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2496716 No.2496716 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2489409
(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



So You Want To Play Some Fucking Doom? (v5)

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 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

>> No.2496717


[06-24] Zandronum 2.1 (maintenance build; fixing bugs, patching things)

[06-24] Enemy sprites by an anon, offered preferentially for /vr/ use.

[06-22] 500 Quake maps, shared by an anon

[06-22] Doom Radio discusses Doom 4

[06-22] PC Gamer review of Doom 64 EX

[06-21] Masters of Doom to be updated

[06-21] Vela Pax (6 massive intricate maps by Mechadon) beta #2

[06-19] Doom Touch moved to Amazon, get it while it's free

[06-19] DIKZAK, a self-described "strange jokewad in the vein of /pol/.wad"

[06-18] Descent, a 10 map Hexen hub

[06-18] GBA Doom Deathmatch Remake v3, map03 completed

[06-17] Restoring Deimos, a 32 map megawad for ZDoom and derivatives

[06-16] Valiant gets some gaming press coverage

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

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

[06-14] Doom4 trailer shown at E3.


Please reply to this post with news.

>> No.2496719


I'll consider a flamethrower. It's just I haven't seen many flamethrower/napalm weapons in Doom done -right- other than it being what amounts to a short range plasmagun

>> No.2496729

how about something like a mix of the Leichenfaust 44 & the Particle Cannon from the 2009 Wolfenstein(which is a highly underrated game in my opinion); https://www.youtube.com/watch?v=hrQYtC9EeFQ

>> No.2496732

It'd be more appreciated if it were more readily available these days.

>> No.2496734

reposting from last thread
So I downloaded darkplaces, but I'm not sure where to get the quake game files. Did I not look through the initial post properly? Because I can't find the files.

>> No.2496736


>> No.2496738


That's like the Buster Rifle though, it features a constant beam attack and an explosive energy attack

>> No.2496742

yeah sucks that it has to either be pirated or obtained through overpriced online places these days(at least for the PC version, the Xbox360 and PS3 versions are still comparatively easy to find)

well I feel silly now, unfortunately I can't think of much else that would make for a good endgame weapon to replace the BFG9000

>> No.2496752

how about something like The Harbinger; http://ratchet.wikia.com/wiki/The_Harbinger

>> No.2496758


Random trivia: John Romero bought that IoS fan-made scene where that cacodemon appears, directly from its creator

>> No.2496763

is that the only way?

>> No.2496771

well you could just buy it off Steam

>> No.2496774

If someone has it in their steam library would they be able to familyshare it to me?

>> No.2496782

i could have sworn somebody posted them here recently on megafirebox or wherever

>> No.2496791

i found this in the archives


the dropbox link there still works - no idea if it is legit, though.

>> No.2496797
File: 30 KB, 399x468, 1308113076941.jpg [View same] [iqdb] [saucenao] [google] [report]

>Making Doom stuff
>Walk away from it for a few months
>Go back to it

>mfw trying to remember how the hell everything worked and was organized

Please tell me I'm not the only one who has had this.

>> No.2496801

>Please tell me I'm not the only one who has had this.
you are not -- it's not limited to Doom, either, as anyone who has written computer program code and left it for a few months will attest.

>> No.2496803

>program code

I had this in high school with a project, I can't imagine how much worse it would be with a few thousand lines of it.

>> No.2496804

>no idea if it is legit, though.
i downloaded it and checked the md5sums

5906e5998fc3d896ddaf5e6a62e03abb PAK0.PAK
d76b3e5678f0b64ac74ce5e340e6a685 PAK1.PAK

these match those on http://quakewiki.org/wiki/pak0.pak and http://quakewiki.org/wiki/pak1.pak

>> No.2496805

works well, thanks guys

>> No.2496807
File: 11 KB, 428x200, Doom4Hud.png [View same] [iqdb] [saucenao] [google] [report]

Tried to get this in-game, failed horribly. If I really wanted to I could probably sit down, try to sprite out the actual HUD interface, but i'm too damn lazy and I sure as hell don't know decorate for any of it.

Speaking of Doom [4], I'm just trying to imagine ways to improve the showing, and besides having more supplies actually being in the goddamn map design and keeping bonuses as bonuses for executions, I actually thought about something like FEAR's kick. Double-jump sprint in and kick a Zombie or Imp's head hard enough to ragdoll them clean off a platform or into some spikes, or shit like that. And then make the shotgun more like FEAR's shotgun, a chunky pump-action that blows away singular enemies efficiently and then making the Super Shotgun good for crowd-clearing with extreme prejudice.

.. sometimes I wish I was an ideas guy for an actual development team.

>> No.2496809

how do i get good at demonsteele

>> No.2496812


To defeat the enemies, stab them until they die.

>> No.2496815
File: 38 KB, 500x339, SSSSSMokin' Hot!.png [View same] [iqdb] [saucenao] [google] [report]

Did you try dodging the enemy attacks?

>> No.2496823

>sometimes I wish I was an ideas guy for an actual development team.

There is no such thing as an "ideas guy", though.

>> No.2496829

That and people who bill themselves as "ideas guys" are usually pretentious, talentless, out of touch hipster idiots who think everybody else on the dev team is their lackey, programmers especially from what I hear.

So since you've done some actual work you're not like these people at all.

>> No.2496831

I didn't make the hud image itself, sorry to say. I guess it was stupid of me to say that, I admit that much, I just have so many thoughts in my head and suck horribly at getting them out or they never come out intact. Combine that with personal issues as of late and I guess I got too big for my britches to speak there.

>> No.2496835

lol at picture

>> No.2496836
File: 78 KB, 439x439, 1355629679630.jpg [View same] [iqdb] [saucenao] [google] [report]

>admitting faults and limitations

Definitely not "ideas guy" material.

Seriously though I know what you mean, I have a few maps that I'm burning to make and since they have been in my head for a few years (seriously) I know they're not going to bugger off. Some aspects of editing are certainly more fun than others, the visual aspects I appreciate much more than say, coding.

The people here have been very helpful though, I've just returned from a 5 month or so absence so I'm getting the hang of editing again.

>> No.2496837

They do have ideas guys, it's just that everyone on the team is an ideas guy, and they have other jobs as well.

Get good at something modding or making related, make your ideas come to life. Trust me, there's nobody who'll do it for you, unless you're exceptionally rich or persuasive.

>> No.2496852
File: 3 KB, 170x60, snes_contra_doom_rifle.png [View same] [iqdb] [saucenao] [google] [report]

Well it's not like i'm completely shit. I did make a weapon graphic for the Contra Doom mod because I was bored one day, and some people liked it, but it's too MS Paint basic for my tastes and was quickly made irrelevant anywho. I need to sit down and really learn things, because I've been incredibly lazy since I graduated high school four years ago.

>> No.2496857

Which parts of editing do you like the most?

I like mapping the most, but I think with current trends in the community (judging by what stuff get's at least reasonably completed) more people like making art assets and coding than mapping, but I might be way wrong.

>> No.2496858

>There is no such thing as an "ideas guy"

have you taken a good hard look at the indie dev scene?

>> No.2496859

I don't even know how to map, although I probably could learn if I downloaded Doom Builder. Dunno ACS or Decorate, dunno much at all. My only capability is simple art with Paint and some GIMP2. So i'm a essentially a newbie to the whole thing altogether besides replacing some graphics in Slade.

>> No.2496860 [DELETED] 
File: 263 KB, 523x372, 1434830083829.png [View same] [iqdb] [saucenao] [google] [report]

>indie dev scene?

I just wanted to post this image.

>> No.2496861


Yeah, and how many of those guys actually produce anything good?
Ideas guys don't make games.

>> No.2496862

well it depends where you look.
this board/thread is a hive of zandronum mod coders and graphics artists.
although we get the occasional map posted here, doomworld seems to be where all the mappers go.

>> No.2496863

There are people that do a lot of art asset items, assuming time and motivation would you make assets like textures or world objects?

>> No.2496864
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google] [report]


pic related.

>Ideas guys don't make games.

They make a lot of money though.

>> No.2496865

>I just wanted to post this image.
ugh, blergh. no offence but i'm hiding your post.

>> No.2496867

Probably world objects.

>> No.2496868 [DELETED] 

>Ideas guys don't make games.

They do, they're just crap....and I use "games" in the loosest sense possible.

I prefer here to any other forum, I like the faster, looser nature of it and the fact that there is almost zero ego drama.

Because there is no ego you can more easily experiment too. I can speak more freely here whereas on a proper forum I take a while with my posts and scrutinize every word.

Oh and we don't have people who try to make a board their home that talks about every bit of crap that goes on in their lives, seriously, have you *seen* the off topic threads? If you want to take a risk of hating a dev you like because you find out their idiots irl, go there.

>> No.2496869 [SPOILER]  [DELETED] 
File: 52 KB, 664x601, 1435309406764.png [View same] [iqdb] [saucenao] [google] [report]

>They make a lot of money though.

You would think that.

>> No.2496870 [DELETED] 

>Ideas guys don't make games.

They do, they're just crap....and I use "games" in the loosest sense possible.

I prefer here to any other forum, I like the faster, looser nature of it and the fact that there is almost zero ego drama.

Because there is no ego you can more easily experiment too. I can speak more freely here whereas on a proper forum I take a while with my posts and scrutinize every word.

Oh and we don't have people who try to make a board their home that talks about every bit of crap that goes on in their lives, seriously, have you *seen* the off topic threads? If you want to take a risk of hating a dev you like because you find out they're idiots irl, go there.

(Edited post because of massive irony of me using the wrong version of they're/their while calling another person an idiot).

>> No.2496871

They don't. The only reason Fez 2 didn't come to fruition was because the person who actually built the game left, and Fish couldn't make it on being an idea guy and telling people to suck his dick and choke on it.

>> No.2496874

i think it's faster and easier to make a code mod. you can do something in a few dozen lines of ACS/decorate that you and others can play and have fun with on hundreds of existing maps.

actually making a map, especially one to "modern standards" takes a great deal of planning, thought, and careful editing, even with modern tools. not to mention doing hundreds of playtesting runs. you end up entirely sick of your own creation.

>> No.2496890

>not to mention doing hundreds of playtesting runs. you end up entirely sick of your own creation.

I can somewhat attest to this.

It's exciting thinking how my map will look but when you see the same thing again and again you have to think about the end point to keep you motivated, unless perhaps you're speedmapping and it's all fresh.

You also need to keep in mind what you know at the creator, so you don't accidentally make it too hard because you get so good at it you know where everything is.

>> No.2496927
File: 546 KB, 901x900, 1433011853064.png [View same] [iqdb] [saucenao] [google] [report]


>tfw we never got a series, comic, movie or anything at all with a Doomguy like this.

>> No.2496937

Yes we did


>> No.2496954

Ross is a pretty cool dude.

>> No.2496962 [DELETED] 


>> No.2497038

Does anyone have an idea of quicksave/quickload binds for Quake? I've been looking around for a while and can't find shit.

>> No.2497045
File: 2.85 MB, 427x240, square lunch base.webm [View same] [iqdb] [saucenao] [google] [report]

square is fun


>> No.2497068

It looks nice, I like the color usage and the maps technical designs.

It's just the assets look way too MS paint-y.

>> No.2497103 [DELETED] 
File: 45 KB, 589x505, what.jpg [View same] [iqdb] [saucenao] [google] [report]

Wasn't that the company that somehow made an even more pretentious version of Gone Home?

>> No.2497113

>(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

>> No.2497114 [DELETED] 


This (short) video sums it all up pretty well I think.

As a bonus, that channel also talks about the new Doom game coming out and how certain people think people who like Doom are all terrible people for liking video game violence, a dev stood up for gamers though which was nice.

>> No.2497115


Help me think of a BFG-tier weapon that'd fit Combined_Arms then, please.

>> No.2497123

a thing that summons allied cyberdemons. uses corpses as ammo.

>> No.2497128


as cool as that would be I want this to be just a weaponset that people can mash with maps and monster sets.

>> No.2497132
File: 174 KB, 800x800, 1366521171099.png [View same] [iqdb] [saucenao] [google] [report]

>Re: Doom mapping.

Is there a way I can have sector lighting effects affect just walls?

Reason I ask is I want the floor to stay pitch black (implies depth). I swear I have seen this before, just can't remember where.

>> No.2497138

Make a texture that is completely black and use it as the floor texture.

>> No.2497153

That would work, though I'd love to know if there is another way as well.

>> No.2497158 [DELETED] 

They marketed a game to people that do not play games. For instance, I frequent various game sites, and only heard about it game after the dev's ragequitted the industry.

Making a game is half of the deal - the other half is selling it. This guys forgot about the second half, and therefore their efforts can be considered half-assed at best.

>> No.2497162

Not the anon from before but You'll have to use a more advanced map format, I think its GZdoom in the hexen and/or UDMF format that allows you to brighten textures and flats without adjusting sector lighting.

>> No.2497163

Make a 1 unit thick sector before the wall. Make lightning however you want..

>> No.2497164
File: 964 KB, 320x240, FloorLightTransfer.webm [View same] [iqdb] [saucenao] [google] [report]

Boom sector light transfer linedefs. for example

>> No.2497167

how about some magic sword-like thing that gets ammo as you kill things and can use that ammo to fire tracking and explosive (but harmless to the player) magic projectiles?

>> No.2497170

From >>2497163

Another trick, frequently used - accenuate the area with outline of liquid (8-16 units), instead of 1 unit thick sector. This is commonly used in various WADs.

>> No.2497171

I'm in UDMF right now, I think I saw a similar option a long time back but I've only recently returned to editing and forgotten a lot of tricks.

This would also work.

Noice, thanks.

>> No.2497174

meant to quote >>2497115

>> No.2497175

you probably don't even need to mess with transfer linedefs, then, you can probably just set the floor light independently.

>> No.2497180

Yeah that's what I was thinking, because I think you can have the floor and the ceiling be different lights and that's what I was getting at.

Anyway, I'll give it all another go tomorrow after I wake up.

>> No.2497183

Oh yeah, and I'm trying to do it for a 3d floor under the player so it's a bit different.

>> No.2497201

>2009 Wolfenstein(which is a highly underrated game in my opinion)
I thought I was the only one!
(though it definitively have it's own flaws, there's no denying that part)

>> No.2497210
File: 841 KB, 320x240, FloorLightTransfer2.webm [View same] [iqdb] [saucenao] [google] [report]

if you mess with the textures too it looks properly spooky

>> No.2497213

>I swear I have seen this before, just can't remember where.
i think there's a map in Whispers of Satan that does it. one of the later ones, can't remember the number off the top of my head.

>> No.2497215

gauntlet that absorbs enemy projectiles, releases attack based on number/power of projectiles absorbed.

>> No.2497234


I really really fucking wish glowing flats in GLDEFS could glow subtractively. That'd amazing.

>> No.2497281

Can anyone point me toward some good build engine tutorials?

>> No.2497301

Any Android versions of Doom?

>> No.2497302

Having seen that HUD Mod dude's attempt at a d44m-style HUD for old Doom, I gotta ask a few things I guess

>what are your recommended HUD mods?
>if i were to try my hand in making HUD mods myself how do I go about it?

Also, Bethesda (UK) has the whole Doom 4 Showcase up on their Youtube. No more relying on reuploads I guess. Maybe add this to the next OP if it ain't there yet or if you dudes like.


>> No.2497345


There was one up on the news post:

Only problem is it costs around 2 bucks.

>> No.2497352


It was free a few days ago.

Speaking of which, he recently put up his RTCW Android Port for free.


>> No.2497361


I always look forward to the shitstorm this guy's wads cause

>> No.2497363
File: 31 KB, 452x455, top jew.jpg [View same] [iqdb] [saucenao] [google] [report]

>The fate and the notoriety of this WAD was even more notoriety-
>Im dont know, what that have led me to the creation of this WAD, i dont kno why im maked it.

>> No.2497364

The wad itself isn't bad. Just the screamer's kamikaze death cry has a tendency to glitch on loop in level 2 of Doom 2

>> No.2497376

I know, I actually got it while it was free :)

Also, next thread we should cut the "get it while it's free" part.

>> No.2497385

Ru->Eng Google translate, everyone.

have cleinia

>> No.2497389

>if i were to try my hand in making HUD mods myself how do I go about it?
Do something unique that hasn't been done. Also, draw your hud with vector graphics so you can easily change stuff around before exporting to raster format.

A style of hud that I'd personally be interested in would be an extremely minimal one with the most essential information displayed close to the crosshair, like the HUD of a modern fighter jet. I had a hud like that back when I played quake live and it was amazing.

>> No.2497391

>Here is no credits :(
>If im writing it, im die with boring...
ahahah, that's almost cute

>> No.2497398


>114 MB



>> No.2497402
File: 345 KB, 1280x720, phase1-0.9_01.png [View same] [iqdb] [saucenao] [google] [report]

Are the FreeDoom levels fun to play?
If yes, which is better, Phase 1 or 2?

>> No.2497403

What If I'm making a WAD, (PK3 actually), and it's like 300+mb. Most of them sprites.

>> No.2497404

>im die with boring
That one actually made me laugh a little.

>> No.2497408


consider therapy

>> No.2497410

It's fine as long as you're not thebadhustlex and you don't have duplicate spites with different offsets

>> No.2497416

Freedoom is pretty fun but some of the sprites just look ugly, like they belong in a forgotten Doom clones

>> No.2497432

consider the usual variable quality of a community mapping project. multiply that by by the fact that some of the maps are relatively new and others are anything up to 13 years old.

>> No.2497453

I find it easier to offset shit in Decorate, really.

>> No.2497457

Yeah that's the right way to do it.

>> No.2497494

Does this thread thinks that Complex Doom sucks?

>> No.2497496



>> No.2497502

>Also, next thread we should cut the "get it while it's free" part.
if it's not free any more i think it should be removed completely. otherwise we're just being free advertising

>> No.2497507


I yhink you're right. It was more of a "get it while it's hot" deal.

>> No.2497519

Something about "Complex Doom"

The mod was made and is maintained by Russians, and Ru->Eng translation is bullshit.
Complex in this context means not complexity, but Difficulty. So, it should be called something like "Difficult Doom". But in Russian "Difficult" and "Complex" are described by the same word, and meaning is derived from the context that is not taken into account by translation software.

>> No.2497523

hard doom came first too right
maybe that influenced affairs somewhat

>> No.2497524

i think there's a few people here who don't like it and are vocal about that. i personally have never played it and know little about it, so i don't really have an opinion.

interesting, thank you

>> No.2497527


IMO should also add a notice about RTCW.

I eagerly await re-release of Jedi Knight games ports.

All of them have mod and high-res textures support too.

>> No.2497529

It's a basically a Colorfull Hell, but with some more Realm667 stuff and bullshit.

>> No.2497545

>IMO should also add a notice about RTCW.
RTCW? isn't that offtopic for /vr/ ?

>> No.2497546

Borderline. 2001.

>> No.2497553


Dang, those sculptures look awesome but the paint job ruins them completely.

>> No.2497564

I believe it does, since there's no sense of balance regarding the monster replacement and damage AT ALL.
Almost every monster class has a variant that can one-shot you at 100/100, the weakest ones being the shotgun guys, who can spawn with either an SSG or a QUAD Shotgun. And everyone of them are hyper-aggressive.
Complex is also reputed to have resources from other mod-makers without giving credit.

>> No.2497565

>and you don't have duplicate spites with different offsets

Not this shit again.

>> No.2497579

>Complex is also reputed to have resources from other mod-makers without giving credit.
i get the impression this is just a stick people use to bash mods they don't like. especially on /vr/ where even the faq has iwad download links.

>> No.2497584

>especially on /vr/ where even the faq has iwad download links.

Providing a download link to a game the creators have said they don't care is pirated has no relevance to someone nicking resources without any credit.
I don't really think "omg he stole my stuff!!!" is really that big a deal in the free modding community and this is coming from someone who gets his stuff stolen constantly, but that kind of comparison is bunk and you know it.

>> No.2497594

okay, fair enough, i retract the comparison. but you agree that resource "stealing" isn't a big deal in a free modding community. thus i stand by my assertion: "the creator stole resources without credit" is a stick used to bash mods the poster doesn't like.

>> No.2497595

>especially on /vr/ where even the faq has iwad download links.

And What Does That Have To Do With Anything?™

>> No.2497598

F6 and F9 seem to work pretty well.

>> No.2497601

I am think it is shame of him to not credit people who worked.

>> No.2497603


>> No.2497604

>but you agree that resource "stealing" isn't a big deal in a free modding community.

I believe it's a dick move to not credit someone. I believe it's a dick move to say you made it yourself. I believe it's a dick move to go "pls don't use my stuff pls".
But ultimately it's a free community that thrives on information and resources being distributed around without the burden of any licensing, and people should be contributing resources with the intent of bettering the community and its resulting projects. And if someone wants to be a dick and do any of the above then you can basically do a total of jack and shit--not that you should want to do anything other than shrug, roll your eyes, and go "whatever".

>> No.2497623

Indeed. With some proper airbrushing and washes it'd look amazing.

>> No.2497625

Keeping track of legions who deserve credit is a pain in the ass. As long as you are not, as >>2497604 says, claiming you made it yourself, I don't see the problem.

>> No.2497626

if there's a 100mb+ worth of them that would be silly. In moderation it doesn't matter.

>> No.2497638

>Keeping track of legions who deserve credit is a pain in the ass.
"but it's haaaaaaaaard!" is not a valid reason to not credit someone

>> No.2497646
File: 488 KB, 847x754, browse_0063.png [View same] [iqdb] [saucenao] [google] [report]

~ ~
~ ~

Later in the thread Romero said he will digitize it

>> No.2497649
File: 103 KB, 1024x715, larg.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake testers

>> No.2497651



>> No.2497652
File: 1.84 MB, 343x400, dragon tales.gif [View same] [iqdb] [saucenao] [google] [report]

This'll be interesting

>> No.2497654


>Romero in the background not giving a shit


>> No.2497657 [DELETED] 

Quentin on the left

>> No.2497659

Is there a tutorial or guide on how to make add-on classes for Samsara?

>> No.2497661



Look inside the .pk3 and follow the instructions. You will need to supply your own decorate.

>> No.2497662

"Own Decorate" as in coding the weapons, or what?

>> No.2497664


>> No.2497665

I made a shell script to automatically install doom on linux. Haven't tested it, only works on debian.
picklesrevil.com/doomstall.sh if anyone is interested.

>> No.2497669

Weeb John Ritter making peace signs for the camera

>> No.2497670

Alright, I can work with that.

>> No.2497671



If you expected designing a class to be easy enough to have a simple guide for, I'm afraid it's not quite that straightforward.

>> No.2497682
File: 92 KB, 304x366, baron.png [View same] [iqdb] [saucenao] [google] [report]

Managed to snatch a totally uncompressed video of the E3 trailer.
Thing is DEFINITELY a Baron.
Messed with colors a bit, and you can even see it's facial details and horns better now.
Glad we're getting a classic inspired Baron design.

>> No.2497690

Looks pretty good to be honest. I'm a bit hyped for Doom 4 really. I know it's not going to be as good as the originals, but I also don't expect it to be. I just want a good shootin things game.

>> No.2497691

he seems pretty big

>> No.2497693

>those short as fuck arms

for what purpose

Also how did you "snatch" it ?

>> No.2497694

I think they're bent. Forshortening on the arms.

>> No.2497695

for you

>> No.2497701

I've been a professional hacker for years, and as I member of the hacking group "4chan", I can get a lot done. Many years of experience, and looking closely at pixels.
Nah, I actually got it here: http://www.gamersyde.com/download_doom_e3_trailer-35063_en.html
Heard they had the trailer uncompressed.
I was doubting, but they actually do. Some scenes look really fantastic.

>> No.2497703
File: 34 KB, 177x210, spectre.png [View same] [iqdb] [saucenao] [google] [report]

Also, have an uncompressed Spectre.

>> No.2497707

Don't know if there is, but as I get the code for Samsara is all a whole bunch of tangled spaghetti at this point.

>> No.2497730
File: 21 KB, 550x400, 1346169015883.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you guys think are the best vanilla weapon mods? Personally I love HXRTC & RL quite a bit. Shut Up & Bleed is kind of interesting. Haven't fiddled around much with Smooth Doom to form much of an opinion

>> No.2497732


>> No.2497738

I tend to like stuff that radically overhauls the base gameplay, so stuff like Demonsteele or Wrath of Cronos.

When I'm in the mood for something more traditionally run-and-gun, I really like Nazis! quite a bit.

>> No.2497741
File: 106 KB, 320x320, 2418965-super_noah_s_ark_3d___dos___e4m1.png [View same] [iqdb] [saucenao] [google] [report]

I'm having great fun with Super 3-D Noah's Ark.

>> No.2497747

I'm sure that this is going to sound stupid, but has anyone made a port of Super 3D Noah's Ark for GZ/Zdoom?

>> No.2497750

>vanilla weapon mods
smooth doom top tier
beautiful doom second tier

>> No.2497751

The version on Steam uses ECWolf, which is based off of Zdoom code.

>> No.2497753

I recommend buying directly from Piko Interactive because you get DRM free versions for all the major OS, Android, and a steam key.

>> No.2497758
File: 121 KB, 640x640, bullet-bill-9mm.jpg [View same] [iqdb] [saucenao] [google] [report]

I like wads where someone paid attention to make guns interesting in one way or another.

Just fluffing out the readme with information on how each of them works and a bit of history, if they're made up weapons.

Otherwise depicting real weapons with decent realism (but not at the sacrifice of fun or usefulness), I like that. It's also nice to see someone depict a weapon you don't often see in games.

>> No.2497761

The steam version says DRM free, and while, yes, Steam is technically DRM, you can just pull out the "iwad" and throw it in a ECWolf you downloaded from it's main site.

>> No.2497762

Steam is not a digital rights management. Many games can be played without even having started steam and ones that require have most likely steamworks integration which is added by the dev himself.

>> No.2497776

>beautiful doom
just remembered that the dev returned
did he update it?

>> No.2497795


I think doom 4 sucking fucks... fucking sucks...

the graphics are shit

the enemy design is shit

not enough enemies

the violence is shit

the rocket launcher sound is shit

shit, shit, shit, fucking shit

and I like modern variants of the formula like painkiller and serious sam (second encounter hd and bfe). This doom 4 seems to be seriously shit!

>> No.2497803

You're too pessimistic and cynical. It's not great or mindblowing by any means but Doom was never Painkiller or Serious Sam either.

>> No.2497815

it was just an example to say I'm not default anti new. It was to say that I like games like painkiller and serious sam 3 who are a "modern" take on real fpses (real fpses: doom, quake, duke, painkiller, serious sam et al, fake fpses: you know what I'm talking about).

This doom 4 is very disappointing and boring. The enemy design, animation, sound and low intensity action is unexcusable.

This should have been a doom 3 mission pack

>> No.2497819 [DELETED] 

stop caring about modern rubbish and join us playing the classic game, which can never be ruined or taken away.

>> No.2497821

Wait till the beta or at least Quakecon before having an opinion on it

>> No.2497824
File: 170 KB, 1920x1080, supernoahlogo.png [View same] [iqdb] [saucenao] [google] [report]

Here's the Steam version of Super 3D Noah's Ark, if anyone wants it.

Make sure to buy the game if you enjoy it.

>> No.2497832

well I suggested >>2496742 would that work?

also I've noticed while playing various wads like Samsara(especially Samsarahold), Brutal Doom, and Complex Doom that various weird monster variants show up, like black Imps and Cacodemons, and bright orange Barons of Hell, anyone know where these guys all come from?

>> No.2497839

Will do. Thanks, anon.

>> No.2497840
File: 159 KB, 1280x960, tfw_no_covenant.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't I like both classic and modern?
Sure not everything new is fantastic or without it's own faults, but it's not like old games were all golden.

Remember how frivolously Nintendo would put their 'official seal of quality' on so many desperately mediocre, sub-par or outright atrocious games? 75% of all games on the NES were crap in one way or another, but we remember the precious 25% for being outstanding.

I don't think that's changed, if a modern game doesn't look good to you, don't buy it. If you're skeptical, try a demo or play it at a friends house before making a firm decision.

That's not to say that you shouldn't examine things in a critical light, I have my own issues with Doom 4, I just don't think I've seen enough of the game to determine finally if it's worth my time. I'm excited I will admit, absolutely, because the game does look like it could be fun. Maybe not 'classic Doom 20+ years' of fun, but I'm thinking that it has a chance of being better than Doom 3, and I did have fun with that game, as flawed as it was.

>> No.2497842

Two articles about Doom on mainstream websites


>> No.2497864

the Nintendo Official Seal of Quality had nothing to do with any game's quality as a game, it was simply them saying that it's recognized by Nintendo as an official NES game and that it would run on an NES with no hardware complications coming out of it

>> No.2497872

Main fire: Maybe a slow ball of plasma that shoots other plasma - so it would work sorta like BFG10k from Q2, but with rockets.
OR a big plasma ball that drips smaller plasma in a sort of carpet-bombing way.

Altfire - shoots a big gravity-affected plasmaball. When it hits the ground, it starts emitting plasma, 8 balls at a time (in 8 directions at once). These balls don't fly outward though, but in spiral around the main ball/emitter. They also have limited seeking ability, so if they fly closely past a monster, they reaim at him.

This way altfire would hit a large group of enemies, if player/landing location is surrounded by enemies, and at the same time it would be able to direct all its power to a large enemy if it's alone (as all balls would still hit them once they run a circle of the spiral)

Maybe make it work only as long as player holds the button (and spends ammo), and the big ball dissipates when ammo depleted or player stops holding the button.

>> No.2497889

Anyone recognise the mappack from the project brutality modb page? If this has been asked before, sorry about asking again.

>> No.2497897

What WADs do you recommend?

>> No.2497905

Well what kind of experience do you want and are you mostly after a mapset, a gameplay mod, or a total conversion?

>> No.2497910


It depends entirely on what you're looking for.

>> No.2497912


the ones you hate

in all seriousness


>> No.2497914

fug i need to finish that
>It's just the assets look way too MS paint-y.
ain't that the point
that was interesting, thanks for sharing
>So You Want To Play Some Fucking Doom? (v5)

>> No.2497916



>> No.2497917

>Well what kind of experience do you want
>just .wad my shit up

>> No.2497918

post the picture

>> No.2497923

Brotal Duum
AEons of Daeth 6

>> No.2497925

They say it's from marcs startin pac

>> No.2497929

Vela Pax, it's in the news post.

>> No.2497936

It's Sgt. Mark's abandoned 'starter map pack', look it up. It's called Recurring Nightmare, you might find it on Moddb if you google it. Has the first episode of Doom 1 recreated (loaded via Doom 2), but it's honestly not that great. Takes a few cues from the co-op based Brutalized mapset versions of the maps, and after a certain point it basically becomes nothing but said maps anyway.

>> No.2497938

Play DemonSteele with the scythe 2 mapset or Project MSX with Back To Saturn X. Those are my goto gameplay/mapset combos. Also try out Action Doom which is a cool TC.

>> No.2497940

all loaded at the same time

>> No.2497945

>Project MSX with Back To Saturn X
These 2 don't blend well, MSX goes a LOT better with Hellbound and slaughterfest 2012

>> No.2497947

I really enjoyed the matching aesthetics.

>> No.2497956

i tried to make a pastebin of recent /vr/ wads


probably missed loads and half the links don't work, oh well.

>> No.2497961

How tall is a cyberdemon exactly? It is 110 map units tall, with each map unit being .075 feet, therefore being 8.25 feet tall. But that just doesn't seem right, there are some basketball players bigger than that.

>> No.2497963

>with each map unit being .075 feet
that makes Doomguy (56 units) 4.2 feet tall. your scale is wrong.

>> No.2497965

the aesthetics match, the gameplay not so much (you can't go sanic or use the suit powers in most levels)
that imp room in the first level destroys you on msx

>> No.2497970

>that imp room in the first level destroys you on msx
Charge a full charged fist and unleash it on the ground then pull out the auto shotgun and kill the rest.

>> No.2497972


>implying that the endless waves of monsters and circle strafing them is better than level design

>> No.2497973

i think more sensically assume doomguy is 6 feet, hence cyberdemon is 6/56*110 = 11.78 feet.

>> No.2497976
File: 101 KB, 690x518, demon_preview_featured.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks. Went to the Doom wikia and it says that 32 units are roughly 1 meter, making the cyberdemon about 11.275 feet tall.

>> No.2497980

i was talking about your first playthrough, dummy

what you're describing would be nigh impossible to pull off the first time playing

>> No.2497982

SS:TSE had some really neat and innovative fights though. There was this feeling that the devs had a ton of fun on their job. Also it encouraged exploration about as much as doom does.

>> No.2497983
File: 2 KB, 160x282, skula8a2.png [View same] [iqdb] [saucenao] [google] [report]

the vertical scale has always been a bit inconsistent. the lost soul is also 56 units tall. so this thing is actually 6 foot high... "you seen those flying skulls man? damn that's some creepy shit" indeed.

>> No.2497985

I have no idea why id doesn't just do a megaman 9 or something and simply make a doom 4 old school style cuz that's what everybody wants

>> No.2497989


There was that one time when, you know, No Rest For The Living was released

But I do agree that another officially licensed WAD from id software in this era would be cool.

>> No.2497990

At any rate, PMSX has some incredibly cool design choices overall, and great polish on top of that. I think 'crysis on crack' would make for a great modern standalone game even, provided the level design was more in the vein of (fan made) doom maps than a typical modern game.

>> No.2497993

And then people would criticize itt for not being up to modern communitie's standard

>> No.2497994

no I'm talking an entirely new game not just a wad. New monsters guns everything. Everything doesn't have to be new but at least updated to modern pixel art standards.

>> No.2497998

Doom 4 is pretty damn old school relative to most games of today. Imho the devs seem passionate about their game, respectful to the franchise and supportive of modders so I fail to see the big problem other than sub-par color grading

>> No.2498003

To me it just looks like another game attempting to mimic doom like serious sam but not really cuz the level design isn't there.

>> No.2498007

btw where can i buy one of these figures?

>> No.2498009


the scripted fatalities are too central to combat and utterly killed the game for me

hate how the enemies light up like a christmas tree, too, to let you know you can button prompt them

not to mention the weak sounding weapons and unsatisfying as fuck looking gunplay

the melee looked stronger than the guns ffs

shit game, not gonna buy

>> No.2498012

the picture is from this thread


>> No.2498017

>hate how the enemies light up like a christmas tree, too, to let you know you can button prompt them
just like HDoom, as some joker pointed out

>> No.2498034

I never felt like SS games were even close to Doom. They did their own thing with a degree of success from amazing (TSE) to average (TFE, SS2) and sub-par (BFE).

>> No.2498051

i must say, now i'm a lot more hyped for shadow warrior 2 than doom 4

>> No.2498064

If Doom 4 was like Serious Sam, trust me, you'd know. Quick kill rates, fast and accurate weapons, constant side-strafing as hordes of enemies raid your position, and downright chaotic clusterfucks if you don't manage crowd control. With D4 I see RAGE instead, it's got 'speed' but it's all about the emphasis of death per enemy rather than deaths per encounter, and it's far more manageable than most Serious Sam fights.

>> No.2498070

>the lost soul is also 56 units tall. so this thing is actually 6 foot high... "you seen those flying skulls man? damn that's some creepy shit" indeed.

Isn't that including the blank space beneath the sprite?

>> No.2498092

How do I set up a DooM LAN server? I can't fucking figure it our for the life of me and I want to Co-Op doom with some buds.

>> No.2498097

Maybe it's because I've been playing nothing but Demonsteele constantly, but yeah, I'm hype as fuck for Shadow Warrior 2.

Is this what we've really come to? Shadow Warrior looks more like a fun game than Doom 4?

>> No.2498126

I think they both look fun and will play both of them, because I like having multiple shootmans.

Plus, SnapMap looks incredibly cool to fuck around with.

>> No.2498134

the 2013 shadow warrior was pretty fun too
a bit frustrating sometimes as secrets go from "right in front of you" to "invisible without a guide"
oh, and it ran like shit until a few months ago

>> No.2498194
File: 1.54 MB, 1920x1080, vlcsnap-2015-06-27-08h46m58s138.png [View same] [iqdb] [saucenao] [google] [report]

I like this because it lets me see all the texture pop-in that they tried to hide.
Hope you guys have got fast computers.

>> No.2498227
File: 31 KB, 1454x358, this can't end well.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2498230



>> No.2498236

Making Noah from Samsara, should he have a Slot 3, or should it just give him a Slot 2 like BJ?
Also, his ultimate is going to be the Holy Bible it self.

>> No.2498240


Depends entirely on what his playstyle will be like and what strengths/weaknesses you have in mind for him.
BJ's slot 3 is empty to emphasize his reliance on Bullet ammo and to stagger out his ability to get more damaging weapons.

If that's complimentary to the playstyle you're going for, then yes. If you've got another playstyle in mind, then give him a slot 3.

>> No.2498262
File: 66 KB, 198x169, 1406571979749.png [View same] [iqdb] [saucenao] [google] [report]

>you had message from TerminusEst13 and Captain J for not touch the wad...
>because of it, you going to meet some trolls and mongrels in the internet for real

This is pure gold.

>> No.2498264


honest question: is there a chance for him to get banned over this?

somebody should claim the hotline doom mod before it gets abandoned

>> No.2498267
File: 685 B, 64x64, BibleA0.png [View same] [iqdb] [saucenao] [google] [report]

Honestly, not quite sure what I should go for, any suggestions? Willing to listen.
Also, first sprite for Noah's ultimate, any suggestions? I am working with 3D Noah's Ark's pallete.

>> No.2498272

>Is there a chance for him to get banned over this?


>> No.2498275
File: 499 KB, 480x228, HAR HAR HAR.gif [View same] [iqdb] [saucenao] [google] [report]

Pure internet gold

>> No.2498282

Maybe it could shoot a whole lot of water, or make it rain holy water. You know, to keep with the whole "flooding" theme of Noah's story

If he openly insults someone in the game, maybe. But I don't think he'd do that... right?

>> No.2498289
File: 254 KB, 339x334, wait, what.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2498291

Honestly, I was gonna have it kinda just be an adjusted version of BJ's ultimate. I was asking more for the sprite it's self, and Noah's play style.
Also, real quick idea for Noah's play style, he is pretty much forced to use Ammo 1, and doesn't get anything from Ammo 2, however, his unique could pretty much be a computer map in the shape of a Scroll, mirroring how, at least from what a lot of people say about Super 3D Noah's Ark, you have to find secrets to keep up on Ammunition.

>> No.2498293


Oh yes, this is going to be fucking amazing.

>> No.2498298
File: 45 KB, 640x480, cat surprises a goomy.jpg [View same] [iqdb] [saucenao] [google] [report]

This can only end in shit.

>> No.2498312

Just wanted to say I like these two pictures a lot. Would love that cacodemon toy.

>> No.2498346


There's one too around the part where he busts out the SSG. I already noticed it in the early gameplay footage but it seems that texture pop in is still a thing for idtech6, hopefully not as bad as 5's.

>> No.2498385
File: 26 KB, 510x546, 1314293499481.png [View same] [iqdb] [saucenao] [google] [report]

So much autism.

>> No.2498415
File: 1 KB, 64x64, RockSlingA0.png [View same] [iqdb] [saucenao] [google] [report]

Made a hypothetical Slot 3 for Noah, slinging rocks David and Goliath style with a rifle-shaped sling shot. If I end up not giving him a Slot 3, I could still use this as an Insta-Gib, or give it to the ECWolf modding community.

>> No.2498506 [SPOILER]  [DELETED] 
File: 55 KB, 256x296, 1435377467801.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2498512


>> No.2498528

Here's the Bible and Sling Rifle I made, in case anyone wants to use them for a Noah mod or something.

>> No.2498534

This post itself deserves a Cacoward.

>> No.2498545

But we don't give "worst wad" awards anymore anon

>> No.2498546

That's pretty hot

>> No.2498547

Who said anything about worst?

>> No.2498552

>But we don't give "worst wad" awards anymore anon

But I loved reading that section...

>> No.2498565

damn son doesn't that hurt

>> No.2498567

Heh,any link for that thread?

>> No.2498568

3rd degree burns in the D

>> No.2498581


So I'm not installing it just for this question but how do levels work in it?

Do you apply it over level sets or does it have it's own maps?

Do you just go around having sex with demons? Because that's pretty metal.

>> No.2498582
File: 4 KB, 116x125, DOOMed Chen.jpg [View same] [iqdb] [saucenao] [google] [report]

I honestly hope not. He's too amusing to ban.
As far as I can tell he doesn't TRY to be an asshole to anyone. He's just silly.

>> No.2498594

Goofballs like this are some of the funniest people in the community I think.

They talk/act like little children, they're harmless and what they make is (usually) crap but I'm still happy they're around because when they say nice things it seems so cute.....

What they make might not be good but they also try and make an effort, I think that's kind of inspiring that people like this at least try and make things other will enjoy.

....then we have those losers that hang out in off-topic sections forever and try and make the community reflect their own views instead of just sticking to doom....these people know who they are

>> No.2498621


Basically this.
These guys are the best mod creators, because they're so bad they wrap aroun to be fun again.

>> No.2498651


>> No.2498676

it doesn't mimic doom it just makes a game out of the most frantic slaughter moments in doom... with a great degree of success if you ask me, there are many fights in the game that are incredibly intense and fun

>> No.2498679

>Doom 4 is pretty damn old school relative to most games of today.

why? Because you run slightly faster? Impa please

"pretty damn old school"....

>> No.2498701
File: 16 KB, 352x368, jung_must_die_difficulty.png [View same] [iqdb] [saucenao] [google] [report]

So earlier this month I wouldn't shut up about Realism difficulty with BDv20, and I also suddenly got Devil May Cry on the mind with 4's special edition. So I decided to go and add this extra difficulty into my Demonsteele file. Now those armor and Over-Life tokens really count, because you get no natural life tokens but all enemies die real fast as well.

>> No.2498721


Looks interesting.
What's the damagefactor 5.0 for?

>> No.2498727

That's copy-pasted, really. It multiplies all damage by 5 and everything has below half its normal health. So in a vanilla Doom, a Zombieman has a high chance of being gibbed by the Pistol of all things - but a single Imp fireball or even a direct hit from a Zombieman will take off a gigantic chunk of your health in one blow. In a mod where high damage is everywhere, pretty much everything dies fast.

>> No.2498728

Pretty sure DamageFactor is only for damage taken by the player, which doesn't really do anything for DemonSteele.

>> No.2498730

Better make them shoot projectiles then.
Maybe fast projectiles, but definitely not hitscans.

>> No.2498736

>....then we have those losers that hang out in off-topic sections forever and try and make the community reflect their own views instead of just sticking to doom....these people know who they are
consider spending less time in offtopic forums yourself. i never go in them and as a result i had no idea such people existed.

>> No.2498740

How do I map for Chex Quest 3? There's no game option for it or Chex Quest 1 in GZDoom Builder, and the custom enemies don't show up in the "Edit Thing" window.

>> No.2498743

Welp, no wonder then. I guess that's why, so you take more damage but they have far less to compensate. It's a holdover from the source I copypasted it from as I said.

>> No.2498745
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

So I had forgotten that Sgt. Shivers was the one who suggested the Boulder Firing Gun, and I feel like it's only fair to ask him if he has another weapon idea, he's contributed a great deal of sprites for Combined_Arms.

His new idea is an excalibat styled weapon, pressing primary swings out and fires an exploding projectile, holding it sweeps the weapon and fires a fan-like spray of projectiles, Alt-fire is a MIGHTY melee that runs on a small cooldown, complete with Melee SMAAAASSH-ing hit.

if you're out of cells you can still swing the bat and hit normal baseballs with a random chance of firing off a revenant skull that yells as it flies

That cool with you guys? I like the other suggestions that some of you threw out, but they either won't work in a strictly weapon-based mod or might cause issues in Zandybam because I'm still a fuckin scrub when it comes to doom mods.

>> No.2498747

Well Demonsteele already does that thankfully. But in my personal WAD I use for messing around with other mods, I replace Nightmare with an equivalent that uses HMP spawns, and some mods it's fun with. Others it's insanely frustrating and pretty much impossible to play because angering a mob of monsters (or getting ambushed / teleported into an ambush) basically means i'm usually dead.

Hey, it's fun when it's fun, so oh well.

>> No.2498748

That sounds fun.
Boulder gun is stupid and unfun

>> No.2498750

you people talk about him constantly but does he actually post here?

>> No.2498751


I tried really really hard to make it work, because I wanted it in. But that shit just didn't click with me, it could be my own ineptitude but... Fuck it. We're going with this bat.

We're trying to think of a name for it though, seeing as it's not -quite- the excalibat because I want to make it a metal one, so we've been looking up names of legendary weapons and shit

>> No.2498752

>That cool with you guys? I like the other suggestions that some of you threw out, but they either won't work in a strictly weapon-based mod or might cause issues in Zandybam because I'm still a fuckin scrub when it comes to doom mods.
yes that's fine, except we won't know if it's fine until we get to play it. but other than than, it's fine.

>> No.2498753

Not Excalibat?

The Batabolg
Nail Bat
Bat the Queen
Bat Solais

You can also just make it not quite Excalibat by making it just the Bat in the Stone and having the player swing the bat with the stone at the end of it still.

>> No.2498756


How about the Basemune?

*unsheathes Batana*

>> No.2498758

There's no bat there in the name at all.

I like the Batana though.

>> No.2498764


>> No.2498769

He said the player will swing the bat, not stroke it.

>> No.2498772
File: 29 KB, 429x410, 1314030384985.jpg [View same] [iqdb] [saucenao] [google] [report]

>consider spending less time in offtopic forums yourself.

The total time I've been in all of them across all sites is probably 15 minutes and I can tell you I wasted every minute.

I think years of being on chans has made us forget just how much some people care about their forum egos so they have to always look politically fashionable or whatever.

>> No.2498773

the kilobat
the megabat
the gigabat
the terabat

The Terror Bat

>> No.2498774


Seeing as we're gonna make it a stupid Japanese katana-bat, we need a legendary Japanese sword name for the bat.

>> No.2498778

that sounds fine

how about the Bat Out of Hell?

>> No.2498781

Excalibat sounds right.
Also make it cite Excalibur from Soul Eater on cooldown.

>> No.2498782

Battousai, the Ballslayer.

Yes I know it's not a sword.

>> No.2498783
File: 95 KB, 700x700, Radical.png [View same] [iqdb] [saucenao] [google] [report]


I love it

>> No.2498784

Batsu no Muda

>> No.2498789


>> No.2498792

"Useless Bat"?

>> No.2498793


Okay fuck. Daibatana: The ballslayer.

>> No.2498795
File: 11 KB, 251x166, mic.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello, I have a couple questions for you all.

>Things in maps that you hate

>Things in maps that you like.


>> No.2498796

yes it is meant to be ironic

>> No.2498805

>>Things in maps that you hate
every keycard being a trap
too much keyhunting
>>Things in maps that you like.
portions of the map that are totally optional and filled with stuff

>> No.2498808

daikatana reference is just too cringe inducing, i think you should prefer the other ballslayer one.

>> No.2498809

>daikatana reference is just too cringe inducing
get a load of this nerd

>> No.2498810

>Things in maps you hate

>Shoot once
>Army of Cyberdemons is now angry
Also Slaughterpams

>Things in maps that you like
Good music and fast paced encounters

>> No.2498836

if by vanilla weapons mods you mean stuff that are basically doom weapons but better then OMGWPNS wins this one, recolored doom weapons and monsters that bring a fucking ton of variety. And it can be played with colorful hell too

>> No.2498837

OMGWPNS v4 (note:download all the weapons only file to combine it with other monster mods)
Colorful Hell v.77
And pretty much any short wad like UACUltra, Dimensions of Time [i know its a megawad, the levels are short though], Scythe 1 and 2, Whitemare and VaeVictus 1 and 2.

>> No.2498839

But that's what i did the first time, you double dummy.
Trust me, once you beat SF2012 (and legitimally beating Map27, uncharged fists only) you become a god and know what to do in X situation.

>> No.2498843

>slot 3
Nope, don't even think about it. If BJ doesn't have one, Noah should not have one too because well, Noah=kid's friendly BJ. But making it the Instagib weapon is a good choice.

>> No.2498845

>>Things in maps that you hate

RoTT midis. Yes, we get it, you love Hell Revealed and you made a slaughtermap. How original, have a medal.

>Things in maps that you like.

being able to revisit the starting area with a different look as you make progress
jokey secret maps like the one in vanguard and d2twid

>> No.2498853

>Things in a map that you hate
I love platforming in doom [i had a record on jumpaze but i think it got beaten] and there are maps that have nice platforming, like DBZone, Hellbound map12 and other maps. BUT HOLY FUCK ANYTHING THAT TRIES TO BE LIKE THE CHASM IS PURE SHIT. And it gets even better, Doom64 map32. Pure Fucking Bullshit, N/A. A room where you have to survive hellknights attacking you while you strafe through a short platform and the single hit kills you? NOPE.
That and maps with pointless architecture and dynamic lights that can't be disabled, see Stronghold and any other thing made by Tormentor "muh shadows, muh detail" 667.

>Things in mapsthat you like
Practical Level Design, like having a room filled with crates but it shows a way how said crates got placed in and monster combos (Room filled with pinkies and lost souls for example)

>> No.2498856

What makes OMGWPNS so special?

>> No.2498863
File: 549 KB, 1360x768, 3.png [View same] [iqdb] [saucenao] [google] [report]


There are a lot of things that are annoying but it's not always easy to always pin down things that I like overall.

Excessively mazey maps suck
Switches/keys that you fought 90 monsters to get to and then have no idea what they are for
Mandatory switches or elevators that are hard to see
Keys placed in ways that are not obvious / get covered up by some random corpse and you spend half an hour looking for a key that's right there

Opening monster closets after you get the key is nice because at least that makes sure you have the key instead of losing it in a sea of dead clutter (less important when you learn the map, of course). Though often I like those traps better when you open closets along your way back instead of right then and there.

>> No.2498865
File: 316 KB, 800x600, Screenshot_Doom_20150627_023301.png [View same] [iqdb] [saucenao] [google] [report]

5 things
-Being THE original randomizer mod(meaning it predates stuff like Hard Doom, AEoD, DoomRLA and Complex Doom)
-Having a big variety of weapons despite said weapons being recolored, same for the monsters
-The monsters are all unique and do their own thing, and each type (imp, baron, chaingunner,etc) have a way to say
"FUCK YOU PLAYER" in the face
-It can be played on any mapset, if something gets too slaughtery, the VapourGun can handle everything that isn't a boss
-It's return after TEN FUCKING YEARS HOLY SHIT, 10 years later its debut and its back and better.

>> No.2498870

it's both the original randomizer mod and it has a very vanilla-esque focus

emphasis on using vanilla resources instead of omggraphics means more focus on gameplay

>> No.2498873

I personally like RGA2 over OMGWPNS but hey, it's a functional monster and weapon randomizer. It automatically randomizes things and changes up encounters, sometimes plasma weapons at start really sucks but often you get rolling out smoothly and wind up with a sweet arsenal.

I think my biggest annoyance is having too many guns, it clutters up the weapon wheel to the point where mousewheel weapon selection is pretty painful.

>> No.2498891

>I think my biggest annoyance is having too many guns
Once you get the VapourGun, you won't need anything else unless you're fighting a boss.

>> No.2498906

The funniest person in the community I know of is "captain J". His internet accent reads like a polandball comic and is absolutely adorable along with his friendly but kindla naïve demeanour.

>> No.2498909


Not only that but he's also contributed some pretty decent resources.

Capn' J is okay in my book


Actually no, but his contributions can be felt in MANY mods, and he's had a hand in almost all of the /vr/ mods too. He's based as fuck

>> No.2498917

J is cool as fuck

>> No.2498918

Speaking of the community, I've never visited doomworld at all since I'm mainly active for giving and recieving zdoom editing advice. I don't want to miss out on all the projects of the largest part of the community though, so would registering an account there be worth it do you think?

>> No.2498947
File: 33 KB, 1280x800, shock_003.png [View same] [iqdb] [saucenao] [google] [report]

Aw shit negroid it's time for some Future Shock.

>> No.2498963
File: 74 KB, 1079x1228, 1363403557131.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, I actually really like to ask this question whenever I'm on these threads because I think it's important that those of us who are mappers know what players like.

I know the whole "make what you want!" deal but this isn't asking for line by line, texture by texture design by committee but it's nice to at least have a general idea what players like and dislike.

For example as an aspiring mapper I know it's annoying to have *every* single bloody key be trapped, I don't want to have that in my levels.

Though I also intend to include a boss monster as the last part of the level, because I think it's really great fun to just pour everything you have been saving up into the 1 hard target as opposed to an icon of sin which is a different kind of fight that I think many players are sick of.

>> No.2498979

Accessories to Murder chaingun is pure fucking cocaine.

>> No.2498981


>Things in maps that you like.

Big open spaces. Really big ones. With tons of monsters. I'm not talking about 10 or 20 either. More like between 50 and 100.

Fuck, now I want to play some Serious Sam.

>> No.2498998
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody know how to increase fog *thickness* in UDMF?

Sector effects? Line effects? Whatever else?

>> No.2499001

lurk the Editing and Wads&Mods forums for a while, you'll soon see if you can stand to spend time there

>> No.2499002

Fog density is controlled by the light level of the sector, so less light = more fog

>> No.2499026

I see, thanks.

>> No.2499062
File: 68 KB, 498x410, cacock.png [View same] [iqdb] [saucenao] [google] [report]

Second part of "Crash Course" is done!
slightly nsfw, http://caco-bro.tumblr.com/post/122586812350/get-doomguy-laid-crash-course-issue-2-things

>> No.2499076

>That Crash without a helmet
Fucking 15 out of 10 god damn.

>> No.2499086


>> No.2499093


>that pathetic attempt at a stretch
>that Crash
>those options

Loving it.

>> No.2499095

/tg/ here with a friendly reminder to THIN YOUR PAINTS!

>> No.2499113

is there any choice that will not result in this happening

>> No.2499115


Choose the most spaghetti options

>> No.2499129

Crash is just that easy.

>> No.2499132

all right, i vote for the one with the stuttering.

>> No.2499141

>prboom+ still on sourceforge
fuck me, i wanted the new version

>> No.2499148

>Also it encouraged exploration about as much as doom does.

Not really, no.

>> No.2499168

>>Things in maps that you like.

The keys can by obtained optionally or in any order.
Looping layouts.
Multiple exits.

>> No.2499173

exit or the objective is visible from the start so you know what to aim for

>> No.2499191


This is going to be more for map sets rather than a single map.


Inconsistency on what floor textures hurt you, I find it a little annoying when I'm on one map with a lava/water/sewage texture that doesn't harm you at all but on the next map it starts hurting you.

Also it seems that once you make it to a certain map in some megawads, the rest of it becomes "find all three fucking keys again".

>> No.2499193

I like the Icarus Map25 not only does this, but gives you the exit key from the get go.

>> No.2499201

whoa that mod looks interensting

>> No.2499212

I can finally play Doom again but I only have a shitty netbook to do it
Recommend me a good wad that won't melt my shit in zdoom

>> No.2499227

Doom/Doom 2 The Way id Did? Both WADs tend to stick pretty closely to the original design motifs and don't employ and modern source port trickery IIRC

>> No.2499247

Found a frame by frame album of Doom 4's BoH
The Doom Hi-res Textures pack updated.

>> No.2499259
File: 447 KB, 800x1200, tumblr_nqlsjzcH6x1tkah1uo4_1280.png [View same] [iqdb] [saucenao] [google] [report]

>monster condo
Lost my shit.

>> No.2499274

dhtp url seems to be dead

>> No.2499278
File: 103 KB, 750x950, 995159_312377285565936_493854751_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Mai beautiful Waifu.

>> No.2499279

https://github.com/KuriKai/DHTP then

>> No.2499320
File: 83 KB, 1366x768, husbandu.jpg [View same] [iqdb] [saucenao] [google] [report]

Cloven hooves confirmed.
They also charge at you like the hell knights.
I'm seeing no green fire anywhere, I'm worried.

>> No.2499323
File: 1.04 MB, 1366x768, Screenshot_Doom_20150627_005328.png [View same] [iqdb] [saucenao] [google] [report]

this is some n64 class shit.

>> No.2499328
File: 14 KB, 191x255, OH... MY... GUTS....jpg [View same] [iqdb] [saucenao] [google] [report]

The fuck am I looking at, an inbred Unagi?

>> No.2499348

>ammo: gold head
>health - 1 hammer, 2 heads
>armor - 1 head

omgwtf sauceplease

>> No.2499362

You don't have to make an account just to visit though?

>> No.2499363

zamzams the name

don't know, it fell dead on the start

>> No.2499367

thats the ZanZan TC from like 2001 http://www.doomworld.com/zanzan/main.shtml

download: http://www.doomworld.com/idgames/?file=levels/doom2/Ports/v-z/zanpack.zip

>> No.2499375

Halp please! Is there any way I can turn off the Imp's ceiling-crawl behaviour in Project Brutality? It feels a bit broken IMO

>> No.2499385
File: 75 KB, 640x480, 1435386869.png [View same] [iqdb] [saucenao] [google] [report]

there isn't really any blank space underneath the sprite. dimensions are 32x47, insertion point is 15x47.

>> No.2499450

gamefront "captcha" is a bunch of random questions?

>> No.2499484
File: 513 KB, 800x1200, tumblr_nqlsjzcH6x1tkah1uo5_1280.png [View same] [iqdb] [saucenao] [google] [report]

>Dem linedefs
My sides

>> No.2499490
File: 19 KB, 250x250, doomguy_burns_out_from_berserker_pack_in_the_middle_of_a_party.jpg [View same] [iqdb] [saucenao] [google] [report]

-Those GOTCHA! x500 maps in which you enter and there are 300 monsters already firing at you and it lags so much you literally die because you cannot react at all
-Traps in which revenants and/or barons surround you in a extremly tight corridor
-A single Cyber in a hard to reach place without being hurt by him and/or 50 sniping hitscanners (which are barely visible)
-Multiple Cybers in a tiny arena with tons of obstacles which you NEED to enter to get something
-No way of identify which liquid hurts you. This is even more retarded when I realize I shouldn't be jumping in those wads.
-Maze maps with tons of switches opening few doors (half switches are for doors properly, the other half is for doors leading to the rest of the switches). This shit is incredibly obnoxious when you need to cross the entire map to activate them, holy fuck
-When the map has relatively short and small corridors and keeps giving you rockets
-Random ass invulnerabilities/invisibilities in places where they will burn out before being helpful
-The map having more than two final teleporters, like it hurts my autism to save the game and reload it to check if any of them is a different map or has a different starting place

-Plenty of cells, I fucking love use the plasma rifle
-Big areas with huge amounts of variated enemies
-Places you revisit more than once and every time there are more and more enemies. This is even !!!funner!!! if the last times archies are among them.
-Detailed corrupted architecture and tall stone buildings. Bonus points if there are broken and ruined walls and floors
-More than a set of textures, eg: bricks, stone, rocks, marble, few wood and metal and no just stone and rocks of the same colour
-Items as decorations: soulspheres, rad suits, weapons, even those static monsters as statues

>> No.2499548

No one going to point out that he seems to be infighting with the one Baron?

>> No.2499570
File: 52 KB, 650x400, bethblog-doom-pewterminis.jpg [View same] [iqdb] [saucenao] [google] [report]

>They will never sell these things again

>> No.2499581

oh god I want all of them
usually when there is a patch of figures or statues my eyes lay on just one of them but this man

>> No.2499593
File: 128 KB, 1231x699, Reaperminis.jpg [View same] [iqdb] [saucenao] [google] [report]

I would love to paint them and use them for Warhammer or something

>> No.2499605

I remember buying some of the zombiemen ones when I was like 7 because my brother went to a shop dedicated to games like these.
Didn't know what they were for really, and they ended up broken and lost like a lot of my toys in due time.

>> No.2499620

Does anyone know where I can find tons of muzzleflash rescources?

>> No.2499671

Honestly, those things really aren't that pretty, proportions are really awkward, Reaper were really not that good at casting miniatures back then.

You'd really be better off putting together your own specimen out of Warhammer Fantasy and 40k parts

>> No.2499672
File: 244 KB, 800x652, bigflashsheet.png [View same] [iqdb] [saucenao] [google] [report]

I have a muzzleflash sheet here.
Hope this is what you wanted.

>> No.2499709


>> No.2499731

I don't know about GZdoom builder but I loaded up chex3.wad in doom builder with doom 2 options and although things are named like doom 2 monsters they are actually chex monsters.
But I have no idea how to play the levels made this way.

>> No.2499743


>> No.2499758

What version of OpenGL does GZDoom 2.x use?..

>> No.2499765

4.0 i think

>> No.2499770

4.0 with 3.0 compatibility.
This requires a GPU from at least 2008 or so.

>> No.2499773


My 5870 stutters with it, is OpenGL 3..

>> No.2499780

i expect something like gzdoom.exe -iwad chex -file mylevels.wad

>> No.2499794

Hey Terminus, after Shi-Hong do you have any other plans for Demonsteele?

Since Hae-Lin is on the heaven side and Shi-Hong isn't really for either, would a hot demon grill be out of the question?

>> No.2499804 [DELETED] 
File: 96 KB, 566x211, 2015-06-27_14-34-03.png [View same] [iqdb] [saucenao] [google] [report]

jesus christ how do these people even get past GN3

>> No.2499813

wrong thread?

>> No.2499815


>> No.2499861

Good monster replacer/randomizer to go with Trailblazer?

>> No.2499869
File: 598 KB, 2560x1440, 2015-05-19_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

Colorful Hell was literally created to answer your question.
Optionally, stick the monsters wad from Beautiful Doom on top for some added coloured splatter.

>> No.2499885


I have plans!
I don't think another character will be among them, though, sorry. Adding a second character is already rough enough, I think the workload needed to create a third character could be better servicing other avenues.

If you really want to know my pipe dreams, it'd be cool to have some kind of mapset. As much as I despise the utterly cancerous mindset of "gameplay mods should have their own dedicated mapset", it'd still be a nice introduction of what kind of maps DemonSteele plays well with and would ease in newcomers who aren't familiar with just how differently the mod plays from normal Doom.
Likewise, another pipe dream is that it'd be awesome to have big ol' dramatic boss battles set in arenas, you versus a single enemy where you have to fend off massive attacks and cut through waves before diving in close and slashing him.

But those are pipe dreams! They're dreams. Dreams from pipes, I guess? But dreams nonetheless.
I don't know if they'll actually happen, I don't even know what I'll do after Shihong. I prefer to just kind of plow ahead and do things as I go.

>> No.2499891

Actually, it's better to load Beautiful Doom Monster before Colorful Hell. Anyway, thanks!

>> No.2499892

Yeah, that's what I meant. Anyway, works great.

>> No.2499912


Colorful Hell? I can't seem to find any wads of that name.

>> No.2499914

>cancerous mindset of "gameplay mods should have their own dedicated mapset"

cancerous? bit of an overstatement don't you think?

>> No.2499916

It's the non-Burger spelling

>> No.2499917

>As much as I despise the utterly cancerous mindset of "gameplay mods should have their own dedicated mapset"

Strong words you have there.

>> No.2499920 [DELETED] 

>I despise the utterly cancerous mindset of "gameplay mods should have their own dedicated mapset"
that's because you're a retarded cunt that doesn't understand balance, of course being a retard I wouldn't expect you to understand. How does it feel being 14 and having never grown up playing one of the awesome doom total conversions made back in the day.

I know a TC is too much work for your generation

>> No.2499924

Colorful Hell with GMOTA sounds cool in concept.

>> No.2499935

Anon, buddy. You are the cancer.

>> No.2499937

Cool, looking forward to it.

>> No.2499943

i think the following is a more reasonable statement.

it is not the case that all mods must have their own mapsets. however gameplay mods are enhanced by the existence of maps made for them and balanced for their changes. the more changes a gameplay mod makes, the larger the subset of existing maps will break, or be unplayable (one way or the other) with it.

>> No.2499969


A little strong, probably. Sorry.
But I don't think that mods that make X amount of gameplay changes suddenly cross a boundary to where playing them on existing mappacks is detrimental to the experience. You can have just as much fun playing something like Helsturm on Memento Mori II, I don't think dedicated maps would change that.


Yeah, this probably would've been a better way to phrase it, with heavier emphasis on the first part.

>> No.2499974

you guys are acting as if we haven't had this discussion before and said expecting gameplay mods to all have personal mapsets is stupid

>> No.2499979


No board is a hivemind, anon. People believe different things and discussions can have different participants on different days.

>> No.2499980
File: 154 KB, 540x568, 50b.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2499989

I don't understand this reaction
Expecting all mods to have maps is dumb
Demanding they do is really dumb
Someone saying that is hardly a shocker

>> No.2500012

But why do people sometimes take it so personal?

When people say that it would be cool for gameplay mods to have their own mapset it's the same when it comes to shoes.

It would be cool to have another pair of shoes, but you don't really NEED a new pair of shoes.

Gameplay mods are great as they are, but it would be cooler to have a similar-themed mapset to compliment it, you know what I mean?

Mods that would be greatly benefited, but they still don't need one:

Russian Overkill

Mods that might need one to gather even more attention

The Gunslinger
Hideous Destructor
The Trailblazer*

* (if you have been following this mod since day one, you MUST agree with this; if you don't know what I'm talking about feel free to ask why)

>> No.2500019

>It would be cool to have another pair of shoes, but you don't really NEED a new pair of shoes.


>> No.2500023

For me having a mapset to go along with a gameplay mod is a lot like a techdemo, having things in it that can fully show off its features. Doesn't have to be a full 32 levels or even an episode's length, it just has to be enough to properly show off what can be done and what shows it off in the best way.

>> No.2500028
File: 500 KB, 1280x1707, 1407964743775.jpg [View same] [iqdb] [saucenao] [google] [report]


Technically Doomguy already has a lot of mapsets dedicated to his playstyle.

>> No.2500029

>When people say that it would be cool for gameplay mods to have their own mapset it's the same when it comes to shoes.
>It would be cool to have another pair of shoes, but you don't really NEED a new pair of shoes.

FINALLY, someone gets it

>> No.2500038

Other than Duke's Jetpack, which has an option to trade in for 8x Boot Damage, and the unique gravity, I think Samsara works pretty well with most map sets, considering the new characters warp around Doom's Gameplay, not the other way around.

>> No.2500043

What gameplay mods even have their own mapsets? everyone talks about them but I haven't seen any, ever.

>> No.2500049


Pirate Doom.

Not everyone knows this (because your average joe never reads the readme) but the author encourages to extract the monster replacements from the mod and play it with other maps

>> No.2500050

Tried it out. It kinda makes it worse. Enemies drop too much stuff. Maybe I should try it for a bit longer. In a meanwhile, there is another option - OMG Monsters!

>> No.2500053

Try a harder difficulty.

>> No.2500056

>Demanding they do is really dumb

who actually does that, anyway?

>> No.2500062

the only thing I agree on is that they're trying to be like brutal doom which isn't what doom is.

>> No.2500067

Technically it'll run on OGL 3, but you really need 4.0 to run it well. Shit can't even keep 60FPS on stock maps if you only have 3.

>> No.2500075
File: 37 KB, 1366x331, gameplay mods.png [View same] [iqdb] [saucenao] [google] [report]


It's not really "demanding", but there's generally been quite a sentiment for a while.
It's still dumb.

>> No.2500116


and you're going to ruin your sentiments towards a honest-to-god suggestion because of a handful of people?

>> No.2500126

I have noticed that a lot of the newer mods I have been playing run rather nicely except for certain special effects (smoke sprites, special attack from a monster like that red archvile from DooMRLA ect.) regardless of playing it in openGL or software mode on any port.

I was wondering if there was a way to reduce or remove these extra sprites through zdoom/zandro and not manually edit the mod. It is frustrating when the mod runs very smoothly at 60fps only to dip to the 10s because of a special effect.

>> No.2500127

What are you saying?
"People that think gameplay mods are the lesser because they don't have specific maps are stupid" isn't exactly an outlandish sentiment, nor does it "ruin" any approach to a suggestion.

>> No.2500130

>Russian Overkill
But mapsets for RO already exist. It's called "any slaughter map"

>> No.2500132

r_drawtrans (I think?) will disable transparency effects, at the cost of some things looking A Bit Shitty.

>> No.2500162
File: 535 KB, 1024x640, Brutal Doom Shotgun.png [View same] [iqdb] [saucenao] [google] [report]

My name isn't important.

What is important is I'M GOING TO RIP AND TEAR YOUR GUTS!

>> No.2500171
File: 413 KB, 1600x900, Screenshot_Doom_20150627_212252.png [View same] [iqdb] [saucenao] [google] [report]

Who's bright idea was this? Some of us like playing with no autoaim whatsoever.

anyone have a way to stop a ACS script from running in game?

>> No.2500173

If you're playing with no auto aim, the smart aim option means NOTHING.

>> No.2500174

If the source is included you could find the offending script and comment it out, or just nuke it.

>> No.2500190

Thanks, I was able to fix the mod and continue playing.

>> No.2500279

Doom RPG(+RLA) really stops being daunting and hard once you casually encounter cyberdemons and have high luck.
Stims kinda break the game.

>> No.2500309

Wouldn't be relatively easy to make a sort of boss arena?

Maybe you can set it up as a side level that people can warp to or something.
Or have it replace Map 30 or force the player to go into it after a level 30 clear somehow.

>> No.2500313

High luck trivializes the mod in general.

>> No.2500318

>force the player to go into it after a level 30 clear somehow.

I wanna know how to do this(assuming it's possible). I wanna make a mod with a final epic boss battle that isn't the icon of sin, but I don't want it to fuck with the default maps of the game or map pack the player is using. I could make it so It's in a separate episode, but them you'd lose all your stuff

>> No.2500324


A boss arena would be really cool and easy to do, I'd be down with it.
A replacement for Map30 would be right out, though, because of how many maps have that. Instead, what you could do is do a check using GetLevelInfo to see the mapnumber, and then use a check on BossEye/BossBrain/etc, which does a cvar check to see if Yes I Want A New Boss is enabled, and if so just changemaps to a new level.

>> No.2500325

>Highpowered Minigun with 1 power mod and 1 firestorm mod
>Never have to touch a single weapon again

>> No.2500330

Demolition ammo minigun kinda does the exact same. Or a nano super shotgun.

>> No.2500336

Demolition Minigun doesn't work quite as well because Nightmare Archviles are immune to it

>> No.2500341

Is there some sort of wiki or manual for Doom RPG? I don't even know what the fuck is going on when I play it

>> No.2500347
File: 37 KB, 500x500, 1358689534079.jpg [View same] [iqdb] [saucenao] [google] [report]

>Get Demolition Minigun
>Tear ass through an entire level
>Legitimately believe I am unstoppable
>mfw Nightmare Arch-vile repeatedly raping me for about 5-7 minutes straight
But then I got an upgraded Highpowered Minigun and every single monster in the game became a cakewalk in comparison to other weapons

>> No.2500357

Wait, does demolition actually change the damage type to explosive? Jesus christ so that's why.
I thought they were immune to explosive AND 10mm.

But that's where my trusty nano SS came in handy. Also nano napalm missile launcher.

>> No.2500372
File: 100 KB, 1000x1000, mfw.jpg [View same] [iqdb] [saucenao] [google] [report]

yay people are using my rip

>> No.2500398

There's this over at its github page

>> No.2500446

>not some homebrew doom tabletop

DM: Ok you see a red keycard, all by itself in a large room
PC: Check for traps!
DM: Hell Knights appear from the walls! and teleport behind you!

>> No.2500453

walls open, revenants come out
everyone dies

>> No.2500464

Ceiling falls, everybody dies

>or in hexen:
polyobject crushes, everybody dies.

>> No.2500469

I've contemplated making a D&D derivative(probably using BX/BECMI/RC era D&D as the base rules) inspired by early FPSes especially Doom an the other idtech 1 games, even got the beginnings of a default campaign setting thought up, I could go into more detail if anyone is interested

>> No.2500474

>inspired by early FPSes especially

So,you ported Samsara into D&D

>> No.2500476


I'm okay with this.

>> No.2500479
File: 45 KB, 733x550, fd95a9b3872e96b47899114abb9b6f7f.image.733x550.jpg [View same] [iqdb] [saucenao] [google] [report]

You could convert some of those pretty easy. Pig Iron makes Doomguy heads, for example.

>> No.2500482

>This requires a GPU from at least 2008 or so.

NVIDIA cards are also recommended. Since AMD drivers never really had great OpenGL support.

>> No.2500483

well it'd be an original setting, but it definitely has nods to most of the early FPS's of note

>> No.2500487

So I started playing DoomRPG+DoomRL, but for the life of me, I can't seem to sell items. It says 'press enter to sell items' and then I hit enter and it says YOU CAN'T BUY THIS.

>> No.2500490

I bet the jews did this

>> No.2500493

You have to be in the outpost to sell items at lower ranks

>> No.2500496
File: 236 KB, 502x396, 4X Agitation.png [View same] [iqdb] [saucenao] [google] [report]

>ported Samsara to DnD
And yet another entry to the list of things I never knew I needed until now...

>> No.2500498

vital question

did it have caleb?

>> No.2500503

again it wouldn't be a direct port, but it'd be heavily influenced by them

also playing some Doom 2 CTF right now, and is it just me or is the basic shotgun and the rocket launcher both kinda garbage at actually killing people?

>> No.2500506
File: 22 KB, 500x500, Pumpkinhead_MS.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who thinks if you cut off Pumpkinhead's tail he'd make a good D64 version of the Arch-Vile?

>> No.2500519

Holy shit, City of the Damned UV is fucking nuts. So many enemies shooting you through windows and walls and clearing an entire city doesn't make me feel any better about the squadrons of Revenants around the place. No armor, rockets but no launcher, enemies chaingunners sniping you through a dozen windows.

Is it beneficial to release the arachnotrons at the start of the map for infighting? Does a rocket launcher actually show up if I don't play UV?

>> No.2500520

I'd probably use something besides the D20 system. Maybe a levelless system, so that even a newbie with a pistol could theoretically blast down a cyberdemon if they run away enough.

You could always go to /tg/ for advice, they/we love RPG homebrew.

>> No.2500531

wouldn't be D20, as I mentioned it would be most likely BX/BECMI/RC era D&D, which is a lot less broken in most respects(also most other systems I can think of are either too crunchy, or are too rules light, and building a brand new system is an awful idea as well)

>> No.2500537

Smartest post.

>> No.2500546

Just file down the things on his shoulders to spikes and you're golden.

>> No.2500680
File: 369 KB, 1277x810, MgT Marine career.png [View same] [iqdb] [saucenao] [google] [report]

I'd use Traveller. perfect for modern gunplay and with the futuristic plasma guns and BFGs in there too.

its pretty operator and would work well as a small team of marines making their way through an area effected by anomalies that spew out creatures from some alternate hell dimension.

could be cool. I think /tg/ did try something like that, I think they totally homebrewed it though. I'd just use Mongoose Traveller and write up the enemies (not too much work) all the weapons and rules are there for a doomguy marine. (even careers as marines in character generation)

>> No.2500693

part of the reason I'm going with D&D is that there's a ton of magic and monster stuff already made, also it's easier to tinker with older versions of D&D to get things right without breaking the game in half, unlike a lot of other systems

>> No.2500715
File: 2.90 MB, 640x360, Laser Beemz.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2500724


Please, my penis can only get so erect.

>> No.2500726

speaking of Doom RPG, anyone know how to get it working, can't seem to figure it out, as it doesn't come in a .wad/pk3/pk7 format like most Doom mods do

>> No.2500734
File: 609 KB, 1280x1440, 1435477791.png [View same] [iqdb] [saucenao] [google] [report]

FEAR21 - http://www.doomworld.com/idgames/?id=141

a great example of early 1994 texturing, DEU defaults (STARTAN3/FLOOR4_8/CEIL5_2) with many apparently randomly chosen others. plenty of light and height variation to look interesting, with an excess of lighting specials (strobes and so on). it seems like the author wanted to use every effect he could.

gameplay is a similar mix of tunnels, large open areas, ledge runs, mazes made of head-height walls and, irritatingly, obstacle things (actors, mobjs, whatever you want to call them) which due to nodebuilder bugs can pop in and out of vision. monsters are numerous, including several barons and a gotcha-like cyber/spider encounter. you get tons of ammo and all the weapons, although actually getting hold of them while bouncing up and down a lift, can be tedious.

bug: stepping off the torch-surrounded platform in front of the red door when it is stationary makes it rise up and block the door. this doesn't happen when you step on the platform from below because it is still active as a lift. treat the red door as one-way and don't come back once you're through it. (i imagine the author never did during testing, and thus forgot he'd set the line specials)

>> No.2500735

CEIL3_5, not CEIL5_2. oops, sorry.

>> No.2500742

Get and set up the launcher.

And then you'll need to spend a few hours setting up the options.

I still haven't gotten past Map02, since I'm tweaking everything.

>> No.2500746

ScoreDoom's website is down, how do I get it?

>> No.2500753

launcher doesn't work worth crap(I tell it where all my stuff is and it won't remember it), and I tried making a BAT file like the author suggests and it doesn't work(keep getting DECORATE errors), is there a way to just get it to work with ZDL, and/or turn it into a .wad/pk3/pk7 file?

>> No.2500759

except I have nothing against brutal doom and it isn't in my list of complaint. IT's a worse brutal doom than what brutal doom imho

>> No.2500782
File: 1.86 MB, 640x252, pre animated kill moves.gif [View same] [iqdb] [saucenao] [google] [report]

It's not even doing Brutal Doom properly.
BD just changes some mechanics to be more over the top like in the comic and adds the kick and fatalities. It's fun if you see it as 'the doom comic in game form' not 'doom the way it was meant to be' because it has a totally different tone to the original game.
Everything still has a feeling of impact and weight because the 'rip and tear' stuff is rare due to it being a powerup.

Doom 4 on the other hand fucks it up really bad.
It removes all satisfaction from the 'rip and tear' nonsense by making always available, removing berserk packs takes away any need to explore the level to get ultraviolence.
The chainsaw is now a set of cutscene instakills, removing the feeling of the chainsaw being a really cool last resort weapon against low level enemies.
The gore also looks really weak IMO. While the cutscene stuff looks great (despite being tasteless and uninteractive) the actual gore during gameplay looks totally unsatisfying in comparison. Enemies just gib to pieces without any weight, I can't even hear any sound for it.

There's no weight to any of the ultraviolence and it just looks really boring.

Meanwhile I might be able to overlook it somewhat, however that health system is the most shit idea I've seen for a Doom game.

>> No.2500974

High power laser rifle with the 2x gun speed aug from DRPG just erases anything under the crosshair with almost 100% accuracy. 35 shots every second.

>> No.2500976

You sure it's just enter? I'm fairly sure it's two buttons to sell. Same button you use to switch pages + enter.

>> No.2500979

Not who you're talking to, but I know what you mean.

When the big kills are easy to pull off it loses it's "wow" factor. It's basically like people taking drugs, do them rarely and it's always new and fresh, become an addict and it's closer to a routine.

Even Brutal understands this where the berserk is something you get and then its' really time to tear shit up, before that it's just regular melee. Simply put while many focus groups would say "yeah man we love the big violence!" and they may think it's true, they'll get greater feedback when it's an occasional thing that makes it pop out.

To bring it back to Doom, it's like having a rocket launcher with plenty of ammo compared to one with rare ammo, you spend the rocket wisely and appreciate the damage it does whereas if you're sitting on a few hundred rockets you lose that.

>> No.2500987

You are aware melee finishers will only be available once you've done enough damage to an enemy right? And what you gain from it is extra health drops. As long as the player can still be hurt during the animation I don't see any problem with it, since you'd risk losing more than what you'd gain

>> No.2500997


Is this The official release date of the game?

>> No.2501002

placeholder iirc

>> No.2501023
File: 517 KB, 1280x1440, 1435496396.png [View same] [iqdb] [saucenao] [google] [report]

LIH.WAD - http://www.doomworld.com/idgames/?id=9266

Lost In Hell series, four maps for Boom.


starts off as a gray concrete fortress in a forest, there is also a small teleporting monster arena, a short maze of small rooms and very thin corridors in techwall textures, and a chessboard layout that looks straight out of BOOMEDIT.WAD. this is one of the oldest wads in doom2/Ports. "hey, look at all my visplanes!" it seems to be saying.

plenty of ammunition but not a great deal of health, and a fair amount of hitscanners, and detailed but cramped architecture leaving not much room to dodge, required some caution when playing.

the exit is a switch that rises out of the floor, so can be pressed early. there are only two actual secrets, but their sectors have been split multiple times, giving a count of 12, one inaccessible. one of the two secrets is mandatory for exiting.

>> No.2501053

Not that guy. My current gripes with Doom 4 gameplay shown in the trailer :

1) Pre-animated chainsaw kills, unless we'll have an ability to use chainsaw as we did in previous iterations of the series.

2) Enemies lighting up to show that they can be executed. I REALLY hope that can be turned off.

3) No placeable health/ammo/armor on the levels themselves was shown.

I have no problems with enemy executions , as long as they are optional (and they seem to be), and we can turn glow-hinting off.

My biggest concern though is the mapping aoftware - it looks really simplistic, where mapper has only a limited ammount geometry he can work with. idTech 6 is said to use voxel analogue of BSP trees to render the static geometry

>> No.2501082
File: 2.81 MB, 426x214, wlefjk20932.gif [View same] [iqdb] [saucenao] [google] [report]


Not to be a downer, but the multiplayer of Doom 4 looks like a shinier, bloodier, but stripped down version of Halo Reach.

>> No.2501090

>3) No placeable health/ammo/armor on the levels themselves was shown.
it was shown though, in the first demo

anyways why don't we all save the judgment till the beta

>> No.2501097


that's really nothing against the overall shittiness of what they have shown.

the violence effects are incredibly crappy (judging this as a remake of brutal doom), the setting unremarkable, the sounds and enemy design are shitty, nearly not enough enemies\ not enough intensity

also if they went the old style or brutal doom style why is the marine executing mosters with a faggy powersuit and not just muscles\muscles plus stimpacks?

so we have a game that doesn't feel like doom and it is a worse brutal doom than brutal doom, it's just doom 3 with melee attacks and slightly faster movement speed

>> No.2501107

I think a Samsara/RL Arsenal hybrid with /tg/ influences could be interesting

>> No.2501164


shit, that's a ton of free apps

>> No.2501170
File: 5 KB, 441x72, gzdoomdeverror.png [View same] [iqdb] [saucenao] [google] [report]

>Download development build of GZDoom in an attempt to try an play mods that won't work on the build from March
>keep getting the following message with everything, including regular vanilla games

Any ideas on what the problem is chums?

>> No.2501178

no idea
>trying to run doom64ex on native resolution fullscreen
>lel failed opengl

>> No.2501191

Your GPU is too old, or your GPU drivers are out of date.

>> No.2501212

>Want to make a WAD
>Haven't done many maps
>Want to make custom enemies and weapons
>No coding experience
Where do I start?

>> No.2501217

try gzdoom 1.8.10

>> No.2501219

The FAQ has a large amount of information on precisely this subject. It's in the OP.

>> No.2501245 [DELETED] 

I wonder how much bribes those faggots were paid to make them invalidate everything but the newest graphics cards. Nvidia's unmarked shekels are bulging out of their pockets right now.

What is the point of using the most cutting edge of the cutting edge features for fucking DOOM.

>> No.2501251

GZDoom contributor here. I've looked at the old code. It was absolute unmaintainable garbage. Shaders make the pipeline much simpler (and faster if you aren't using GL 3.0)
Please don't assume things like this.

>> No.2501270 [DELETED] 


>> No.2501307

it just hit me
they use nostalgia fags to test their tech
no matter if the game is shit because it will sell anyway and acted as a cheap tech test

>> No.2501320

So why is GL 3.0 such a fucking afterthought that it gets framedrops on STOCK MAPS? There's no excuse for this shit.

>> No.2501323

no, please don't send him to /g/. the board is infested with graphics cards threads and nvidia vs AMD enough as it is. send him back to /v/ where he belongs.

>> No.2501324

There is an excuse. It's GL 4.0 with a 3.0 compatibility profile. There's nothing that can be helped.

>> No.2501345
File: 1.28 MB, 400x225, RKUC3yS.gif [View same] [iqdb] [saucenao] [google] [report]

>the fucking state of this arm

>> No.2501351

>the more I watch it the better it looks
What witchcraft is this?

>> No.2501356

that looks like a mix between a xenomorph and a mudokon

>> No.2501357


>the perspective of the sword
>the way the hand is holding it
>the rest of the arm

jesus christ kinsie what the fuck are you doing???

>> No.2501370

it looks like it has been screenshotted in widescreen and resized back down to 4:3.

>> No.2501376

that's so wrong
i've seen other zelda swords in a few wads (the best one was probably from doom center)

>> No.2501408

I have an nVidia Geforce 660 Ti.
I still get more FPS on 1.8.10 than on the latest 2.1 pre svn with all else equal, it is especially noticable on GZDoom-specific maps (Cheogsh, Lizardmen Temple, Pirate Doom, KDiZD), where the difference may be as much as 30-40% in some scenes in favour of 1.8.10

The fuck is this shit.

>> No.2501414


>> No.2501417

could you explain for us non GL programmers what
>GL 4.0 with a 3.0 compatibility profile
means? thanks!

>> No.2501424

>GZDoom contributor here. I've looked at the old code. It was absolute unmaintainable garbage.

It also fucking ran.

>> No.2501434

Basically it means GL 4.0 with the ability to translate each GL 3.0 instruction to a GL 4.0 instruction.
This is a very slow process and makes the game much slower if you're using 3.0.

It also limited the possibilities of optimization and modding capabilities, as well as holding a lot of visual bugs.
I do regret that a 2.0-compatible context is not still creatable, but it would be extremely hard to maintain alongside the new code.
We'd have to throw the entire old renderer in and pray it continues to work (which it will eventually fail to).

>> No.2501436

Wow, imagine a mapset with all of character's universes melted together, with all monsters being randomized from all the universes. Add some cheesy action movie plot and you have FPS: The Movie: The Game

>> No.2501440

Can you speak of any future planned, considered or worked on GL features? I'd really enjoy 'baked' lighting, subtractive glow for flats, and any improvements to fog and dynamic lights in general.

>> No.2501441

>It also limited the possibilities of optimization and modding capabilities


>> No.2501443

I don't know. Ask Graf.
I think those would be cool features, but I don't know how easy they would be.
(Subtractive glow for flats, by the way, would be near trivial as far as I know. Go feature request this, I'd love to see it.)

This would take far too long to explain. There's a lot of shit in GL 1/2 which make the GPU suffer as much as the developer does.

>> No.2501446

2.05.05 actually works just fine on my laptop. Like I said, I was trying to get one of the dev builds working because so many mods won't work unless you have "the latest version"

>> No.2501447

>Basically it means GL 4.0 with the ability to translate each GL 3.0 instruction to a GL 4.0 instruction.
>This is a very slow process and makes the game much slower if you're using 3.0.

right well that makes sense, but could you explain why the translation is taking place at all? are you saying:

- gzdoom is speaking GL4.0, and an older card's drivers are (slowly) translating it back to 3.0? or,

- gzdoom is speaking GL3.0 and expecting a newer card's drivers to (slowly) translate it up to 4.0?

>> No.2501448

holy shit doom 64 is hard
everything does so much damage

>> No.2501454

The former.

>> No.2501457

>I don't know. Ask Graf.
But he's scary

>(Subtractive glow for flats, by the way, would be near trivial as far as I know. Go feature request this, I'd love to see it.)
I think I'll just go ahead and do that. With dark ceilings and floors you could make some nice Doom64 type ambience with that.

>> No.2501461

>with all monsters being randomized from all the universes.
i was with you till this part
do put in monsters from the different games, but don't randomize them, use them smartly according to level design

>> No.2501464

right, thanks, i think i get it now. the part where you/he said "translate each GL 3.0 instruction to a GL 4.0 instruction" confused me - it seems it's actually the other way round. (translating 4.0 to 3.0, not 3.0 to 4.0)

>> No.2501471

It is going from 4.0 to 3.0 though.
>- gzdoom is speaking GL4.0, and an older card's drivers are (slowly) translating it back to 3.0? or,

>> No.2501476

yes, i get that it's a translation from 4.0 to 3.0 now. but >>2501434 implies a translation from 3.0 to 4.0, as i tried to explain and it appears you misunderstood.

>> No.2501482

Oh what the fuck, do I have dyslexia or something? I completely misread your post. Sorry.

>> No.2501494

>it can't be helped, here's some technojargon
>it limited modding possibilities
>it would take too long to explain

Are you actually a code maintainer or are you just jerking us around?
These non-answers are making me suspicious.

>> No.2501496


So spectres are still Pinkies but with a new skin? Pretty good.

>> No.2501502

heh, no problem sir.

>> No.2501503

No, I'm not a maintainer, I'm a contributor.
I really would like to answer but it is extremely long and I have better things to do right now.
Basically OpenGL 1 and 2 suck, and shaders (which are a 3/4 feature) are the best thing on this god forsaken Earth.

>> No.2501506

>and I have better things to do right now.

o k

>> No.2501508

OK, just to clarify to maybe ease 'supicion' a bit: It would require me to explain just about the entirety of how OpenGL 1, 2, 3 and 4 all work, their differences, and their issues.

>> No.2501518

I remember when even remotely comparing Doom and Halo would get you crucified.
I just hope that we can make outdoor areas in the snapmap. I want to remake DWANGO5 MAP01 and I hate indoors only deathmatch maps.

>> No.2501527
File: 234 KB, 1280x960, 1435513484.png [View same] [iqdb] [saucenao] [google] [report]

LIH.WAD - http://www.doomworld.com/idgames/?id=9266

Lost In Hell series, four maps for Boom.


a quite colourful four-way symmetric* platform floating in the sky. as you press the buttons on the gantries, monsters pop up out of the floor outside them, which is rocks but could be clouds if you squint at it. there are very few monsters and all but one are in these fenced-off sections so you can just run past them if you want.

* the only architectural difference between the bottom two pictures is that one has a switch in the distance and the other has not, because that one has the exit teleporter instead.

>> No.2501549
File: 160 KB, 569x1252, 1428886310127.jpg [View same] [iqdb] [saucenao] [google] [report]

I feel that the executions make the player feel too powerful. It's as if you're not a human.
As >>2501097 says, you're now some dude with power armour. You can rip open bodies like a freshly cooked turkey and there is no feeling of humanity or fear to the character's actions.

I think that ruins the feeling of being the last remaining man fighting against the hordes of hell. You're not the predestined hero, you're just there by chance and you're alone.

This new game feels like a cash-in sequel rather than a reboot, mainly because of the character; instead of starting off as the self righteous dumbfuck who got exiled to Mars for beating up a CO you're now some super awesome badass with power armour and the one man to save the day from the very start.

I'm really confused about the direction of the game and worried by it's marketing so far.
The tone is too 'hardcore' to feel right to me; leave the ridiculous super hero doomguy to campy mods and the cheesy comic.

>> No.2501574
File: 6 KB, 384x192, ANX and Terminus.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2501634

>I feel that the executions make the player feel too powerful. It's as if you're not a human.
with a bpack you could punch so hard you obliterated enemies in the original, come on
>I think that ruins the feeling of being the last remaining man fighting against the hordes of hell. You're not the predestined hero, you're just there by chance and you're alone.
i think that when you suffer the fatalities instead of inflicting them it drives the point home tbh
>there is no feeling of humanity or fear to the character's actions.
>The tone is too 'hardcore' to feel right to me
have you seen doomguy's face when he picks up a new weapon or you hold down the fire button

>> No.2501658

i agree most mods don't need their own unique maps but some of those points are valid. i don't want to keep playing the same maps over and over again with different gameplay mods.

>> No.2501662
File: 4 KB, 107x125, AND YOU COULD HAVE IT ALL... MY EMPIRE OF DIRT!!!.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh Shiga...

>> No.2501665



the exclamation points are unnecessary

>> No.2501669

Forgot those were there.

>> No.2501672

"please notice me terminus-sempai"
-- the swan fox guy, in front of his shrine every night

>> No.2501685
File: 1 KB, 97x94, IT WAS AT THIS MOMENT THAT TERMINUS KNEW...HE FUCKED UP.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2501702


Good Shiga, you look kind of cool!

>> No.2501718


So play different maps?

>> No.2501725

well, yes, but it would be nice if the mod's accompanying documentation (or forum thread, at a pinch) suggested some

>> No.2501761

Just played Brutal Doom for the first time.

Very odd.

Doesn't feel like doom, but I dunno if I dislike it.

>> No.2501765
File: 2.14 MB, 400x225, monster fatality.gif [View same] [iqdb] [saucenao] [google] [report]

I'm not saying that Doom was never a 'badass' game, I just think that the new game is going overboard. The 'character' is already badass, where else can he develop? A story about a super soldier regaining humanity wouldn't work in doom.
I'd like to see a character arc similar to Ash in Evil Dead 2, one where the weak and isolated hero overcomes many problems and develops into a stronger and more confident person. If they had the HUD face they'd do a much better job of showing this off, though the progression might be a bit odd.
You didn't start of with a berserk pack all the time, it was a powerup which made you stronger. Now you basically have it all the time and it just cheapens the effect.
The fatalities aren't inherently bad, if they were restricted to a berserk pack it would illustrate how much more powerful you had become and that would be okay. Also the flashing monster indicator is dumb.
However I'd honestly rather have the demons only be able to do the fatalities because I'd much rather be intimidated by their power if they overwhelm me.

>> No.2501769
File: 73 KB, 171x614, you can call me the health inspector.jpg [View same] [iqdb] [saucenao] [google] [report]

It's fun if you think of it as 'Doom comic the game' and ignore the obnoxious audience that now thinks of it as 'doom the way it's meant to be'.

>> No.2501773

>Doom comic the game

Yeah it feels very OTT.

Doesn't have the same spookiness either.

>> No.2501781

Everyone only knows Doomguy for RIP AND TEAR and nothing else.

Memetic mutation.

>> No.2501792

>It's fun if you think of it as 'Doom comic the game'
i never found this comparison very appropriate; if you play brutal doom like doom comic guy, the extra aggressiveness of the monsters will kill you off pretty quickly.

>> No.2501796

I'm idiot
If I want to update Zandronum from 1.3 to newest, do I have to just reinstall whole thing?

>> No.2501798

Just dl the installer then run it.

>> No.2501804
File: 905 KB, 1280x2400, 1435521748.png [View same] [iqdb] [saucenao] [google] [report]

LIH.WAD - http://www.doomworld.com/idgames/?id=9266

Lost In Hell series, four maps for Boom.


you're in a kind of stone and wood fortress, really a corridor maze although a wide one, not as cramped as previous maps. detail remains high and noticably self-consistent. some peculiar use of textures, the boss brain face was never meant to be used that way i'm sure. anyway the apparent exit door leads out of the fortress but there's a bit more, you eventually find some kind of silver-walled laboratory which appears to lead into the next map.

>> No.2501818
File: 238 KB, 800x600, Screenshot_Doom_20141225_133632.png [View same] [iqdb] [saucenao] [google] [report]

Try out Accessories To Murder, it strips out a bunch of the baggage Brutal Doom has, and overall has a much better and more consistent look to it.

>> No.2501821


>> No.2501836
File: 334 KB, 800x600, Screenshot_Doom_20140802_035211.png [View same] [iqdb] [saucenao] [google] [report]

Uuh, hold on, the name escapes me... I think it was Deneb Colony.

It's made by this slav, Lainos, he has a penchant for making HUGE detailed, atmospheric maps. Dark, dank and moody, lots of exploration.

(remove the _ from the address)

Object 34 Sonar was one of my particular favorites.

>> No.2501848

>It's made by this slav, Lainos, he has a penchant for making HUGE detailed, atmospheric maps. Dark, dank and moody, lots of exploration.

Russians tend to like making maps like that, interestingly.
Last Revenger and Sacrament had the same thing.

>> No.2501860

What bothers me is that fatalities can be performed both guys.

You either establish DOOM guy being overall stronger than the demons or the other way around, but having a revenant being able to rip his arm off effortlessly and hit him in the face with it and then DOOM guy being able to do the opposite seems dumb

>> No.2501870


Why can't they both be strong?

>> No.2501910

Stronkmen in Hell

If the "Hercules Complex" is canon, then it might explain quite a bit.

>be Doomguy
>Demons invade Mars, everyone but you died, and you have to fight them
>They are ridiculously stronk and can tear you in half with ease
>Shit's scary as fuck, but you have no choice but to press on
>go to Hell
>Shit's downright terrifying
>But then you notice something
>You no longer need no food nor water
>You no longer feel tired no matter what you do, even if you carry shitton of weapons.
>You feel the best you felt in your life
>Euphoria comes, and with it new strength flows through you
>"It's my turn now to Rip and Tear, bitches!"
>You walk through Hell, guns blazing, wrecking everything on your path, and beat all the invasion forces on your own
>And then you return back to Earth, but the people be like
>"No, Doomguy, you are demons!"
>And then he was a zombie.

>> No.2501915

Is there anyway to get ZDoom to have the sexy automap PrBoom+ has?

>> No.2501920

nevermind. found the command to turn antialiasing on for lines in gzdoom


>> No.2501926

>more consistent look

the weapons, sure.

>> No.2501935
File: 40 KB, 119x151, Y3Nvev8.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2501950
File: 101 KB, 599x555, dogkillah.jpg [View same] [iqdb] [saucenao] [google] [report]

This is my headcanon and one of the reasons I like to see the hyperaggressive monsters, with project brutality, in the post-plutonia megawads.

>> No.2501967

I swear, this guy's artstyle is just pure evil with some autism sprinkled on top

>> No.2502007

Shiga's the fun kind of autism, so it's all good.

>> No.2502021

Shiga is a gift to the community.

>> No.2502081
File: 301 KB, 1280x1440, 1435529361.png [View same] [iqdb] [saucenao] [google] [report]

LIH.WAD - http://www.doomworld.com/idgames/?id=9266

Lost In Hell series, four maps for Boom.


the final map is a research lab whose pervasive silver texture use is highly reminiscent of Icarus. there is a very pointless archvile (stuck in some kind of force field, cannot move or attack), a shooting gallery (with a dozen Keens amongst other monsters) and a lot of conveyor floors as the author tries to use more Boom features. eventually you get out of the silver back to wood and grass, and there's an exit teleporter. it does seem to be an anti-climax, the wad just stops at that point, seemingly on the way somewhere else. perhaps more was planned but the author never finished - the text file does talk about the maps meaning to be part of some total conversion which never happened because the textures guy wouldn't co-operate.


overall this hasn't been too bad of a mini-episode. there's some clever texture usage that made me think the wad added new textures when it does not, and a high level of detail that remains consistent (similar structures are detailed the same way). challenge isn't particularly high and movement is a bit too cramped in some places. i doubt it's all that replayable but it's probably worth doing once.

>> No.2502110

Okay, riddle me this

Nash took a break from the community, but he didn't pulled a Funktasm and prohibited anyone from using his resources, right?

He also seems to have taken a break from the Doom community, but what about Duke Nukem's? He was a frequent Duke4 user too.

>> No.2502123

No, he removed all of his projects from his dropbox.
So, yes, equivalent to Funktasm's bitchout.

>> No.2502128

>but he didn't pulled a Funktasm and prohibited anyone from using his resources, right?

He deleted all his stuff, but no word on people using it.
Considering he's returning back after the end of the year, I doubt there's any prohibition.

>> No.2502132

>So, yes, equivalent to Funktasm's bitchout.

He never asked to get banned and blamed it on "stupid bigots", so it's not similar at all.

>> No.2502139


nash never bitched about an image hosting website with an optional social media account

what we know is that the same idiots who somehow are in charge of zdoom's code are to blame at some extent.

>> No.2502153

Sucks. Does anyone have his hitboxless-headshots code?

>> No.2502159

Yeah, sorry. That was haphazardly worded.

>> No.2502160


no worries

>> No.2502162


Just uploaded it, here.

>> No.2502179
File: 505 KB, 1025x641, Brutal Doom Rescued Marine.png [View same] [iqdb] [saucenao] [google] [report]

So I was playing Brutal Doom because I need my daily dose of edge, and I made a discovery.

I rescued this here space marine and I didn't know he could rip and tear like you.

See that imp back there? I witnessed him pick it up by the neck and teat it's guts. I had no idea they could do that.

>> No.2502198
File: 531 KB, 1024x640, Space Marine Squad.png [View same] [iqdb] [saucenao] [google] [report]

Wow with 2 marines backing you the game becomes easy as piss.

>> No.2502204

especially if they have chainguns

>> No.2502207

Thanks for the reviews.

>> No.2502215



>> No.2502249

I'll give Mark that, he loads BD up with cool features like these.

>> No.2502353

Yeah but
>Rockets and above feel like shit
I'd rather play MSX

>> No.2503089
File: 6 KB, 469x436, Iron_Lich_ver_2.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone tell me what mods are used in this? I want the weapons and powerful "black" enemies.

>> No.2503136


Have you considered looking at the title of the video?

>> No.2503502

I know it's against Kaiser's wishes (and the law), but does anyone have Powerslave EX backed up somewhere?

>> No.2504046
File: 35 KB, 385x500, 1432759843845.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm literally too retarded to get the Complex Doom wad to work. I drag and drop it into zdoom but all I get is Script error, "MAPINFO" line 5: Bad syntax. Why am I so dumb and wtf am I doing wrong?

>> No.2504056


Complex Doom isn't designed for ZDoom, it's a Zandro mod.

>> No.2504089


>> No.2504504

I'm pretty sure it'll run with GZDoom as well

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