is:
(And major note here, I know E3 presentations are often shitcans and likely explains half of this)
>Color tints
>Color tints
>Color tints
>Awful, borderline retarded Demon AI
>Lack of punch with a lot of the weapons
>Boring pump animation
>Super slow finishers
>Chainsaw looked extremely boring to use past a few enemies
>Number of enemies on the screen never felt remotely threatening
>Cyberdemon redesign felt uninspired from what I remember

Cacodemons were fucking noice though. Looked enough like the old ones to spark nostalgia without being a blatent 1:1 copy. Better than Doom 3's floating meatballs.

>> No.2475804

>fix it
They're not going to do anything for the niche communities. Go to the youtube comment sections. That's their audience and they are the majority.

Also it seems like the weapons from the leak stayed the same. I bet id just carried the gunplay from this shitty version. You can see SSG, Plasma Gun and the Chainsaw:

>> No.2475805

>HUD face

I forgot to mention this and how EXTREMELY IMPORTANT it is.

My father, who basically introduced me to the game at an age I should've never been playing it, still recalls that his favorite feature was that little HUD face and how it reacted to stuff.

Why the fuck don't more games have something like that?

>> No.2475808


Purist mode is not something that can fix problems. Hitman Absolution has a purist mode and it plays like shit because the game was designed outside of scope of what purist mode changes.

>> No.2475817

Plasma rifle is nearly the same as Doom 3's.

The only issue I have with the weapons is the animations are a little weak on some of them, and the sound on the plasma rifle was weak as shit. They didn't feel like they had enough power, but I think that's mostly the animation. They punched the monsters hard enough (I actually really liked the roll that the one imp did, then got back up).

The monsters in general look pretty mobile actually. I like that they climb up things and jump around, even if they did act retarded as hell in the demo - I'm hoping that's just E3 gameplay shenanigans though.

>> No.2475823
File: 64 KB, 1004x676, babe.png [View same] [iqdb] [saucenao] [google] [report]

>little HUD face and how it reacted to stuff.
I honestly believe that doomguy is the most human part of doom. He's the one friendly in the game and he reacts like you do. Gritting teeth when firing, joyful when getting a new toy and scared when dying.

>> No.2475827

Demon design is absolute mish mash. There seems to be no single style. Are they trying to appeal to everyone or is it just butchered development?

Mancubus, Pinky, Cacodemon


Revenant (he's cool in my book)

Serious looking
Hell Knight/Baron, all those various flavours of zombie minions and imps

>> No.2475829
File: 1.09 MB, 1280x720, tumblr_npz8wmrdZO1syxgg9o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

The complete lack of a HUD face is the biggest sin to me.

I can accept generic demons, piss filters, fatality-focused gameplay, and more.
But out of the ALL THE THINGS that made Doom iconic and stick out...

>> No.2475831

So I've just gotten up to year 1997 of the top 100 wads. Been on the backlog for some time. So far, I haven't been that impressed. One or two nice ones but the megawads seemed so-so.

>> No.2475832

>finally beat the hunt after 30 attempts
>die a minute into speed
>not even halfway through the wad

Plutonia a shit.

>> No.2475838

>But out of the ALL THE THINGS that made Doom iconic and stick out...
It was in wolfenstein and quake too. It's more of a general id Software thing than a Doom thing.

>> No.2475843

I played Plutonia with Samsara Corvus... Was not the ideal character.

>> No.2475850

In the cutdown trailer for the gameplay trailer the cut all the action down to kills so the weapons seem much more punchier. With a few plasma shots the enemy just explodes.
Of course the gameplay reality is so much more different.

>> No.2475851

How would one go about sending a wad off to the idgames database?

>> No.2475856


It was still a great thing.

>> No.2475861


>> No.2475869
File: 1.50 MB, 200x200, 1433439149995.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks m8. have a funny gif of a dog.

>> No.2475874
File: 66 KB, 752x467, doom-4-chainsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

What's this ammo counter on the chainsaw?
Also why are there two chainsaws?
Doom 64 double blade confirmed

>> No.2475884
File: 38 KB, 284x405, cacosad.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2475886

Any up to date download for Batman Doom for zdoom?

>> No.2475892

Am I the only one who thought HDoom was an HD textures/sprites mod and opened the link in front of my grandmother?

>> No.2475895

could you post such a link?

>> No.2475905

yes, i'm afraid so. i can see how the mistake was made, though. very unfortunate.

>> No.2475914

It's shit.

>> No.2475917

>People complaining about a game before they've even played three seconds of it THEMSELVES
Fucking christ, I never realized how bitchy and autistic the DOOM community can get.

>> No.2475918

Neo /v/ likes it.
True OGs hate it.

>> No.2475936

>Fucking christ, I never realized how bitchy and autistic the DOOM community can get.

You really think this is specific to the Doommunity?
Every fandom for every game does this.

>> No.2475938

i think this is the latest version

>> No.2475940

it'd be cool if like Samus in prime, youd get a reflection of Doomguy's face in the visor at times. and it could reflect his health too.

thatd be neat.

>> No.2475941

D3 didn't

>> No.2475945

well /vr/ at least, despite goin in on troubles they have with it at least generally agree that above all else, "its not out yet"

/v/ is going full autism mode and declaring it worst game ever

>> No.2475948

>youd get a reflection of Doomguy's face in the visor at times
and it was the pixel face

>> No.2475949

the more "realistic" games try to be, the more they drop cartoony things like status bar faces

>> No.2475950

But we already know what the mechanic changes are. It's perfectly valid to criticise it.
You don't need to eat shit to know that it's shit.

>> No.2475951

Probably limited amount of chainsaw kills you can do. Looks pretty much like limited-finisher weapon.

>> No.2475956
File: 74 KB, 407x405, 55016613.jpg [View same] [iqdb] [saucenao] [google] [report]

pic related

>> No.2476003

I don't think realistic is the right word. A video game made entirely out of menus, icons and other abstractions can be very realistic if it simulates something. It's about the level of abstraction, which isn't necessarily tied to the level of realism.

>> No.2476013
File: 19 KB, 355x328, (silence)pfhahhaha.jpg [View same] [iqdb] [saucenao] [google] [report]

just read an article where bethesda says the gameplay will be much harder in the actual game.

well, duh.

but then the article says "He went on to say that the Bethesda developer who performed the demo during the company's conference Sunday evening was a total expert at the game."

>> No.2476028

>unlock "classic mode" upon beating the game

>its the same game, but doomguy is replaced with his original sprites with original sfx for everything
>hud is replaced with the Doom 1 hud
>finishers are replaced with doomguy punching the enemy and it explodes

>> No.2476087
File: 54 KB, 199x192, get-a-load-of-this-doomguy-cam.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2476098

hey, more people than cobain have killed themselves with shotguns. it could be a reference to Desmond's predecessor on Lost, for instance.

>> No.2476108


valiant getting some gaming press coverage!

>> No.2476123

Why did they make Hell look like Venus? It should be reddish orange, not yellow.

>> No.2476142

men are from mars, women are from venus
women invade men, men must fight back

>> No.2476153

Nice, glad to see some attention to the unseen user map side of D2. It's well deserved.

>> No.2476156
File: 82 KB, 620x387, nrvana-620x387.gif [View same] [iqdb] [saucenao] [google] [report]

It's a suitably tasteless reference to a tasteless reference.

>> No.2476158
File: 6 KB, 25x56, 1434333838972.gif [View same] [iqdb] [saucenao] [google] [report]

Do you like this female doom marine sprite

>> No.2476162

>E3 is known for shitty scripted presentations, and Doom 3 was no stranger to that in 2002 (which looked fucking awful, look it up.)
People criticize on what they have shown and all that it might imply.
If then they are wrong they'll just change opinion. What's the problem?
You are not cool, mature or more right by taking a neutral stance.

>> No.2476163

It's brimstone, sulphur.
Hell smells like rotten eggs, be thankful for the helmet.

>> No.2476167

Instead of armor she should have a green bikini.

>> No.2476174

Punch finishers would play DSSLOP right

>> No.2476176


>> No.2476178


Nope. Too scrawny, needless open helmet, stuttery animation, spaghetti legs.

>> No.2476206

The head is perfectly stationary and there's no flow to the torso movement. Legs also look rather silly.

>> No.2476272

Good for Skillsaw, he deserves it.

>> No.2476276

We CAN ask bethesda if the final product will have more color, right?

This brown-and-grey makes it just look untextured.

>> No.2476281


So lets say:

Colourful hell.

More variance in hell: demonic cathedrals, rivers of lava, etc.

DoomRLA-esque modding (weapon mods are already in the game and quickly done at a drop of the hat), you can complete the game with the stock weapons or you can see what you get by mixing and matching mods.

>> No.2476310

There's much better ones by Virtue if you're looking for some to use.

>> No.2476319

imagine this
yellow hell yellow key
then there are the other colored hell floors too for the other keys
I want to believe

>> No.2476327



>> No.2476341

Remember that picture from Bethesda with cardboards sitting in a theater, and someone discovered a Revenant silhouette?

Now compare it to this other picture

I feel really sorry for those who thought it wasn't the revvie all along

>> No.2476343

I think you forgot your picture, anon.

>> No.2476352


Son of a fucking bitch Opera ate the image.

Anyway, the image is actually too fucking big so here's the url

>> No.2476356

i assume it's for the special attack
like how that killing floor hammer (pulverizer?) has an ammo count for an explosive alt attack

>> No.2476372

well sonofabitch

>> No.2476383
File: 18 KB, 320x320, Strife - Quest for the Sigil.jpg [View same] [iqdb] [saucenao] [google] [report]

How come there's no modding support for Strife? It's such a good game - It's hard as balls but oh so satisfying when you progress through it.

>> No.2476396

You can do some stuff with GZDoom. It's largely inflexible because we still don't have the real source code, only various attempts at reverse-engineering.

>> No.2476405

So confirmed by id exec producer, the weaponwheel is optional, you can quick flip through your weapons as well, so if thats the case then Im pretty sure PC can just numberbind them.

Im surprised the guy doing the interview didnt ask, when he mentioned the executions, if there will be normal melee

>> No.2476407

>Im surprised the guy doing the interview didnt ask, when he mentioned the executions, if there will be normal melee

Why would he ask? Everyone likes cinematic takedowns because of how epic they are. No, just hitting your opponent and earning a victory from actually having to put SOME effort into it is lame.

Fuck, I hate how melee is handled nowadays in vidya

>> No.2476428

>briefly referenced in later games.
Marathon is considered a far-future sequel with the slim possibility that the marathon guy is the PiD guy resurrected with magic alien cyborg tech...

>> No.2476430

guy said he was a big doom fan and seemed pretty savvy on what was different, and what was similar to older doom.

>> No.2476434

>Fuck, I hate how melee is handled nowadays in vidya

But look how AWESOME this looks :^)


Screw a dedicated melee system, I want an instant win button :^)

>> No.2476437


>> No.2476440


I'm okay with stealth kills, but yeah, I'm so disgusted with instant win buttons, or how melee is handled as a very awkward, unwieldy option. I don't expect to go through shooters with a knife alone but for fuck's sake guys you could make them not horrible.

>> No.2476441

>So confirmed by id exec producer, the weaponwheel is optional, you can quick flip through your weapons as well


>> No.2476442

>weapons aren't centered

dropped. Non-centered weapons without the option for iron sights are un-aimable for me.

>> No.2476448

Hopefully it's an option... or at least a mod...

>> No.2476449

>instant-win button
You mean like how it's a Gears of War, or more particularly God of War without the QTE, execution for style and rewards on a single enemy you've damaged enough that another good shotgun blast would kill them anyway? By that point if you leave them they'd probably attack anyway so you might as well kill them by hand or by gun, better get it over with.

The chainsaw, that's one thing, it seems they may be balancing that out somehow with the ammo count but nothing's confirmed yet. But if they take community reception into account and balance enemy drops so fatalities don't need to be spammed, then we should be golden.

Besides, outside of a berserk pack, did you really punch enemies much in the original unless you were specifically challenging yourself to a Tyson run or such?

>> No.2476450


I just feel canned animations get old very quickly, and it gets to be really formulaic.

I'd rather have the chainsaw be a traditional weapon where you just buzz things to death and have a swipe, and maybe have the swipe do an execution if you swipe a monster that's glowing and stunned.

and in classic vanilla doom, yeah, fists were pretty much useless, but in the classic games, shotgun ammo was plentiful, whereas here ammo counts are low, we could do with a fists option or at least a fucking melee bash

>> No.2476469
File: 2 KB, 38x57, 10e4z05.jpg [View same] [iqdb] [saucenao] [google] [report]

thank you

>> No.2476472



Just put the crosshair where you want bullets to go???

>> No.2476474

Marty made some as well

Even comes in zombie variants!

>> No.2476495

>[05-31] OMG Weapons and Monsters! V4 release
That trailer is fucking hilarious, unintentionally (?)
dem non-sequiturs man

>> No.2476557

I can say the one thing I'm not concerned about for Doom 4 is the soundtrack, since Mick Gordon's previous stuff has been good.


>> No.2476558

Thought it looked great. I was pretty surprised even though I had a feeling it would look good.

Then I watched a little bit after the hype. With a lot less of a hype lens. Honestly? It still looks alright. It definitely could use some work though. Unlike most people I am not going to be unreasonable here. Game looks decently fun. They really need to work some things out though. Like that ugly as hell looking hell.

>> No.2476596

it's intentional, thanks anon ;]

it's hard to be 100% serious when you refuse to use custom monster and weapon sprites as a design limitation (technically there are custom weapon sprites, but they're all modified iD sprites)

>> No.2476631


nice source fartknocker

>> No.2476686
File: 11 KB, 470x454, 1434401903587.png [View same] [iqdb] [saucenao] [google] [report]

What's the name of this one wad i remember playing where your in a bedroom in the middle of the night and there is a switch somewhere that opens the bathroom (or mirror or something) and when you go in you get teleported to this prison like room with crazy chainmen walking around with a lot of gore decoration I forgot the name of it but it was pretty awesome to play it again

>> No.2476692


>> No.2476693


>> No.2476704


thank you

>> No.2476716
File: 31 KB, 298x403, 1432514266512.jpg [View same] [iqdb] [saucenao] [google] [report]

Some things look pretty great, some don't.
It's radically different from the other games, which I'm honestly fine with, there wasn't any way that it was going to play like Classic Doom, to think otherwise would have been naive. The gameplay looks kind of fun, but not perfect.

Some of the design looks great, some of it doesn't, the Revenant looks fucking TOP NOTCH and is the best official design since Doom 2, Mancubus looks alright, it's a disgusting fatass, which I think they conveyed decently, new Cyberdemon looks like ass, it looks like they tried to ape Pacific Rim or something (great movie, but it's just not Doom), with the carapace and ugly flat horns, I also hate his stumpy, chunky posture, remember how proud and towering the original guy was?
Cacodemon looks pretty damn good, not as good as the original, but way better than Doom 3 one.

Some nitpicking about weapons:

Shotgun has too short of a travel on the pump, it needs to be a few inches longer, it looks like he short-chucks it every time, at least to me.

Super Shotgun reload has him not using the barrel latch and instead just forcing the barrels down, as if they were held in place by friction, and not a lock. I'm fine with the grip I guess, but I wish it had a full stock like in Doom 2.

Plasma looks excellent, but sounds too weak, it needs a louder sound, I like the PEW noise but it could need a soft BANG or THUMP to go with it, to convey power and the rapid escape of superheated gases. Also when used on the Mancubus, he seemed to give no shit, granted he's meant to be a damage sponge, but he didn't even twitch or flinch.

Chainsaw is only seen doing fatalities/finishers, they look great, but I hope you can use it to just saw out towards enemies, like in 1, 2 and 3. In Doom 3 the chainsaw felt absolutely mighty and I loved that.

Game could need more color, as many have stated, and too much metal corridors (like Doom 3), wheres the concrete, ceramic hexagon tiles and blue carpeting?

>> No.2476732
File: 122 KB, 400x378, DOOM closet.png [View same] [iqdb] [saucenao] [google] [report]

Let's Doom
look for BEEF in doomseeker search

>> No.2476818
File: 3 KB, 400x144, SHells.png [View same] [iqdb] [saucenao] [google] [report]

I'm not dead, and I'm getting back on track for Combined_Arms how does the bottom projectile look for a rapid fire rocket launcher?

>> No.2476834

What's Combined_Arms?

>> No.2476840

speaking of, any news on space pirate?
(I know you read these threads marty)

>> No.2476842
File: 2.12 MB, 720x360, axe jokes.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.2476847

Get in here

>> No.2476897

>how does the bottom projectile look for a rapid fire rocket launcher?
like a rocket-powered bullet. quite appropriate...

>> No.2476918
File: 1.87 MB, 800x450, agitatedpsychoskele.avi.webm [View same] [iqdb] [saucenao] [google] [report]

Psychoskeles in OMGWPNS V5 now have a 25% chance of being AGITATED

they also fall down cliffs which could be useful for when they spawn on tall ledges but can't do anything

>> No.2476924
File: 2.25 MB, 630x360, ARPVideo1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2476926
File: 118 KB, 900x696, FEAR.jpg [View same] [iqdb] [saucenao] [google] [report]

who here likes my doom wad!

>> No.2476930

Fuck off.

>> No.2476937 [DELETED] 

Now replace it with doom monsters, lose the school look and give it more realistic weapons.

>> No.2476938

what about the ones that spawn on tall ledges to act as snipers at first, then are released later? you've just broken the balance of all maps arranged that way.

>> No.2476940

This was a mistake of mine when i first watched the doom 4 trailer but could you replace the rocket launchers with miniguns?

>> No.2476942

I think the melee stuff is more them thinking people actually genuinely want a Doom closer to the Doom comic. It's alright as a goofy comic, but I wouldn't want gameplay based off it.

>> No.2476945


Marty you son of a bitch, release that

>> No.2476946


Yeah. You know what was based off the comic? Brutal doom. I'm not exactly optimistic about all this

>> No.2476949
File: 2 KB, 640x400, doom3.png [View same] [iqdb] [saucenao] [google] [report]

Doom 3.

>> No.2476951
File: 3 KB, 640x400, doom4.png [View same] [iqdb] [saucenao] [google] [report]

Doom 4!

>> No.2476953

This music is what made Scythe 2 final stage to be the BEST

>> No.2476957

it only applies for the melee only revenants, not the other ones

>> No.2476959

whoops link

>> No.2476960

Not Marty.

>> No.2476967

>melee only revenants
oh, didn't realise that was a thing. okay, fair enough, you know what you are doing, i apologize for my impertinence. carry on.

>> No.2476978

They're developing a dynamic music system to put in the game.
So we can expect the music to change depending on the context. Seems cool.

>> No.2476982

Get that faggot shit out of here you underage b& edgelord.

>> No.2476983
File: 79 KB, 768x1024, CHpJq2LWcAEdjRr.jpg [View same] [iqdb] [saucenao] [google] [report]

>tried to ape Pacific Rim
That's probably because they brought the lead concept artist onto doom. They were hyping the game up with him last year.
I think that the idea is to try and make the hands of the artists more present in the final game, but the design languages are totally disconnected.

>> No.2477003 [SPOILER] 
File: 337 KB, 774x1031, 1434525954380.jpg [View same] [iqdb] [saucenao] [google] [report]

why pink??

>> No.2477005

Why did the UAC like the blue carpeting anyway? Some more color is welcome but was it a byproduct of how DOS games usually looked?

>> No.2477008

>red planet
>blue carpet
Contrast, dude. It's all about interior design.

But really, 8bit palette limitation. Use what you've got.

>> No.2477019
File: 49 KB, 436x286, Popcorn Sentinel.png [View same] [iqdb] [saucenao] [google] [report]

I kekkled.

>> No.2477048
File: 561 KB, 1600x900, Screenshot_Doom_20150617_041436.png [View same] [iqdb] [saucenao] [google] [report]

T-this may have been a mistake.

>> No.2477061

What is going on

>> No.2477068

It's something I'm working on; currently have Zombiemen replaced with spawners that spawn high-damaging melee zombies; the higher the difficulty, the more zoms spawn. (Screenshot taken on the highest difficulty.)

>> No.2477074

Zombie imps?

>> No.2477079

More or less, yeah.

>> No.2477082

you could call them

>> No.2477083
File: 232 KB, 708x650, doomrage.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2477089

Keyword: palette. Meaning it has 256 colors to work with.

>> No.2477091
File: 22 KB, 300x274, 1415398038859.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom had palette limitations, yes, but there was no 8-bit limitation, they could very well have more than 8 colors per graphic and they did.

The Doom palette had many reds, blues, browns, grays, and yellows, a limited amount, but they could all be applied to the same graphic if needed.

Depending on light conditions, they might not all show as well, as Doom handled lighting by applying darker colors on things the less light there was.

So an Imp, who has many shades of brown on him, will in the dark look less shaded and more flat if you can see him, as the shader lowers the browns down to the darkest shade of brown on the palette.

>> No.2477093

>Doom had palette limitations, yes, but there was no 8-bit limitation, they could very well have more than 8 colors per graphic and they did.
Sir, I don't think you understand what "8 bit" means.

>> No.2477095


Doom was not an 8-bit game, but it had an 8-bit palette.

>> No.2477104
File: 2.22 MB, 640x360, Infinity Ball.webm [View same] [iqdb] [saucenao] [google] [report]

ZDoom sometimes forgets how bouncing works.

Later on, this thing suddenly decided to target me and chased me throughout the level.

>> No.2477106

Holy shit, that looks amazingly fun! What mod is it?

>> No.2477107

Hmm? It's DRPG/DRLA on Resurgence.

It's just a Nightmare Cyberdemon's blast that somehow got the weird infinite bounce bug and hung around for ages.

>> No.2477109

Looks like the latest zdoom adds dehacked without needing -deh

I knew it's done it from zips automatically, but it's nice anyway.

>> No.2477113

Oh, wow. I usually don't play around with gameplay mods, but these look fun. I'll give them a shot, thanks!

>> No.2477118

hey yholl, saw that blaster voxel posted in the previous thread?

oh and while you're here, is there a way to change your class (on respawn?) in doomRL when you're playing coop?

>> No.2477119

Bare in mind that running DRPG is not a straightforward or easy process. DRLA is though. But yeah, just be prepared to set stuff up.

>> No.2477120

Nah, I didn't.

I've got no clue, last time I tried was ages ago, didn't work then, I think.

>> No.2477124
File: 74 KB, 596x467, Sans titre.png [View same] [iqdb] [saucenao] [google] [report]

here it is
part of me wants to make voxels for all the weapon, and the other part is just too lazy to finish anything

>> No.2477126

Oh man, that's super cool! Nicely done.
And yeah, if laziness is a problem, you probably shouldn't. The amount of pickups and stuff is truly horrifying, especially in the dev version, hahaha.

>> No.2477130

I agree
>Give everything on console
>I am more weapon than man

>> No.2477139

talking about "give everything" it gives you a slot1 glitch item (RLWeapon)
i don't know if it can be avoided, but that sure gets in the way when you're testing stuff

oh, and is the reality distortion array supposed to work? it freezes the game on my (possibly outdated) gzdoom

>> No.2477140

Give everything gives you everything. Absolutely everything, especially things you shouldn't have. A single weapon out of almost two hundred is not really an issue.

I made the RDA crash people because people kept summoning it even though it's not done.

>> No.2477141

oh ok, fair enough

>> No.2477142

Hey, been a while since I played DRLA. Is the assault rifle assembly still a downgrade?

>> No.2477148

Triple damage, extreme accuracy, slow firerate.
A long range weapon, not for close quarters unless you are confident.
It's been quite a while since it was bad.

>> No.2477152

it would be neat if all weapon stats and assembly modifiers were precisely documented ingame (dices and everything)

maybe with some kind of "advanced display" options

>> No.2477164

The Hud is already so much of a clusterfuck right now, it's a 32k line monstrosity you can get lost in.
What I honestly want to do is replace with a full on ACS-based menu system where all this information can be at your fingertips, dynamically to boot.

Be sooo much easier to maintain, amv2k9's a champ for helping me so much with the hud but eventually one of us will snap, hahaha.

Plus the current system is kinda limits creativity a bit, like, I only have room for one more advanced assembly. Just one.

A cool-looking PDA with menus where you can access information on all your stuff... oh man... hnnng. All the information collected in single places rather than scattered across the heavens... Mmmmmmm.

>> No.2477167

oh man oh man
plus imagine how you could have the menu look slightly different for each class
marine has the generic thing
scout the lightweight version
renegade some mad max like clusterfuck
engeeer has some holographic display built in his glasses

>> No.2477170

Yees. This is good idea.
Yholl, go yell at Kyle to make you the things.

>> No.2477172

Acs menus are pretty easy, mouse driven ones even. Apparently they're supposed to be troublesome in multiplayer though?

>> No.2477174

aaaaa pls stop my hnnng meter is overflow

I need him to make other things first.
Also I may or may not be the reason why he hasn't done so yet.

>> No.2477176

puncher guy has a pipboy
explosives guy's looks like a generic one that survived a bombing, like that gameboy from the gulf war

>> No.2477178

nice to see you back. and you seem to be recovering from burnout? or is that just wishful thinking.

>> No.2477181

Oh yeah, I've been going nuts lately.
Today alone I redid all the player classes to use inheritance, made class icons for multiplayer scoreboard, added custom weapon bobbing to every single weapon in the game and added new awesome sprites to the [REDACTED], with sprites for the High Power [REDACTED] hopefully getting done tomorrow.

I've been trying to get decent at recording webms, was thinking of showing off some of the new weapon sprites in 1.0 for you guys, if you're interested.

>> No.2477183


>you must add jetpack revenants
>them going turbo speed is not enough
>make them have laser sights
>when they lock onto you
>they wait a moment
>and then
>they charge

what madness am I making here

>> No.2477184



>> No.2477186

Would you guys be interested in a frontend that remembers load orders (many of them + config + your shopping list) based on the hashes of the files, not their metadata (filename, etc...)?

This would mean you can rename files and move them around but the load orders would be remembered.

>> No.2477190

the hype is real, i really want to see that

moddable armors are not planned yet, are they?

>> No.2477192

No, not for a good while, sorry.

I'll go make a few webms for ya.

>> No.2477194

you really don't have to apologize for that

>> No.2477195

great news. and, please do.
heh, nice.

>> No.2477207


interesting sprites, who made them?

>> No.2477220
File: 2.58 MB, 640x360, Some Guns 1.webm [View same] [iqdb] [saucenao] [google] [report]

Split into two parts because aaaaaa

>> No.2477221

I believe Uboa made the zom sprites, I dunno who made the revolver sprites, took them from the "Blood prequel" Zygo was making before he got ban't again on the ZDF.

>> No.2477223
File: 2.59 MB, 640x360, Some Guns 2.webm [View same] [iqdb] [saucenao] [google] [report]

Part 2.
Of note is the HP Plasma Rifle's ammo counter, which is always updated, even when you hold it to the side for cooldown.

And that's the new sprites for the [REDACTED] I mentioned, hehe. One of the new Superior weapons, the Hunting Revolver.

>> No.2477226


>> No.2477227


if you can do them with sound, you can post them on /wsg/ and cross-link. like >>2477184. this also allows an extra megabyte file size and up to 300 seconds duration.

>> No.2477236
File: 76 KB, 803x483, combat pistol.png [View same] [iqdb] [saucenao] [google] [report]

ohhh nice

a wild glock appears

>> No.2477240

Oh that's cool, very nicely done!

>> No.2477243

honestly i was worried about it being overly detailed as i based it more on real pictures than the sprites

>> No.2477258

New cacodemons are still kind of cute, aren't they?

>> No.2477271

That revolver is The Shit, are you fine with others using the graphics?

>> No.2477275

That's one of Doom Nukem's sprites, he posts them in his thread free to use, as long as you credit him.

>> No.2477278

i don't think i've seen that mugshot before...

>> No.2477291

It's the Demolitionist from the upcoming DRLA update. All the mugshots (minus the Marine) in DRLA are custom made.

>> No.2477304

Is Vavoom ded? Did Zdoom kill it?

>> No.2477306

Vavoom was already ded.

>> No.2477316

>somebody make a fucking Blood Dragon weapons mod

>> No.2477318

Do it faget

>> No.2477327

Playing Project Brutality has reminded me,
I want a mod that, for the most part, keeps the Doom gameplay, but makes the game harder, not by making the enemies stronger or tougher, but just straight up more smarter. Unreal did this to great effect apparently, and even Serious Sam 3 just letting enemies strafe and shoot was amazing.

>> No.2477331

The thing is that Doom makes enemies harder and more interesting to fight via level design, not smart AI

>> No.2477362

Turn it into a Boltgun! You know it makes sense Anon...

>> No.2477367

Yeah, but even having enemies that aim a bit ahead, or try and dodge, would be nice. Something to make up for the fact that we've become so accustomed to mouse and keyboard controls that we've pretty much become masters at it.

>> No.2477368

What did you dorks think of PalPlus?


I only heard about it now when glossing over that thread on Doomworld about getting Doom95 running.

>> No.2477406
File: 3.65 MB, 1878x2531, 1434354056-doom-key-art.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's the Sony interview for Doom 4 with Marty.
>'push-forward combat' is the name of the health and item pinyata system
>stopping is death
>more health from execution
>multiplayer is varied
>no news on a PC SDK
>people play doom for the cinematic melee finishers
>skatepark of combat
>new story and set up
>open arenas and free movement for both player and enemies

>> No.2477417

Can't seem to find it, can you link it?

>> No.2477423

>more health from execution
>no news on a PC SDK
>people play doom for the cinematic melee finishers
well fuck this game

>> No.2477425

I'm pretty sure that Vavoom killed Vavoom.

>> No.2477449

It was me.

>> No.2477475


>>more health from execution
sergeant mark is on the phone with his lawyers as we speak

>>no news on a PC SDK

>>people play doom for the cinematic melee finishers
this is hilariously wrong

>>new story and set up
if there's any more story than "earth/mars/wherever has been invaded by demons. everyone else dead, only you remain" they're doing it wrong

>>stopping is death
>>skatepark of combat
>>open arenas and free movement for both player and enemies
i don't know what the first two mean but i assume this means slaughtermap-style monster arenas instead of exploring hellified techbases.

>> No.2477479

Great, going for that mass market appeal which means it's going to fail horribly.

>> No.2477486

I wish they could just "say"
>we don't need the wider audiece
because having that means the game will be forgotten in a month

>> No.2477573

>more health from execution
>no news on a PC SDK
>people play doom for the cinematic melee finishers

>> No.2477594

>rewarding nonstop action
>recovery not by exploration but by pressing on

this is the W:TNO combat turned up to 11

this isn't doom, but sounds fun on it's on

think of like when you have a high style meter on demonsteele, standing around is the worse option, even when the other option is almost suicide

>> No.2477607


from a list of ten,
pick the three you like the least.
end of world is nigh.

>> No.2477612
File: 30 KB, 410x463, 1379537198175.jpg [View same] [iqdb] [saucenao] [google] [report]

>>people play doom for the cinematic melee finishers

>> No.2477613

>multiplayer is varied
Good news!
>more health from execution
'kay.. I wanted to see it and I believe Mark is laughing his ass off atm
>new story and set up
Then we don't get to see shit from Doom Bible. That was all I hoped
>'push-forward combat' is the name of the health and item pinyata system
Ugh.. Should be removed by the higher difficulties. This thing only shall apply to the lowest difficulty.
>stopping is death
I can live with that. Once you bring back hitscan enemies and do some mathcraft on their damage output why not?
>skatepark of combat
>open arenas and free movement for both player and enemies
Hectic chasing sounds cool, but what's the meaning of running away from 3 zombies? When engine only can render 6-8 monsters at the same scene, why bother making it a open arena?
>no news on a PC SDK
Fuck you Bethesda
>people play doom for the cinematic melee finishers
Fuck you ID Software

>> No.2477621
File: 184 KB, 640x480, 1434558416.png [View same] [iqdb] [saucenao] [google] [report]

no they're right. i'm totally playing this giant slaughter map just to watch two and a half thousand cinematic finishers

>> No.2477623

>UV-Max nuts.wad in Doom 4

>> No.2477626

http://store.steampowered.com/app/371180/ finally, I was waiting for this moment

>> No.2477656

>recovery not by exploration but by pressing on
They've said you can find various weapon upgrades and shit through exploration.

I think the 'kill-to-heal' concept is neat actually.

>> No.2477665
File: 363 KB, 5000x5000, feeler.png [View same] [iqdb] [saucenao] [google] [report]

>tfw even though Doom 4 is mediocre I'm still gonna buy it anyway
>tfw I know I'm gonna be disappointed but I can't help but buy it
>tfw first world problems

>> No.2477671

>No Doom Racing Game set in Green Hell AKA the Nuremberg Ring

>> No.2477689

heh. if it could render ten thousand monsters at once, that would be really something.

>> No.2477716
File: 9 KB, 157x176, 1434562888.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2477720

>Sonic Doom! Sonic Doom! Sonic Doom!
>Trouble keeps you running faster!
>Sonic Doom! Sonic Doom! Sonic Doom!
>Save the planet from disaster!

>> No.2477772


whoever posted this without linking to a source, I hope you get to experience a kidney failure you son of a bitch

here's where he says you can just quickflip thru the weapons >>2477406, 5:50:30.

>> No.2477792

>people play doom for the cinematic melee finishers
What the fuck?

What the FUCK?

>> No.2477803
File: 77 KB, 351x351, agitation blue.jpg [View same] [iqdb] [saucenao] [google] [report]

He really seems to mean it.

>> No.2477816

I feel retarded. I'm using ZDoom and I don't know how to pistol start in the next level. I get myself killed on the next level and restart but it just respawns me with my current inventory. Everything else seems like a trick that would quickly get annoying. Is there some obvious shit I'm missing here? Doesn't seem like ZDoom even has an option for pistol starting but they options for everything else.

>> No.2477824

>I get myself killed on the next level and restart but it just respawns me with my current inventory.
It does that cause autosave is enabled by default, so each new level it makes a new save right away. I think I remember seeing an anon posting a gameplay mod that forced pistol start right away too.

>> No.2477828


>> No.2477839

Someone did.

And it's not very good, and also they fucked up the shotgun

>> No.2477843

Auotsave, huh? Interesting. I heard about the forced pistol start wad. I'll see if the autosave thing helps and if it doesn't, I'll use the wad in >>2477828

>> No.2477846

it's in Miscellaneous Options to save you some searching

>> No.2477850

I don't know if there's an option to toggle, but you can always type "map map01/e1m1" etc in the console to pistol start on any level.

>> No.2477860

Looking for good megawads for playing with brutal doom. Already played alien vendetta and both BTSX episodes, anything else you guys can recommend?

>inb4 not playing brutal doom faggot

>> No.2477862

Sadly no but I guess there's no option to toggle since turning off autosave fixes the problem. It just worked for me so that's good. Once I beat Ep2 and heard pistol start was the intended design, I really wanted to restart at Ep1 and do it that way, sounded fun. I saw the option for the map console thing but it felt like something that would get tedious for a straight playthrough.

>> No.2477865

if you managed to get through those with BD you could probably choose just about anything short of Sunder/Slaughterfest. Try Scythe 2, or Hell Revealed 2.

>> No.2477901

Did Scythe as well, actually kind of hated it a whole lot. I will give hell revealed a play, thanks for the advice.

>> No.2477931

>Did Scythe as well, actually kind of hated it a whole lot.
See, it's wrong opinions like these that get people shit on for playing Brutal Doom.

just kidding i don't like scythe 2 all that much myself and find it to be highly overrated

>> No.2477950

Memfis, is that you?

>> No.2477989


>> No.2477997

I played it a long time ago so i do not remember exactly why i hated it, but i was not playing Brutal Doom at the time. It just seemed to goddamn uninspired and slaughtery, and every fucking thing was fucking green jesus christ

>> No.2478013

>It just seemed to goddamn uninspired and slaughtery, and every fucking thing was fucking green jesus christ

Did you only play map 23 or something?

My mistake, sorry

>> No.2478015

heh, i remember loving Whispering Winds and playing it over and over again (on Hey Not Too Rough, admittedly)

>> No.2478046

If you want some big sprawling levels, I'd recommend Hellbound. Helps that the only slaughtery level is the last one.

Other than that, there's also Whispers of Satan if you want a more normal looking megawad.

>> No.2478057
File: 553 KB, 1179x2678, 1419819288101.png [View same] [iqdb] [saucenao] [google] [report]

should we update this now DooM 4 has actual substance?

>> No.2478058

So I decided to give Project Brutality a try, it's pretty fun

Really digging the new enemies and SFX, ceiling Imps can jog on though, sneaky tossers!

>> No.2478064

Hell revealed 2 is pretty good so far, but holy fuck spawning in view of multiple hitscanners is pretty shit

>> No.2478082

The helper marines are pretty damn OP though. Doom 2 had me with my own personal curbstomping army by Tricks and Traps.

>> No.2478089
File: 338 KB, 900x760, methinks thy claim tis errornius.png [View same] [iqdb] [saucenao] [google] [report]

>>people play doom for the cinematic melee finishers

>> No.2478170

I know Doom 4 is probably going to disappoint, but when I watched the trailer... I so badly wanted to feel the hype. Sigh, I wish I was young and stupid again.

Back to my fast shrinking wad backlog.

>> No.2478184

Shadow Warrior 2 looks great at least.

>> No.2478195
File: 358 KB, 130x165, 1372531436469.gif [View same] [iqdb] [saucenao] [google] [report]

For the first time I feel like just fucking giving up with my mod. There's this one last math obstacle and anything I manage to google up fails to make sense to me and there's no one to ask for help.

>> No.2478203


It might help if you actually post what the problem is.

>> No.2478227
File: 151 KB, 1743x883, image.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2478271

What the hell do you need matrix projection in ZDoom for?

>> No.2478282

most likely the formulas are correct but you've put a y where you meant an x or vice versa, it's very easy to do that with coordinate geometry code.

alternatively i was playing with perspective projection a few months back (take a screenshot, knowing my eyes are <here> and there's a vertex <there>, and try to calculate by hand where the vertex should be on screen) and the one thing that tripped me up was that the focal lengths are different for the x and y coordinates because of the graphics scale - the focal length for y is 6/5 times the focal length for x. if you're getting the right x coordinate but too low a y coordinate, that could be your problem.

>> No.2478287

To accurately get the screen coordinates of an actor so they can be interacted with via in-game mouse cursor. It 'works' except for the coordinate projection being absolute shit right now

>> No.2478303

what the shit are you making, bro

>> No.2478309
File: 1.46 MB, 1920x1080, Screenshot_Doom_20150618_003322.png [View same] [iqdb] [saucenao] [google] [report]

Thanks but that's not it - I've done that error many times before though.
>focal length
If gzdoom acts like quake ( I don't even know for sure) vertical fov is 60 degrees and horizontal is 90 for the middle 4:3 portion of the screen, which means the real fov in 16/9 is 106.23 or some shit. The most stable model I've managed uses "weak perspective" which isn't really good enough.

>> No.2478317
File: 668 KB, 1920x1080, Screenshot_Doom_20150517_013403.png [View same] [iqdb] [saucenao] [google] [report]

An adventure game.

>> No.2478324

looks neat, best of luck with it

>> No.2478334

well, as i understand it, focal length is just distance from the eye to the projection plane

>> No.2478350

Daily reminder that Doom 4 sucked balls.

>> No.2478352
File: 532 KB, 2450x1056, PZx6Ul3.jpg [View same] [iqdb] [saucenao] [google] [report]

How about we complain to id and bethesda?
That could be productive, even if they just add in a 'classic mode' or something similar it would be an improvement.
They still have a year to go, they might just listen.

>> No.2478390

Never understood all that whining about colour in games. Like it changes gameplay or something. Original Doom was colorful because colour was the only way to make stuff distinguishable from everything else. Nowadays we have actual models, textures, effects and etc. You can say that it's not an excuse for lack of colour, but at least don't compare it to games that came out 20+ years ago. Shit was different before. That is also the reason behind highlighting in games today. Stuff blends with environment. Everything is too detailed.

They use color for stuff like armour and ammo pickups placed on the levels. BFG and parts of mancubus have some colour too. More stuff like that wouldn't hurt, I agree, but it's not a deal breaker for me. Let's just wait for a beta.

And stop posting screenshots from modern ports and look up how Doom looked back in the day.

>> No.2478394
File: 301 KB, 1273x708, Doom-2016-1434370264-0-0.png [View same] [iqdb] [saucenao] [google] [report]

I think that the monsters are too monochrome. They don't pop out off the backgrounds very well, more saturation would help to contrast with the more neutral background.
This chainsaw for instance is the exact same beige as the wall. If it was a vibrant orange it would be more of a focus in the scene.

>> No.2478397

Could I play with a Super Nintendo controller? What wad would you recommend I do this with?

>> No.2478406

Did we get any info on if first demo was the same as the QuakeCon one? Second demo looked so much better. First one had terrible explosions and no blood at all. Dismemberment looked bad too.

>> No.2478410

The monsters aren't necessarily textured monochrome, same could be the case for the chainsaw and the wall. These are postprocessing effects, which can desaturate, change hue, vibrance, color etc of everything the player sees, so potentially everything could be colorful as hell without those filters.

>> No.2478428
File: 70 KB, 1024x768, CHgLXdjUwAAEu76.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe, Carmack did say something ages ago about post processing "messing with those beautiful pixels".

>> No.2478429

Yes we did, look at the god damned Doomguy's tumblr.

I'm not insulting you, that's what it is called

>> No.2478435


>> No.2478442
File: 518 KB, 853x469, comp.png [View same] [iqdb] [saucenao] [google] [report]

Better example here. It's bf3 in it's actual, natural color compared to how it looks in game

>> No.2478452
File: 135 KB, 1280x723, soul sphere.jpg [View same] [iqdb] [saucenao] [google] [report]

The lighting and items are very colourful, so I'm sure it's the textures.
Here you can see the bright purple soul sphere contrast with the grey backdrop.

>> No.2478470

No one just puts orange tints on every single rock and gun texture. Shaders can be used to do these effects selectively, they're not necessarily applied equally to the entire image.

>> No.2478473
File: 517 KB, 687x687, this agitation is to go even further beyond.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shit, this dude was fucking serious.

Here's what he said about D44M
>June this year 5000 random beta key owners given private beta
>public beta later for Wolf:TNO pre-orders
>Doom 1 remake DLC
>total rewrite of the story

>> No.2478476


on the other hand, someone at id software is getting his ass split in half

>> No.2478483

>Original Doom was colorful because colour was the only way to make stuff distinguishable from everything else.
Keegan, shut the fuck up.

>> No.2478486


okay three things

One: that wasn't my post

Two: There's one e in my name, you gonna address me, do it right, shitlips

Three: You're stupid.

>> No.2478490

Doom is not a colorful game. It just happens to use more than 2 of them.

>> No.2478501

I remember when DICE banned people for removing the filter through mods, like they didn't want people to know they made a good looking game and then shat all over it by taking all the colors out.

>> No.2478507

I'm pretty sure it was because DICE couldn't tell who was using the "remove shitty filters" mod and the "transparent textures" mod that got them banned

>> No.2478508

Why did they do that though? That just seems...

I dunno.

also what this guy said, they could only tell THAT they were using a DX hook mod, not what one they were using.

>> No.2478513

I agree that doom isn't the technicolour rainbow that people claim it to be (especially doom 2), but it always used colour more effectively. Bright, colourful monsters on a neutral brown background helped them stand out. Even zombies had green hair (but that would look silly in a modern game)
Doom 4 has nice lighting, but the monsters are too drab to grab the viewer's attention.

>> No.2478514
File: 29 KB, 121x114, dick.png [View same] [iqdb] [saucenao] [google] [report]

Chill out dude, I was kidding.

>> No.2478516


Yeah well YOUR FACE is kidding

>> No.2478524
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]


Never, you insulted me, 1v1 me right now, faggot

Also Doom 1 remake DLC? I'd pay to see that

>> No.2478534
File: 142 KB, 473x551, 1404552676002.png [View same] [iqdb] [saucenao] [google] [report]

pic related me @ ur front door

>> No.2478538
File: 30 KB, 301x315, Ah well....png [View same] [iqdb] [saucenao] [google] [report]

I'd rather it NOT be DLC, but ah well.

>> No.2478560
File: 1.86 MB, 640x252, 1297562343733546566.gif [View same] [iqdb] [saucenao] [google] [report]

> “Demons are bad, but you’re worse.”
>players need to collect health boosts from downed enemies
>which adds an extra layer of strategy
>“find the weakest guy, and take him out.”
>Id’s developers are intentionally slowing the pace when making demo videos
>The id art team aims to take the original game’s over-the-top B-horror-flick style (Morton calls out Evil Dead 2 as a specific touchstone), and bring it up to modern standards.
>the gland in the Mancubus’ chest secretes an explosive toxin that, when combined with fluids from the glands in its arms, results in its energy attacks.
>execution moves, which are called Glory Kills
>comparing DOOM’s hero to “Bruce Lee with a shotgun on a skateboard.”
>more information at the next QuakeCon
>their franchise is in good hands
>“Everyone has their own personal experience with DOOM,” and id is trying to respect those memories. They get it. After all, they’re fans too.

eeeh, I'm still having mixed feelings about it.
The pinyata system and overpowered player melee might be here to stay after all.
Multiplayer sounds hopeful however.

>> No.2478565

I wonder what sort of DLC we'll get. Probably side missions and multiplayer skins.

>> No.2478582

>Id’s developers are intentionally slowing the pace when making demo videos
Well that takes care of one concern.

>comparing DOOM’s hero to “Bruce Lee with a shotgun on a skateboard.”
This doesn't even make sense.
You might as well say Doomguy is Miyamoto Musashi with a coachgun on rollerskates.

>> No.2478618
File: 382 KB, 1280x719, Untitled 4.jpg [View same] [iqdb] [saucenao] [google] [report]


4 min photoshop

>> No.2478624

Doom Guy is known for having a shotgun, and he is really fucking fast. Makes sense to me.

>> No.2478628

Honestly, I hate to say it but i'd rather take the "piss yellow" (it's a fucking metal processing plant what do you expect) over a sterile gray environment.

>> No.2478631
File: 223 KB, 400x324, 1429336266248.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2478658


Yeah, I just made it for the sake of making it look different.

>> No.2478669

Except half of the new "brutalized" monsters turn into recolors when gibbed, and loose unique graphic touches/edits made to their sprites, and therea are things like when you gib a dark pinkie, it spawns gibs (arms and all) of a regular one etc.

Otherwise PB does right a lot of things regular BD did wrong. Oh and Saw swinging.

>> No.2478673

it does look better
the melee in particular is faster and more integral to gameplay, from what they've showed

>> No.2478674

You sure you're converting angles to Doom standards right?

Also it may be useful to go to ZDoom IRC and ask gurus. They are often helpful, when they are there.

>> No.2478678

Are there any mods with the same amount of gore/death animations and shit that brutal doom has but that dont change the difficulty levels and the enemies making them insanely fucking harder.
Jesus christ.
I finally decided to give brutal doom a go and half my wad collection is literally unplayable.
>take a lift/open a door
>get instakilled
Fuck this.
Why did he have to up the difficulty up to this bullshit level to the point of making 99% of community made levels unplayable?

>> No.2478692

Beautiful Doom is the most commonly suggested alternative.

>> No.2478705

>too slaughtery

But it only has like 3 maps altogether that were complete slaughterfests. And 2 of them arent even that hard.

>> No.2478709

the creator started working on that again, didn't he
did anything come out of that

>> No.2478714

It looks more open than the first. The gameplay they showed was in coop mode, but both players went their separate ways into diffeerent paths for the most part. l honestly didn't expect this from Flying Wild Hog.

>> No.2478743
File: 65 KB, 447x298, Scythe 2 MAP03.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2478768


>> No.2478770


>super chainsaw

Ah, so it does have a proper sawing not-insta-kill mode.

>> No.2478802

Seems more to me like he was using the normal mode.

>> No.2478817

Smooth Doom might do. Its point is to have varied enemies and death animations. It makes a point of not changing any balance though, if that's a problem.

Also includes option for blood splatter option that does a pretty good job of painting everywhere and pointblank ssg kills force gib deaths on every monster, so you might like that.

>> No.2478821

Quickly, how do I set jumping by default on GZDoom?
I was playing Plutonia2.wad sometime before, and now after continuing my playthrough I found every time I load the wad it resets to default.
I remember fixed this before (when moving from zdoom to gzdoom) but it was like 5 years ago and I don't fucking remember what kind of old magicks were used.

>> No.2478827

sv_allowjump 1

>> No.2478829

Maps can say to disable jumping by default unless you deliberately override it with sv_jump 2. See if it does that on stock Doom 2 maps, most mapsets are built for classic play and choose to disable jumping

fyi sv_jump controls both sv_allowjump and sv_nojump, 0 is default, 1 is force off and 2 is force on.

>> No.2478843


Shit, Mick Gordon's doing the soundtrack for Doom too?

I can look forward to that.

>> No.2478857

Doom was my first deathmatch fps online over a dial up modem. I remember you couldn't jump but the game was still pretty fun. I thought it was amazing honestly the first time i watched my friend shotgun blast an imp too.

>> No.2478995

Leaked footage of the Doom remake DLC, apparently it will also include Doom 2.

>> No.2479014

Has there ever been a map whose music was just revenant screams?

>> No.2479017



>> No.2479028

Every map I make with OBLIGE.

>> No.2479029




>> No.2479034

Doom General would make this in a moment

>> No.2479040


better yet, a soundfont that replaces every instrument with AAAAA

>> No.2479065
File: 149 KB, 293x293, Oglaf_rampage.png [View same] [iqdb] [saucenao] [google] [report]

my face if id and bethesda announce
>full SDK
>classic mode
>post processing options

>> No.2479067

>Full SDK
The Snapmap is your modding, sorry anon.

>Classic mode
Not going to happen, that takes effort.

>Post processing options
Maybe if you edit an ini.

>> No.2479070

>>full SDK
Carmack said that's what they were working on before he left. Not particularly easy to use, however.
>>classic mode
What would this entail? No jumping or Y axis aim? Not gonna happen.
>>post processing options
No fugging idea.

>> No.2479073

>>>classic mode
>What would this entail? No jumping or Y axis aim? Not gonna happen.
The idea would be to change the gameplay to the classic mechanics, but keep the open movement so that enemies are more threatening.
Medkits and ammo only available using pickups in the level, glory-kills only for the berserk pack powerup, no cutscene chainsaw and original player weapon behaviour as well as monster attacks (but keep the open movement)

>> No.2479074

>close to death pickup face
That scared the shit out of me as a kid

>> No.2479081

How the fuck are you able to play the rest of the game without fear but the little face scares you

>> No.2479084

>>>post processing options
>No fugging idea.

I want to say that this would allow you to enable and disable certain kinds of post processing filters. For example, The Evil Within (a game which uses idtech 5, and miraculously runs at 30FPS despite said engine being built for 60FPS) has a console command that allows you to disable all post processing effects, which can't be toggled in the graphics menu. r_skipglare 1 or something to that extent.

>> No.2479089

It runs at 120 on my system, after some commandline fuckery, I have no fucking clue why they arbitrarily limited it to 30, it looked goddamned horrid and hurt my eyes.

>> No.2479090
File: 52 KB, 320x180, wallfaces.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of music, I just woke up from a dream where I was playing a wad that pretended to be like a very normal Doom 1 ep1 level for as long as possible until after hitting a switch, the walls all fell away revealing a huge outdoor slaughtermap and "Don't Stop Me Now" started playing full blast. With these smug fucks all over the remaining walls.

Then I ran over to my PC like it was an urgent thing because dreams convince you they are profoundly important no matter how inane. Don't know what the plan was.

>> No.2479094

Doom monsters aren't scary.

>> No.2479098

faces aren't either

>> No.2479101

>above 60FPS

I know the command lifts the frame cap, but isn't idtech5 capped at 60 due to physics? Or can it run above 60 with no problems? And TEW does have some impressive lighting effects in its defense, and is a Japanese console port. It's horrid with the letterboxing, film grain, low FoV, and 30FPS, but it's a rather beautiful fame without those console limitations. KB/M works like a charm, too.

>> No.2479103

the game is capped because the physics are tied to keyframes that get fucked up at higher rates.

So far as I know this is not a limitation inherent to the game engine, and the physics engine is discrete.

I ran it uncapped and only had very occasional weirdness (BF3 alpha neck stretchy kinda shit with ragdolls, occasional shit would just go flying on impact... WELL worth the smoothness and playability increase)

>> No.2479104

In idTech 5 you can "skip" post processing through the console, but that also gets rid of the most lighting effects, making it look like idTech 3 stuff. You might get more luck with "color grading" options.

Maybe we'll be able to get ENB working with it, or SweetFX at least.

>> No.2479113

So TEW is somewhat "optimized" for >60FPS gameplay, you're saying? The only side effects appear to be very minor things at best, which might be fucking easy to patch. TEW is a pretty heavy game though, on launch it could barely hit 60 with an i7/980 combo. Now it can hit and keep 60 with an i5/970, but still dip when there's fire. Fire is a pretty big performance hog it seems, but I'll commend the Japanese on actually trying to fix the game.

>> No.2479116
File: 1.89 MB, 2720x3752, MAP03.jpg [View same] [iqdb] [saucenao] [google] [report]

MAP03 is now done


>> No.2479120

I wasn't running it on ultra, i7 3770k/780ti.

High with a few postprocessing effects killed, easy 120fps, had to cap it, because 200+fps did actually result in some "oh god what the fuck" physics moments.

AFAIK it was optimized on a physics level for ~30fps, in other words CONSOLESCONSOLESetc.

>> No.2479125

delicious doom 64 styled levels.

Is there a mapset that's only uses doom 64 textures?

>> No.2479131

The game has very, very, VERY few configurable options, so you pretty much had to lower all 5 or so of the settings. Anti-aliasing is a joke, but that's due to idtech5 itself. I also recall that the game is pretty CPU intensive, so the i7 definitely gave you some overhead. It also only uses less than 2GB of VRAM at 1080p, despite recommending 4GB of VRAM. Both are holdovers from the next gen consoles, as both of them have 8-core CPUs, and unified RAM; they likely split the RAM into 4GB for system, and 4GB for video. If this is a "bare minimum console port" for the next gen, then things are shaping up a bit.

>> No.2479132

Config file modding, not in-game options. In game options was more terrifying than the horror elements of the game.

>> No.2479134
File: 277 KB, 1360x768, Screenshot_Doom_20150618_013459.png [View same] [iqdb] [saucenao] [google] [report]


Nothing yet, but my friend Lance and I are planning on it

>> No.2479140

Hah, I see. So I guess the settings are 'maxed' by default, or can they be set higher?

>> No.2479141

I think they can, but my hardware choked on it, and it was nearly bleeding edge at the time, so I never fucked with it.

Shadow texture size and AA can be dicked with beyond default specs, I believe.

>> No.2479143


Made a server

GBA Doom Deathmatch Remake V3

>> No.2479147

Ah, alright then. Well my system can 'max out' TEW, and I put a sweet FX filter on it as well, it looks really nice now despite being a bit sharp. But that's not /vr/, neither was this whole tangent, so I apologize.

>> No.2479167
File: 2.86 MB, 640x480, fff.webm [View same] [iqdb] [saucenao] [google] [report]

Who even needs Doom 4 anyway?

>> No.2479168

It is bowl of human feces.

>> No.2479181

2/10 not enough brown.

>> No.2479185

but yeah needs a DXHR approved piss filter

>> No.2479201


>your face when the item balance in the new doom = someone's first ever decorate mod

also some monsters gave you ammo depending of the weapon you had in your inventory.

>> No.2479209

needs a palette change ammo drops and that'll be perfect

>> No.2479215

No worries. And I think there was some real optimization tweaking between release -> now/recent, so that's beleivable.

Also I run at 144hz so my standard of "choke" is a little more bitchy than yours most likely.

I'm actually kinda excited for Doom 4 and I still wanna see this with a piss filter, artificially sped up Burtel Dumb animations that don't require a zerk pack, and ammo drops.

>> No.2479218

There was an update around December that SUBSTANTIALLY fixed performance, and removed the 30FPS cap. Well, they added a 30FPS cap as well as a 60FPS cap, though the framerate is a bit choppy even at 60. So I uncapped it and manually set it to 60, looks real nice.

>> No.2479221

Shame to see games with such potential get shit reputations because of exceedingly dumb design decisions.

I'm still salty Gauntlet introduced a forced 60fps cap after people complained their laptops were overheating and refused to turn on vsync. Ruin my experience because someone with a potato that doesn't have proper cooling can't NOT click a button? Sounds perfect. Thanks WB.

>> No.2479228
File: 265 KB, 1572x874, floor height limiting script.png [View same] [iqdb] [saucenao] [google] [report]

Hexen mapbuilder here

I have a map with randomly raising and lowering floors, and I'm wondering how to limit their movement (so they dont go down too far, or up too high)

I've tried using pic related (in the red box) as my limiting script, but it doesn't seem to be working. Is there an easier way? or is my script just not right?

>> No.2479231

>Ok grogs, everyone line up for your health bottle rations. 10 per man! no pushing.

If only the enemies you use that health while they're fighting you

>> No.2479236

>You sure you're converting angles to Doom standards right?
Yes, dividing the degree angle by 360 AFAIK.
>Also it may be useful to go to ZDoom IRC and ask gurus. They are often helpful, when they are there.
Thanks mate, I'll try that. I asked in the editing forum but no one answered; maybe the irc is better.

>> No.2479240

Read the wiki. DooM measures angle in units, and it differentiates between "up angle" and "down angle".

0 is Center View.
1-89 is down, with 89 being the lowest, 90 degrees down.
166-255 is up, with 255 being highest, straight-at-the-sky 90 degrees up.

So you gotta add some corrections and transformations to your math that takes above into account.

>> No.2479242
File: 86 KB, 640x480, 1434617241.png [View same] [iqdb] [saucenao] [google] [report]

here's a brown playpal/colormap to add to your mod.


>> No.2479247

Depends a bit on how you want them to move randomly and what you're using them for. Will they all make a (random) unit shift every few seconds or so or use a random timer as well as distance, is the player supposed to walk on them etc.

>> No.2479249

yep player walks on them, and the movement of the sectors is totally random, ie speed, height, direction.

I thought a script that examines the floor height and then lowers or raises if its too high or too low, but I dont think that script is working.

Is there a way to set a limit on floor height? like a max and min value?

>> No.2479251

But does that work the same when the angles aren't tied to an actor at all? ACS can't know whether the angle I'm defining as the vertical fov is up-down or right-left, and I assumed 0-255 was a complete revolution.

The part where I used actor angles already works, and is used to translate game-world coordinates to view space coordinates, from which I'm supposed to do the projection.

>> No.2479252

What if you used
>Floor_MoveToValue(random(MinHeight, MaxHeight], etc etc
Moving to absolute values between your desired min and max height should solve your problems I think.

>> No.2479254

awesome thanks, I'll try it out

>> No.2479258

A bit overdone, but kinda neat really. Maybe some cool for a bigger gameplay mod.

>> No.2479261
File: 146 KB, 640x480, Screenshot_Hexen_20150618_212004.png [View same] [iqdb] [saucenao] [google] [report]

ah that works perfectly!

thanks anon, my final boss map salutes you

>> No.2479265

Borderlands did it better. Have about 40% chance of dropping SOMETHING - either money, ammo or health, or 2 things at once. What you get depends on what you need more.

Regular chance of HP is about 10% of all drops, which makes it 4% actual drop chance, but that one increases up to about 50% (20% actual drop chance) depending on how low your health is.

Same thing goes for ammo for your current weapon, with exception of RL ammo, which are rare to drop from regular enemies.

>> No.2479270

Glad I could help! Do you have a thread for the wad somewhere?

>> No.2479272

I'm keeping it updated here:

Its a 10 level hub, nearing completion. I'll post the download link there once its done. should be fun!

>> No.2479274

second thoughts, this link is the one you want


either way its at WIP - WADs In Progress if you want to check by on the progress

>> No.2479284


I want to make a hexen/heretic mixup wad with a technomagical theme some day. Haven't seen the scifi/fantasy mix in the doomsphere yet.

>> No.2479294 [SPOILER] 
File: 1.83 MB, 400x232, 1434621899636.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2479298

this. even without a crosshair just click when the enemy is in the center of the screen?

>> No.2479308

in terms of graphics it means 4 colors (3 plus transparent) per sprite, 24 something colors max on screen, etc. not that it couldve run on an 8-bit system or has anything to do with 8-bit anyway. didnt doom have 256 colors in total?

>> No.2479309

that could be cool! shouldn't be too hard to pull off.

What's for dinner guys??

>> No.2479313
File: 1.09 MB, 1888x824, party chefs.png [View same] [iqdb] [saucenao] [google] [report]

ok order up! we got 16 human, 8 green chaos serpent, 2 affrit, 4 barbecue slaughtaur and 2 mushroom soup. GO PEOPLE GO! next tables coming in! we got hungry demons out there people, lets MOVE

>> No.2479314

thatd be a crossover to remember

>> No.2479347

>@joshknapton24 we're actually developing a new dynamic music system - it's going to be like the band is playing along to your actions

lmao that's not new, total overdose may have done it first; even wolf:new order has it too

>> No.2479421

Guys, what are the best WADs in terms of gameplay (interesting level design etc.)

>> No.2479428

Unreal did it in two ways. 1) By having actually different sound tracks in some instances.
2) Thanks to the music being modular, Unreal could change the tone of the music by changing sample fonts on the fly, which made music of different tone flow into each other, as if they were a pre-recorded track.

Serious Sam did it by playing 2 types of same melody - one "softer" and one harder, then muting one of them. This made music to remain "kinda" the same but change the tone when Sam was fighting horde of badguys.

>> No.2479432

BTSX - for refined vanilla gameplay, brought to modern difficulty standards.

Pirate Doom - nice reskin of DooM, with solid gameplay.

If you want some more GZDoomy stuff - find and play some of Shadowman's WADs (Like Cheogsh series).

>> No.2479438

Speed of Doom

>> No.2479449
File: 107 KB, 640x480, Screenshot_Hexen_20150617_231835.png [View same] [iqdb] [saucenao] [google] [report]

yo I uploaded the wad, just finished it!

10 map hexen wad:


thanks again for the scripting help

>> No.2479497

Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Error in translation '255=31':
Script error, "translation" line 1:
Expected ':' but got '=' instead.

Script error, "hexen.wad:DECORATE" line 5157:
Unknown identifier 'LOF_SOUNDCHECK'
Error in translation '67:80=164,175':
Script error, "translation" line 1:
Expected ':' but got ',' instead.

>> No.2479504

Someone needs to update GZDoom/ZDoom

Get the latest dev build here: http://devbuilds.drdteam.org/gzdoom

>> No.2479530

Apparently there was a problem with my Hexen IWAD. Redownloaded it and it works fine now.

>> No.2479531

Alright lads.

Been about 7 years since I played doom, was skulltag back then.

Zandronum seems basically the same tbh

>> No.2479535

Yes, Zandronum is the successor to Skulltag. Despite not having touched it for years, the creator threw a bitchfit over it when the actual devs tried to move to a different host, so they split off properly and got themselves a dumb name that nobody likes.

>> No.2479536

shieeet rusted key doesn't work. not sure what happened there. the script is correct for the door... apart from that the first 7 levels work fine.

>> No.2479556

well I fixed whatever it was, I'll update the link on the WIP WADs site here >>2479274 so I dont shit up the thread

latest links in the comment at the bottom

>> No.2479565

was romeros announcement revealed yet?

>> No.2479582

Is this the same one he was supposed to be working on years ago or a new one? What happened to that old school dungeon crawler he was trying to kickstart?

>> No.2479612
File: 73 KB, 266x176, 1410420255218.gif [View same] [iqdb] [saucenao] [google] [report]

This is magnificent.
Now add brutal doom's executions whenever you are remotely within range.

>> No.2479619

Is there a version of Doom 64 that adds hands/reload animations to it? I want to go back and play through it again but my inner autism needs to see reload animations/hands.

>> No.2479621

i just realized something

their finishers are probably closer of how Hdoom works than how BD's work

>> No.2479624

This sounds cool.
It's a shame that the game has only two paces: retarded karate kid on a skateboard and fuck all happening.

>> No.2479628

wasn't that tom hall's game?

>> No.2479635
File: 255 KB, 377x474, boner boner.png [View same] [iqdb] [saucenao] [google] [report]

That means Hdoom: Complementary Colours Edition only needs to add new models and animations instead of having to add a whole new system.

>> No.2479646

Tom was doing the 2D platform game that didn't reach its goal. He may have been involved but Romero seemed to be heading up the RPG.

>> No.2479680

I like it

>> No.2479684

How do you guys feel about Marathon?

>> No.2479695

I've played up to the swamp then gave up, but I'll be frank, I didn't like it.
The whole thing seems half-finished and amateurishly done.
Lot's of big, bland, detail-less rooms filled with a group of random enemies without much reason for being there.
The swamp was particularly bad, with an overwhelming green fog and loooong empty hallways.
The whole wad just seems to highlight the inherent problems of Hexen gameplay. The whole thing needs a lot more work on it.

On the flipside I quite liked the lava level; challenging, frantic, creative, didn't overstay its welcome.
Also, what's the reason for not having secrets?

>> No.2479731

people like it i never tried it
the only source port is a chocolate doom equivalent so you can kiss any improvements goodbye, that really doesn't help

>> No.2479732

seems generally well-regarded amongst those who have played it

>> No.2479784

Completed it recently. It's okay. I can see why it was a big deal at the time (especially for a macfag game). I love the art style of the aliens and the spoopy sound design, but it left me wanting. The controls are too floaty, the grenade jumping is painful, using consumables to activate switches that are vital to progress is just silly design (not that I ever ran out of grenades because I was always at maximum ammo but it could have been a problem if I'd been grenade jumping elsewhere in the level), and the game is too easy on normal difficulty.

>> No.2479785

That's not true. Aleph One is full of enhancement, both graphically and behaviorally.

>> No.2479816

I have a map in a joke wad I'm working on that is a revenant rendition of the chicken dance. The map is called Agitationville[\spoiler]

>> No.2479818


Literally who?

>> No.2479826

not going to lie, the Revenants are the one really scary thing in Doom to me now

>going around like normal, mowing down other shit
>revenant pops around a corner
>oh shit oh shit oh shit

the scariest thing in the world is a revenant in a mid-sized circular room and you can't get too close to it to make it whiff melee before it shoots you in the face
you end up running around the room trying to get out of lock
and then you try escaping into the corridor you entered the room through, but it's curved/straight enough that the missile can still generally follow you
that's a thing that I accidentally did while making a map of mine, didn't think about the homing ability of the missile when making the area

8 bit in the graphics world means that each pixel uses 8 bits to display colors.
With 8 bits, each pixel can pick from a palette of 256 colors (which can be defined with a higher color depth -- original VGA hardware uses 18 bit color for each palette entry)

8 bit game hardware (the 8 bit refers to the CPU for consoles, rather than the actual graphics) has a relatively different concept of color, often using smaller per-sprite/per tile palettes with low depths to pick from or one small, universal palette.

>> No.2479854

>baron of hell sound

>> No.2479865

Marathon is gr8. Aleph One is shit.

>> No.2479892

Just open the console and type bd_classicmonsters 1, then restart the game.

>> No.2479896

Sorry, forgot to quote >>2478678

>> No.2480010

>baron of hell sound
is cool as fuck
of course, hearing a bunch of them is terrifying.

>Marathon is gr8. Aleph One is shit.
I keep hearing this. What's so bad about Aleph One?

I've only ever played the Marathon games on a Mac or emulated in Basilisk II.

>> No.2480034

>What's so bad about Aleph One?

aleph one is very....inflexible.

it's a semi-vanilla source port, trying to emulate the original gameplay in the original way, except where it doesn't (HD GRAFX AND TEXTURES, including a level from pathways into darkness for some reason??, integration with an online source port)
but then it just kind of arbitrarily draws the line in regards to modern conveniences that everyone kind of takes for granted (a console, being able to adjust options without exiting the game, multiplayer not kicking you to the fucking title screen, proper fucking mouse support)

marathon is a fantastic game that really needs a lot more love, but the problem is that as long as a lot of people's first experiences are with a source port with clunky mouse, shearing graphics, and a gigantic piece of shit to set up with options, it'll be hard to get that love.

>> No.2480037

>integration with an online source port
online account service, sorry, not source port

>> No.2480048
File: 36 KB, 640x400, 1416057327764.png [View same] [iqdb] [saucenao] [google] [report]

>baron of hell sound
tfw you will never hear this sound for the first time ever again

>> No.2480082
File: 82 KB, 1315x624, 1349225774698.png [View same] [iqdb] [saucenao] [google] [report]

>Playing GMOTA 0.9.9
>Encounter the Lost Soul's replacement

First time I actually find a Doom monster cute.

>> No.2480084

What are some good tutorials for mapmaking? The only one I've found so far is from a ten year old.

>> No.2480089

i dont want to watch a 3 second cutscene everytime i kill someone, other than that it seems kinda slow paced and the music doesnt feel "right"

>> No.2480094

I feel like the slow pacing can be excused by the E3 player playing like a fucking shaved chimp. It ultimately does look pretty fast, enemy density does leave something to be desired, though.

>> No.2480096

For doing what exactly?

>> No.2480098

>Chainsaw is only seen doing fatalities/finishers, they look great, but I hope you can use it to just saw out towards enemies
You can not do that, it only has the kills.

Also you can't punch enemies, you can only instakill.
Look at the weapon wheel.

>> No.2480101

Just any sort of comprehensive guide would be nice at this point.

>> No.2480106


>> No.2480142
File: 87 KB, 500x671, OH MY GOD WHY WOULD ANYONE DO SUCH A TERRIBLE THING.jpg [View same] [iqdb] [saucenao] [google] [report]

They completely missed the point of what was satisfiying about Brutal's melee combat: that you needed to put effort into it.

For 'le epic rip and tear' in BD you still needed to search for a berserk kit and then make yourself very vulnerable by disarming yourself. However now you can just do it whenever you want and it looks really boring.
Now you don't need to spend time exploring or risk your life in order to do it. Even then it would still give you all of your health back anyway.

They have missed the point entirely. They can't even do the ultra-violence gimmick right.

>> No.2480153

Or maybe they made a different but equally-valid gameplay decision based on the loop they wanted to establish.

Oh wait I forgot; not muh Doom, Doom 4 sucks based on a sum of 10 minutes of advertising footage, where's my primary colours based on a 256-colour palette etc. etc.

>> No.2480163

>Also you can't punch enemies, you can only instakill.
>Look at the weapon wheel.

i think it is illogical to assume an impossibility just because it was not shown in a video. the option may not have been available given the player's current inventory -- as i recall, in the original game, fists could not be selected if you had chainsaw but no berserk.

did the video show what happened when you were totally out of ammo? i would expect there to be some kind of last resort if you run out completely. although, it may be something utterly lame like "ammo drops begin to spawn randomly around you, for inscrutable reasons"

>> No.2480171


I think most of us are salty over the completely flow breaking cutscenes they constantly throw out for every takedown you do, and how much emphasis is placed on them.


They didn't show what happens when you run outta ammo, and I have a bad feeling they'd be stupid enough to go "You're defenseless when out of ammo, just run"

>> No.2480174

>in the original game, fists could not be selected if you had chainsaw but no berserk.

Incorrect, you can still swap back to the fists. It defaults to the chainsaw when you hit the 1 key, but if you press it again you go to the fists.

>> No.2480182

I'm just saying that the amount of effort needed is far less, so I'm expecting it to get stale rather quickly.
I'm looking forward to the game, I'm just exaggerating the stupid parts of the design for effect

not in the original release is what he means.

>> No.2480184

warp to map01 in chocolate doom, turn round, pick up chainsaw, try to select fists

it's not letting me do it

>> No.2480187

Do you want to learn theory about map design or the technicalities of how to use DB2/GZDB?

>> No.2480189

>did the video show what happened when you were totally out of ammo?
It's literally impossible to run out of ammo according to the video since everything is a health and ammo pinata.

My assumption for the full release is that there will be a melee button that's a quick hit with your gun.
Either that or you get the Chainsaw first in the official release

>> No.2480194


>> No.2480201


Wasn't this reference done already?

>> No.2480204

>what's the reason for not having secrets?
thats the traditional hexen way

glad you [partially] enjoyed it. A very quickly built hub. made over the last 5 days.

>> No.2480205


in doom 2, that is

almost 19 years ago

>> No.2480210
File: 76 KB, 640x480, BY SANDY PETERSEN AGE 14.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2480214



come the fuck on, sandy himself confirmed liking nirvana

easy on the sodium anon

>> No.2480219

then why did he make the level so shit?

>> No.2480221

the filename is like that because it was a silly response to an image whose filename was "by sandy petersen age 6"

>> No.2480223
File: 355 KB, 103x110, 1403165665039.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2480224

because he had to rush it. romero was supposed to be helping him make levels, but instead spent all his time deathmatching and being an egotist.

>> No.2480228


"Max Damage was portrayed by Stainless Software's resident nutter Tony Taylor, who was filmed as the team hit him with a pool cue to simulate collisions"

"Hi honey what did you do at work today?"
"I was photographed whilst being Set About with a Length of Wood"

>> No.2480229

>Or maybe they made a different but equally-valid gameplay decision

Or they made a different and worse decision.
But it sounds like you're salty over people daring to disagree, so.

>> No.2480234



>> No.2480236

do you not know what that word means


>> No.2480252 [DELETED] 

seems to be the latest meme

>> No.2480259 [DELETED] 

i know what it means, i just want to know why it's suddenly come into such frequent usage...

>> No.2480269


there's that word again

>> No.2480276
File: 43 KB, 1347x332, Marathon_Scrapbook_-_2015-06-18_15.14.05.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, Normal is weak. Should try beating it on TC instead, MD works too. 2 and Infinity look and play a lot smoother with more weapons, if you haven't played those (turn off the hd plugins)

I feel like the only reason to play 1 is to see where it began and to follow along the beginning of the story. The later games just improve on everything in it besides music. Props to them for doing it with such a small team, though.

If those aren't hard enough, there's plenty of fanmade scenarios made for the same reasons Plutonia was made.
For starters, try beating this on Total Carnage. Have fun.

>> No.2480285

Wrong link

>> No.2480324
File: 418 KB, 1280x720, Screenshot_Doom_20150618_190243.png [View same] [iqdb] [saucenao] [google] [report]

DemonSteele now has a built in monster multiplier, swappable between 2x enemies, 3x, 5x, 10x, 20x, 50x, or 100x.

>> No.2480327
File: 263 KB, 1280x720, Screenshot_Doom_20150617_212019.png [View same] [iqdb] [saucenao] [google] [report]


Why is my squad baneposting?

>> No.2480368



>> No.2480375

Thank you for replying so quickly, but it only has the same effect as changing in the options menu: after dying or restarting the game it still has the jump disabled.

>> No.2480394 [DELETED] 

god fucking damn you shit eating retards, it was slowpaced gameplay to show off to the e3 crowd.

We are not the mass-market. Any elements we enjoy will be marketed subtly, because we aren't where the money is.

Hold out for beta/real info before you freak the fuck out, of COURSE it's casualized, it's a modern fucking shooter, and we need retard dollars to fund AAA development.

Just make sure it's proper doom-able BEFORE you give them your MONEY, and wait until we have INFORMATION

>> No.2480395
File: 202 KB, 800x600, screenshot_doom_2...4_184714-4b83774.png [View same] [iqdb] [saucenao] [google] [report]

So Doom is somewhat popular in Japan apparently enough to warrant a mod

>> No.2480404


Are you new?

>> No.2480405 [DELETED] 


Why are you playing Brutal Shitters?

>> No.2480406

Tony is a god - and they're bringing back the Pratcam in Carma: Reincarnation, last I heard

>> No.2480416

try several


>> No.2480417 [DELETED] 

Why are you shitposting?

>> No.2480430

>Interview where they say people play Doom for the cinematic kills
It's dead Jim.

>> No.2480447

radys classes has been around for a while, bro

>> No.2480495


>dat cibyie on the right

>> No.2480516 [DELETED] 

>implying doom3 isn't the best doom
>not being hyped

>> No.2480519
File: 231 KB, 800x600, Screenshot_Doom_20150618_194452.png [View same] [iqdb] [saucenao] [google] [report]

Yholl i love your mod, it lets me do crazy things.

>> No.2480521
File: 160 KB, 800x600, Screenshot_Doom_20150618_194259.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2480530


I wasn't even referring to the general pace of the gameplay you raging autist. I was talking about the cinematic takedowns. Nice job jumping to conclusions like a whiny little bitch though

>> No.2480535 [DELETED] 

>muh flow breaking executions

Implying they showed anything else? Then they didn't show off what happens without ammo, so you jump to the conclusion they're going to take the worst possible route?

Nice job jumping to conclusions like a whiny little bitch though.

>> No.2480541

>implying cacodemons don't have cinematic deaths

>> No.2480552


clinging onto /v/ catchphrases and just repeating what I say doesn't change what we've seen and heard, they're going to botch this hard.

>> No.2480556


let's caption all the faces.

>> No.2480557

make this level

>> No.2480561

>doom not non the front page


>> No.2480563


how did you earned access to a computer?

>> No.2480565
File: 177 KB, 675x507, top fat.jpg [View same] [iqdb] [saucenao] [google] [report]

make this a thing

>peppa pig cake
>memes are leaking into captcha

>> No.2480567

5 gold stars

>> No.2480581



>> No.2480607

You're grasping, and you're importing /v/'s attitude of instant, virulent hatred over everything, then accusing me of being /v/.

>> No.2480649
File: 73 KB, 233x250, chen doom.png [View same] [iqdb] [saucenao] [google] [report]

I've been having a lot of fun with these wads for the past several months, it makes me wonder though, how many of the most well known modders actually went to game design after this? If I had a company and we were looking for designers I would go after people who create really great content like this and has some sort of experience. Are there any interesting stories of the Doom community during the 90s?

>> No.2480657

>and you're importing /v/'s attitude of instant, virulent hatred over everything
God forbid we actually have criticism.

>> No.2480675

I seriously hope I'm not the only one who prefers Doom 3 over Doom 4. Yes, I'm horrorfag.

>> No.2480678

How can you know which one you prefer when you've played only one?

>> No.2480692 [DELETED] 

It's not criticism, you're assuming huge assumptions and judging on them.

Hating or loving the game at this point is foolish.

>> No.2480698

>Are there any interesting stories of the Doom community during the 90s?
I think there were a few, but Tim Willits is the only one I know by name.

>> No.2480705


You're being naive. I'll be the first to agree I'm being a cynical fuck, but I'm not approaching this with blind hated like you're projecting.

I have my doubts and they're reasonable because the AAA industry has given me little reason to show faith.

I think some of the design decisions are okay, like monsters dropping HP and some ammo on death, though on the flip side this means there's less reason to explore maps.

>> No.2480713

I think you have be confused with someone else.
But if you really want to know what I'm doing, I'm taking what they've given us, what they intentionally put out to try and hype us, and am explaining why I'm not hyped or excited.

>> No.2480720

>I'm let down with it and sour about the health system
oh god is their health regen? if it's just the hud then i'm not surprised or mad cause an hd floating doomguy head would look really awkward

>> No.2480721

but improving mouse control will never happen

>> No.2480727


No regen but monsters are like HP pinatas. Killing one dude can give 30 HP or more. Furthermore it seems enemies deal damage on par with modern shooter so you'll frequently be going from critical to max HP often

>> No.2480739
File: 127 KB, 320x180, he farted.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2480749

they better remake that graphic in doom 4

>> No.2480756

thats not good. i bet that shit gets nerfed hard on the greater difficulties. i dont think its that big of a deal and the executions are p fast

>> No.2480761

It's a decent game. But my god, Aleph One source port is the worst source port I've ever seen.

>> No.2480764

A lot of people shit on freedoom for it's wonky art.

What do people think of the levels though? Would it be worth playing through them replacing them with Doom graphics?

>> No.2480772

Some levels are good.

E4 for freedoom 1 is already a doom pwad, too. Double Impact.

>> No.2480863

Am I just losing my mind remembering shit that never happened? Was trying to search a thing I swore I saw around three years ago that was a really impressive trailer for a game using the Doom engine that looked almost as good as modern games from that year. The video was the main character wandering around a city that was in ruins then cuts to black once a monster attacks them.

>> No.2480868

Probably Total Chaos. Uses GZDoom but looks nothing like GZDoom thanks to gratuitous usage of actual model assets and lighting.

>> No.2480891
File: 197 KB, 329x396, ^_^.png [View same] [iqdb] [saucenao] [google] [report]

That's exactly what it was thanks.

>> No.2480913

But why is he using GZDoom to make this and not another engine? Is he just showing off what it can actually do?

>> No.2480919

Probably. I don't remember if he ever said why.

>> No.2480941

>exceedingly dumb design decisions.

It was designed for consoles first, unsurprising since it's a Japanese-developed title. That said, I was thoroughly impressed with how the game worked. I'm pretty sure the red mist monster was designed to work at 30FPS, but fighting it at 60FPS while it moves so slowly does add an extra bit of creepiness to it.

>> No.2481009

So what's best alternate version of Brutal Doom

>> No.2481041

Project Brutality.

It does a lot of pretty cool things.

>> No.2481043

Depends on what you're looking for. There's Classic Experience, which tones back the bullshit from the enemy AI as well as their speeds. BDJ, by johnny of the ZDoom forums which are his own personal tweaks. The /v/-approved Sperglord Edition, or BDSE. And Project Brutality's one i'd add to the mix, even if it doesn't really improve the experience, just adds a lot of stuff in. Give 'em all a try, see what fits you best.

>> No.2481072

like what?

>> No.2481084

It changes up the weapons a bit, has a few different weapon variations besides the normal set, has a randomizer you can customzie alongside a few other things. You could make it so the game throws a bunch of special weapons and enemies at you from the get-go, specific tiers, or even just dynamic progression where the weapons and enemies get better the further in you get. This counts for episodes on Doom 1, too. It's not perfect but it does throw a few twists in too - like those goddamn ceiling-crawling imps who will throw fireballs on the move and leap down at you.

>> No.2481086

Kaiser worked on aliens colonial marines and f.e.a.r perseus mandate among others

>> No.2481089

throwing it in a garbage can and dowloading Project: MSX instead. Now that's a gameplay mod.

>> No.2481090


Do you really think someone could do that?
Just go on the internet and tell lies?

>> No.2481094


>> No.2481118


Well, shit.
I stand corrected.

>> No.2481127

Dario Casali and Iikka Keranen are both at Valve

>> No.2481135

there's those two guys who made shitty 1994 maps, who then went on to work on, and put their maps into, XBox Doom

>> No.2481173

>Section 8

I've been curious about those games. Were they any good?

>> No.2481219
File: 746 KB, 1920x1440, 1434703424.png [View same] [iqdb] [saucenao] [google] [report]

Murder Death Kill - http://www.doomworld.com/idgames/?id=1028

this wad was made apparently as a reaction by the author to his impression that "it seemed like everyone beat doom2 even before the game was out, so [as he says] I decided to even the score a bit". it runs on map31.

initially, it certainly appears to mean business, placing you in a small convex canyon with a strange symbol on the floor, two revenants, and an archvile behind the only way on. beyond that though there is a dull, sloppily constructed maze of gray walls which is fairly pointless to fully explore - you should seek out the teleporter (by which there is a mancubus stuck in a wall). this leads you into a chaingunner ambush with a forced weapon switch. it continues through more tunnels and teleporters, each leading to encounters with increasingly dangerous monsters in various chambers. the culmination has you teleport in front of a boss spawner, and the opening of a large number of previously inaccessible tunnels and bonus areas which lead back, one way or the other, to the start of the map, where the exit has opened.

however, the map gives the player invulnerability before any particularly tricky situation (including at the start). the boss spawner can be largely ignored, as the pace at which it exudes monsters is nowhere near enough to cause the player any trouble - the spawns appear in front of the boss in a slime lake amusingly emblazoned with the message "U R FUCKED", and are then teleported around the level where you will likely never run into them. and the generosity of the bonus areas and tunnels which open at the end dwarfs anything seen previously.

it all totally subverts the author's claim of difficulty. perhaps there would be some challenge if there were no automap and a lot more monsters, but as it is, even a halfway experienced player who knows to press Tab every so often will have no trouble.

>> No.2481229
File: 2.90 MB, 720x360, Pillowblaster would be proud.webm [View same] [iqdb] [saucenao] [google] [report]

For fuck's sake. It'd probably help to post the actual webm.

I'm still pretty certain this weapon is nearly ready

>> No.2481246

seems over powered, that bouncing spinny thing that fills the entire room with shots costs only 6 rockets?

>> No.2481248

but yes i look forward to using it on Plutonia 32

>> No.2481249


I'm gonna weaken the bouncing grenades a little. But it IS a pillowblaster weapon, so overpowered is the name of the game

>> No.2481254


actually fuck that I'll just up the cost of the altfire to like, 10 or 15 rockets per spinny ball thing.

>> No.2481283

Would it be wise to post a download link for a mod now, since the bump limit has been reached? Or should I patiently wait till the next thread?

>> No.2481296

Hold the fucking phone, is this still a thing which is happening? So. Much. Want

>> No.2481298

Buggy, pacing issues, but, yes they were fun.

"Good" I dunno.

>> No.2481301

Dario Casali
Milo Casali
Sverre Kvernmo
Tim Willits
Ty Halderman

TNT: Evilution was made by Team TNT (a bunch of people, including Ty Halderman, who is responsible for maintaining the idgames archive), initially as just a megawad but Romero made a deal with them to release it commercially. Dario and Milo Casali were part of Team TNT at the time and they made Plutonia by themselves to expand Final Doom by another 32 maps, totaling in 64 maps.

Dario Casali has been working at Valve for the last decade or so, he did some of the maps for Half-Life 2.

Sverre Kvernmo was hired by Ion Storm to do maps for John Romero's Dai-Katana, which was what it was. Not representative of his abilities, he's actually an amazing mapper.

Tim Willits did some maps for Doom 1, and then was hired by id to do maps for Doom 2, he has been employed by them ever since.

>> No.2481305

you can always repost it when the new thread goes up :)
but seriously if you post the link now, i can put it in the news section.

>> No.2481310

Well, I hope it's good enough. It is a strange as fuck Jokewad in the vain of /pol/.wad. It's a Demo of what is allready finished, 10 maps long and two secret levels.
The second secret level is bugged as fuck in the sfw version though, so I'll most likely replace it later on.

Also, The only hint I'm giving about Map 10 is, use your rockets wisely.

>> No.2481318

Thanks anons, I'll give em a shot.

I have before but last I checked development is dead as fuck

>> No.2481326
File: 4 KB, 602x138, 1434709570.png [View same] [iqdb] [saucenao] [google] [report]

is it me or have these changed description recently. i'm sure doom4's was just about paying lip service.

>> No.2481332

>Dario Casali has been working at Valve for the last decade or so, he did some of the maps for Half-Life 2.

He's been at Valve since HL1, I believe.

>> No.2481347



>> No.2481578

weapons mod plz?

>> No.2482162

Because most people will have a PewDiePews face in that spot while they watch it being played badly by him instead :)

Know your audience

>> No.2482242

For modern FPSs, they were fun as fuck.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.