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2510765 No.2510765 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2502213
(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.2510767


[07-01] Brutal Doom v20b feature showcase

[06-30] Gooberman has released a new WAD after a decade or so.

[06-30] History of Doom

[06-30] Origins of Super Noah's Ark 3D

[06-27] The Doom Hi-res Textures pack updated.

[06-26] Two articles about Doom on mainstream websites

[06-26] RTCW Touch on Amazon, get it while it's free

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

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


Please reply to this post with news.

>> No.2510786

i think the problem, if any, with a city level, downtown in particular, is that the route you must take through it is not obvious, so you can end up blundering around not making any progress for far too long, which is frustrating.

i don't think it's the lack of ability to fly -- an ability to fly would alleviate some symptoms by giving the player more options to explore, but would otherwise allow all kinds of sequence breaks and require all maps to be redesigned with "the player can just fly over this" in mind, restricting architecture possibilities.

>> No.2510807

brutal doom nazi comeback

finally since v18

>> No.2510818

Im not saying flying would fix the level, I'm saying that a city level is better with some sort of verticality and the most verticality Doom can provide is rather hackneyed.

In just about every single area in Downtown, there's a specific region where getting "up" is a defining factor: There's a small apartment complex, a medium sized tower with skellingtons all around it, and a big open-air building where you tightrope around the edges.

Of those three I described, you get to two of them by teleporting from near-unrelated areas. The place just doesn't flow right.

In suburbs, the verticality is reduced extremely. Almost the entire level takes place in a very small area with a ground level and the most verticality you get in the map is at the very end when you need to climb up those... box... things... in the corner of the map. It all feels very bland and when you combine all that with the very end and it's open-air, no-cover shoot-out that is hell to pistol start, then the whole level becomes not fun at all.

>> No.2510831


Youtube videos are newsworthy now?

>> No.2510842

Sorry that in this fast paced Doom community, news that comes out every day has to be pushed aside by youtube videos.

>> No.2510853
File: 59 KB, 500x320, 1435782154510.jpg [View same] [iqdb] [saucenao] [google] [report]

Where to cop quake's pak0?
Thanks in advance, have a nice day

>> No.2510859

Seconding this. Developers of tons of different mods make tons of different videos with feature showcases and what's new in development.
"This feature is coming to X mod" is not news-worthy. Save it for the actual mod releases.

>> No.2510860

>>2508959 was a reply to the last thread's news post so i figured it was intended as a news submission. i'll take it out of the next thread if you want.
there was a download posted a few threads back.

>> No.2510862

You already have pak1 then?

>> No.2510874

I'll try finding it.


>> No.2510898
File: 118 KB, 1344x1344, scrap084_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Reposting from old thread. Greetings from California, doom is awesome, it's hot as hell.

>> No.2510908

re: satan in doom

doom 2 comes from the group of guys who brought the world a cinematic (at the time), instant replay of a horrendous, unstable, chocolate-addict dictator being shred to nothing but a red paste of its own intestines; knowing Romero, and most importantly, adrian carmack, they wouldn't have hesitated in putting in the game in red letters, in the most explicit way possible, "CONGRATULATIONS MARINE YOU KILLED SATAN HIMSELF."

john romero, who was the major level designer and id software original, used to do comics back when he was less than 10 years old, where he portrayed a kid being attacked by his father by being poked in the eyes. adrian carmack, art designer at id software and ANOTHER id software original, used to work as an aide in a hospital, and he frequently took pictures of gruesome injuries, severed limbs, and who knows what the fuck else. and he shared those pictures with his relatives and friends as if they were baseball cards. he liked dark, grim art, and he was known for having as much fascination with obscure and crude heavy metal bands as much as romero was a mere heavy metal fan himself (d_e3m8 was ripped off from a song made by s.o.d; and they were not as big as, say, metallica, slayer or pantera back in the day)

i'm pretty sure they had this very conversation about including such an important entity in the game back when they developed doom 2; for many, the IoS works as the gatekeeper and the unholy object that connects Hell itself to our own dimension, and so far the official word after you end map30 is that "the most horrendous visage of the biggest demon you've seen crumbles before your eyes", so everything else you listen or read is just an unmoderated display of pointless desire fueled by misguided attitude from people with undeveloped levelheadedness.

if you truly want to experience killing "satan" in doom directly from the hands of someone who believes in it, then i'd recommend you to play Regular Day.

>> No.2510910

found it, thanks

>> No.2510916

stimpak-tan with a health potion, how meta

not sure i get the dog, though

>> No.2510917


>Regular Day.

Thanks but no thanks,

>> No.2510929


same here, what's up with Goofy?

>> No.2510934

>then i'd recommend you to play Regular Day.

>> No.2510936

I think the artist went to disney land or something.

>> No.2510937

What's up with this Comfy Doom I've been hearing?

>> No.2510942
File: 140 KB, 640x480, QLhK39i.png [View same] [iqdb] [saucenao] [google] [report]


It has a separate pk3 for it's gore mod component called MKGudo. Looks amazing!

>> No.2510943

so what you are saying is that, given in their previous game you kill Hitler, it is extremely likely intended that at the end of this one, you kill Satan? have i understood correctly?

>> No.2510946


You couldn't have been more wrong even if you could've tried to be ironic

>> No.2510949

I'm playing the S.U.P.E.R Natural Demo. What do you do after you enter the base? Apparently you can turn the power on or something? I can't find a switch.

>> No.2510952

i thought that was in florida

>> No.2510956

>if you truly want to experience killing "satan" in doom directly from the hands of someone who believes in it, then i'd recommend you to play Regular Day.


>> No.2510962

sorry. i read the post twice and couldn't make head nor tail of it

>> No.2510965
File: 156 KB, 486x629, we doom the brady bunch.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2510967


holy shit that face

>> No.2510974

There are 2 Disney parks; Disney world is in Florida, and Disney land is in California.

>> No.2510975

the manual says you should use the mouse though

>> No.2510994

Term made a mod that tweaks a few of vanilla DOOM's properties for a "comfy" fun experience.

>> No.2510997
File: 64 KB, 248x287, AHAHAHAHA FAGGOT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2511008
File: 647 KB, 422x297, Blaine_belongs_in_the_trash[1].gif [View same] [iqdb] [saucenao] [google] [report]

double barrel shotgun shoots laser beam

>> No.2511114


it's gr8

read spoiler after you play

>> No.2511142


>> No.2511216
File: 454 KB, 1280x800, Archviles+Stims.png [View same] [iqdb] [saucenao] [google] [report]

Burn, fuckers, burn.

>> No.2511223

>[06-26] RTCW Touch on Amazon, get it while it's free
This is no longer free

>> No.2511224

It's not lazers, it's a ridiculously unrealistic smoke effect that tries to show the trails of the bullets, as seen in PSX Doom's cover.

>> No.2511228

Which was this wad name?, it made weapons extremely irritating (doomguy cleans beretta everytime you stop shooting, shotgun randomly jams... etc)

Can't remember

>> No.2511229

yeah lasers wouldn't work like that anyway, somebody explained how they worked in Hideous Destructor a while back

>> No.2511230
File: 325 KB, 950x950, doom-front.jpg [View same] [iqdb] [saucenao] [google] [report]

>quoted wrong post and forgot image hurrr durrrr

>> No.2511235

Extreme Weapons or something
what the heck is he wearing, did they even play the game?

>> No.2511236


found it

Extreme weapon pack for doom

>> No.2511246

A leather jacket stolen from Motley Crue's wardrobe.

>> No.2511280
File: 67 KB, 960x540, DOOM-4-6.jpg [View same] [iqdb] [saucenao] [google] [report]

Metro interviewed Marty Stratton about Doom 4.

>> No.2511460
File: 95 KB, 499x511, Toasty!MK3.png [View same] [iqdb] [saucenao] [google] [report]

>Think about a Mortal Kombat copycat game... Done, now think about that Copycat as an FPS... Done, now mix them and as a result you get Mortol Kombot, a fighting FPS mod for GZDoom.

>> No.2511583
File: 100 KB, 1280x800, Screenshot_2015-06-26-03-27-13.png [View same] [iqdb] [saucenao] [google] [report]

Damn dudes, it's roasting outside. What are some "cool" levels I can "chill" with?

I'm asking for snow levels, if I wasn't clear enough.

>> No.2511594
File: 58 KB, 490x497, 1409636576420.jpg [View same] [iqdb] [saucenao] [google] [report]

>Any weapon mod that doesn't use reloading + Colorfulhell

>> No.2511625
File: 54 KB, 197x190, Nvg21aY.png [View same] [iqdb] [saucenao] [google] [report]

Whitemare and Whitemare 2.
Lunatic is fun too and you are in space on the moon so its cold.

>> No.2511634

>[07-01] Brutal Doom v20b feature showcase
Those random German screams ripped straight outta Call of Duty are silly. The Wehrmacht soldiers slur their words a lot, I doubt they used real German voice actors in that game. I also think a lot of the stuff they shout at you is a bit out of place if you understand what they're saying. It would be nice if they ripped the sounds from the Wolf3D dream levels in Wolfenstein the New Order / Old Blood. It would sound more appropriate, I think.

>> No.2511640
File: 43 KB, 391x361, Anto Jung.png [View same] [iqdb] [saucenao] [google] [report]

Okay that map got a chuckle outta me.

>> No.2511703

That was interesting, thanks.

>> No.2511720

>Play OMGWPNs + Colorful Hell
>Now i am knee deep in rainbow
>No mod that changes randomly the pallete or texture colors to make the definitive Colored doom

>> No.2511893
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a map like Call of Dooty's zombie mode?

I essentially just want a map that endlessly spawns enemies until you die.

>> No.2511905

I would totally play that.

Moreso if you had only a few lesser weapons with very limited ammunition, so you had to be as conservative as possible.

Make sure the zombies are mostly unarmed, lumbering things that stumble toward you, too.. Except that the rare ones with weapons also give you those weapons or ammo.

>> No.2511907

What is this it looks awesome

>> No.2511914

It's DoomRPG, with DoomRL Arsenal and DoomRL Arsenal's Monster pack all stuck together.
That's me in my 'break the game' state. It's not even fun, and I had to amp up the monsters numbers to 200%. And then that's just kind of chaotic.

>> No.2511928
File: 55 KB, 555x555, 5 grin.jpg [View same] [iqdb] [saucenao] [google] [report]

I was referring to Call of Dooty 2 the wad's zombie mode.

Which was essentially a horde mode.
I want a horde map where you just fight until you can't anymore aginast waves of increasingly stronger demons.

>> No.2511931


>> No.2511940
File: 403 KB, 1280x800, WHAT'S IN THE BOX.png [View same] [iqdb] [saucenao] [google] [report]

There's an event in DoomRPG that works like that. Open the box, and monsters start showing up, each getting stronger and stronger until you either die or run away.

I eventually got bored. Also, in the box was a neural stunner, which sucks.

>> No.2511943

Endless Survival


>> No.2511945

Put a sniper mod on the Neural Stunner.
Shit bricks.

>> No.2511954

It still doesn't seem very good.

I suppose I prefer the autocannon or particle cannon, mostly because they have more oomph.

>> No.2511959

How I play doom
>Progressive play
>no saves except for when I'm quitting doom
>pistol start if I die
>If level is too long and hard to have the patience for pistol restarting anymore, I resort to using saves for that one level
>Once finished, I pistol start the next level to punish myself for using saves

>> No.2511965

I think you should be banned, because I think you're impersonating me! /badjoke

Honestly, only way to play.

>> No.2511970

>Trying to get DOOMrpg to run
>All these gzdoom errors


>> No.2511986

Update GZDoom to the SVN build.

>> No.2512023

Alternate Title : Doom 64 Penultimate level.

>> No.2512039
File: 65 KB, 720x484, Marathon_fanart_II_by_juzo_kun.jpg [View same] [iqdb] [saucenao] [google] [report]

Gooby's got good taste in assault rifles I see

>> No.2512076

Has anyone ever tried to port Marathon's physics and weaponset into Doom? Or, for that matter, any Marathon maps?

>> No.2512079
File: 373 KB, 1280x800, Screenshot_Doom_20150702_223742.png [View same] [iqdb] [saucenao] [google] [report]

Okay, I've definitely broken the game over my knee.

It started with stims, easily enough. I just played like normal until I had a hundred of a bunch of various stims. I wasn't doing too badly. I'd used a thermonuclear bomb and an invulnerability stim to break into a store and get my first shield parts, some acceptable armor and weapons, etc.

By the time things started to change, I had a nanolaser, a nano particle beam cannon, and had a few useful augs. Biggest thing was my enclave power armor or whatever DoomRPG calls it, and that was enough to give me a lot of damage reduction. So I was playing well, slowly (VERY SLOWLY) killing some suicide-level assassination missions in map01, gathering modules, and leveling up luck, because I really wanted to get those augments.

But then it turns out: Stats cap at 140. They go no higher, ever... Unless you use stims. I got to 140 luck, saw that I couldn't get much better drop rate, and despaired.

And then I found the medbay. Spend the cash in medbay to inject me up with a hundred luck stims, and and enough potency/purifiers that I got 500 to every stat, and the stims lasted 2.5 hours.

In the first half hour I got so much money I could do literally anything with it. I have maxed my augs, I have one of every shield (Two of a few, I don't give a shit anymore) and all the money weapons can buy. Or all the weapons money can buy, either works.

And of course, I had enough EP and modules to get every aura. So now I have infinite ammo, do 8x damage, am completely invulnerable. Right now I have it set so that the monsters scale as if the first level of the wad is level 200, and every single monster is a named miniboss.

The weapon I'm using here is a second particle beam cannon, this one set up to the firestorm rapid-fire mode. It was intended to just burst three shots and require a reload... But remember. Infinite ammo aura. Double weapon speed aura. Double weapon speed augmentation.

The path to godhood is drugs.

>> No.2512086

>>the path to godhood is drugs

So, you're playing System Shock 1?

>> No.2512093

>Has anyone ever tried to port Marathon's physics and weaponset into Doom?

Yes. Samsara did it. And since Terminus basically said "feel free to do anything with the Samsara code", it could be really easy to mix the Samsara weapons with PresidentPeople's old Marathon monster set and have half a TC ready.

>> No.2512114
File: 2.81 MB, 540x270, PSYCHE.gif [View same] [iqdb] [saucenao] [google] [report]

Or just play as SO in Samsara, and disable everything but Marathon monsters in Samsara Monster Mixer. It's the closest you'll get aside from the air physics.

>> No.2512121

Are there any mods that involve time manipulation? Because it would be cool to slow time to dodge bullets and stuff. Maybe rebalanced so that most projectiles are much, much faster.

>> No.2512131

Honestly I always thought it'd be pretty cool to have a mod where all hitscans are replaced with physical projectiles and FEAR-style slow-mo has the effect you'd expect on them. Or the bullets are hitscan normally and turn all new shots into projectiles.

>> No.2512136

I wish.
But there is one for Quake 1 called Superhot.

>> No.2512139

I actually once made a mod that turned every hitscan weapon into a projectile, enemies included. Then I got a bit carried away and started making new weapons, and that expanded to changing monsters, giving each weapon an alt-fire, and splitting apart chaingun/pistol ammo (as well as making the pistol actually useful after you find the chaingun)

I haven't worked on it in months, but I'm toying with the idea of turning the rocket launcher into a flamethrower.

>> No.2512141

I think there's someone working on something like that actually.

It's in 3rd person even.
Looked very ambitious.

>> No.2512142

Russian over kill sort of

>> No.2512146

The problem with Flamethrowers in Doom is you need to make a burning death animation for all the monsters. If they just die normally it looks lame.

>> No.2512147
File: 39 KB, 333x250, 6a00d83451ba1e69e20120a928d788970b.jpg [View same] [iqdb] [saucenao] [google] [report]

I've never made a Marathon monster set, though. I did make a player skins pack featuring various Marathon monsters.

Or are you perhaps thinking of Samsara Monster Mixer? I may or may not have thrown things at Shadowlink concerning the Marathon set.

Failing that, there's TwelveEyes' Marathon monster set, but I had no involvement with it.

>> No.2512148

I may not be a modder, but I figure it's best to always start simple and implement ideas in phases and segments rather than just piling things on as you go. It's probably hell to go back and try to make sense of everything if you just work at it all in one go.

>> No.2512154

I have a marathon-monsters.wad that I thought you made. Sorry.

>> No.2512160

cyberpunk shootdown

>> No.2512161

Purism aside, is there any reason not to use free-look? Only thing I can think of is being able to shoot triggers that are above/below you (but that's something I never do).

>> No.2512165


If enemies are too high up, autoaim will not reach them, which can make some Cacodemon usage particularly bastardly--especially if infinite actor height is on.

>> No.2512175

It would probably be smart, when making a mod, to draw out some kind of design document...

But I'm the lazy kind of 'modder', the one who never does anything serious or in-depth. I've only ever made a handful of maps, for example, and they all sucked. In the case of ProjectILE, it was mostly me fucking around with things.

>> No.2512179

play several maps from pistol starts, getting 100% kills, both with and without mouselook, and tell us which you think is easier. i suggest Plutonia map29 as a good example of a map with lots of snipers which need vertical aim to hit.

>> No.2512184

>map that predates source ports adding in freelook needs it.


>> No.2512189

just do it and report back. if i tell you what i expect will happen the power of suggestion will influence your conclusion.

>> No.2512192

also, i didn't say anything about a map needing freelook or not. please don't put words in my mouth.

>> No.2512223

>i suggest Plutonia map29 as a good example of a map with lots of snipers which need vertical aim
>which need vertical aim
>i didn't say anything about a map needing freelook or not.

I believe you.

>> No.2512235

vertical aim is a proper superset of freelook. it is not equal to it.

>> No.2512239

That doesn't matter. What matters is that Vertical Aim is not "needed"

>> No.2512249

I honestly use freelook because I played other, more modern first-person shooters before Doom and so I was used to it.
Looking upwards or downwards doesn't do anything, and I don't actually get any better because of it. it's just more comfortable for me that way.

>> No.2512252

That's what you turn off autoaim for.
Free aiming feels better anyway.

>> No.2512259
File: 89 KB, 640x480, 1435909647.png [View same] [iqdb] [saucenao] [google] [report]

>What matters is that Vertical Aim is not "needed"
If you say so. I say it would be prohibitively difficult to get 100% kills on pl29 without it, given all the monsters in windows halfway up the sides of buildings.
>Looking upwards or downwards doesn't do anything
True, it doesn't do much if you don't fire.

>> No.2512262

A fully 'purist' setup has vertical autoaim. You don't need to look up at them to kill them.

>> No.2512273

I understand the purist viewpoint, but honestly I just prefer not only the modern feeling but also the precision. To hell with Autoaim deciding a Demon closer to me is more important than that Sergeant about to rip me up. I play ZDoom with no mouselook but most of my playtime goes into GZDoom, so whatever.

>> No.2512280

Both are completely valid ways to play. Vert autoaim is the default, therefore, freelook isn't required by any means, and wasn't possible in the default game.100% kills without looking up/down is possible. And not that hard, even without a crosshair, almost all the weapons have a conveniently placed sight that actually works well dead center

>> No.2512287

You know what would be interesting? A 'purity' megawad, where each level has its own different gameplay elements. In one, it unlocks jumping so that you can jump from pillar to pillar. In another, it completely bans freelook. In a third, you need to actually freelook upwards to shoot a certain button near the ceiling.

But I'm not sure you could change the gameplay options like that automatically.

>> No.2512289

>That doesn't matter. What matters is that Vertical Aim is not "needed"
>A fully 'purist' setup has vertical autoaim. You don't need to look up at them to kill them.
So what you're saying is, vertical autoaim is not vertical aim? I give up, it's impossible to discuss things with people who don't speak the same language.

>> No.2512296

Vertical autoaim is when you look towards a cacodemon- one who is floating above the center of the screen by a good 6 meters, so you're stuck aiming below him. And then you pull the trigger, and the bullets magically hit it, automatically going to the same Y-level as the caco.

Vertical aim is when you use freelook (or a button) to look upwards or downwards.

Then again, I'm >>2512262 and not anybody else, I kind of jumped into the conversation. I might not be making sense. Sorry about that.

>> No.2512298

Well, they can be set manually in source ports, but mapsets can disable jumping and crouching. I wouldn't be surprised if freelook can also be disabled.

>> No.2512307

I see.

My definition of vertical aim is any kind of aim that doesn't go straight horizonal. That is, manual (aka freelook) or autoaim.

Your definition is identical to freelook, which makes it redundant.

>> No.2512310

Not that guy, but it is freelook, but only referring to one axis. It's an important distinction, because this dimension was not free to be looked upon originally.

>> No.2512313

See? No-one is speaking the same language, ergo the point is impossible to discuss.

>> No.2512320

Just gotta straighten out everyone's definitions to a point we agree on, then discuss it.

christ we got autistic over this

>> No.2512326

This is even before getting into the nuances of the term "mouselook".

>> No.2512328
File: 125 KB, 640x480, 1435911359.png [View same] [iqdb] [saucenao] [google] [report]

let's talk about something different

to those who dislike the city levels in doom2:

what do you think of the city levels in ksutra?

>> No.2512416

I love kama sutra, period.

>> No.2512423
File: 1.83 MB, 1184x1080, BEN.png [View same] [iqdb] [saucenao] [google] [report]

>That fucking interface
Cluttered doesnt even begin to describe it

>> No.2512427

Yeah, it's pretty cluttered.
I keep trying to make everything smaller, but it does not like turning smaller.

But I've pretty much beat it, at this point, seeing as I have infinite money and infinite modules and easily enough money to make more stims for another 2.5 hour godmode again.

>> No.2512432

>IDKFA - Doom’s Knee Deep In The Death Remixes by Andrew Hulshult

>Finally the remixes are here! I got word that Andrew is working on the rest of the songs from Ultimate Doom for a future release, but for now this should totally do the job. Unfortunately I can’t do much about the place where it was uploaded! Oh well, it can’t be helped…

>You can download it right here!

>> No.2512452

Yeah, I've been finding it more fun to play this way.

I used to save my way through megawads ages ago, but I generally found it gets too boring when every weapon is always available to use for most of the playthrough.

>> No.2512462
File: 123 KB, 600x810, CIb1AcHUsAAvJQH.jpg [View same] [iqdb] [saucenao] [google] [report]

Only way to play.

>> No.2512463
File: 380 KB, 1366x768, Screenshot_Doom_20150703_005211.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2512469

What is the best WAD with a lot of custom monsters? Is there anything that showcases them?

>> No.2512473

Keep in mind it's a frankenstein amalgamation of shittons of mechanics.

Yes, it could be done *much* cleaner, but that'd be a massive change in workload. Also, most UI elements are optional, I choose to drop most of them that can be dropped.

besides little issues like that, does anyone else think RPGLA would make a damn good retail product? Obviously get your own assets and update some shit first, but otherwise, fuck, it's excellent

>> No.2512475


>> No.2512476


>> No.2512483


I only got up to map24 in hell revealed so I don't know if I'll be able to finish this one.

>> No.2512492

Just gotta say that that is the philospher's approach to discussing anything. You gotta determine what everyone considers the word in the discussion to mean so no one gets confused and argues over semantics and dumb shit.

It's a philsopher thing, but on 4chan it's autism.

>> No.2512515

Is it possible to use brutal doom without affecting the gameplay at all? i.e. just the different gore etc

>> No.2512517

Well, you can get smooth doom and the droplets mod. Both make it pretty gory.

>> No.2512523

I'm playing the latest DoomRPG. Is there anyway to disable the way stat upgrades fly past the screen? It's distracting enough to make the mod virtually unplayable.

>> No.2512534
File: 206 KB, 900x900, doom___pain_elemental_by_highdarktemplar-d5gv9r3.jpg [View same] [iqdb] [saucenao] [google] [report]

That Sign of Evil was heavy as fuck.
Fantastic remixes.

>> No.2512565


>> No.2512582

thanks, any other good ones?

>> No.2512598

You poor, innocent soul

>> No.2512629

>Unfortunately I can’t do much about the place where it was uploaded! Oh well, it can’t be helped…



>> No.2512630


mayan mishap
jungle spirits

>> No.2512662

>you need to make a burning death animation for all the monsters
Nah I think you could use translations to have them look black and charred while spawning fire and smoke actors as they burn.

>> No.2512669

>Keep in mind it's a frankenstein amalgamation of shittons of mechanics.
Honestly I think doom rpg is pretty poorly designed overall, but masterfully implemented.

>> No.2512679

Anyone else think temple of the lizardmen 2 is actually bretty gud?

Have yet to play the third installment.

>> No.2512696

>knowing Romero, and most importantly, adrian carmack, they wouldn't have hesitated in putting in the game in red letters, in the most explicit way possible, "CONGRATULATIONS MARINE YOU KILLED SATAN HIMSELF."

But they didn't.

>and so far the official word after you end map30 is that "the most horrendous visage of the biggest demon you've seen crumbles before your eyes"

"Biggest demon you've seen", and not "biggest demon of them all".

Hmm, you might be onto something.

>> No.2512710


Haven't played any of the series, but I heard that the third gets a bit weird with the lizard thing.

>> No.2512719
File: 322 KB, 605x705, Flynn Taggart.png [View same] [iqdb] [saucenao] [google] [report]

Good god the project brutality taunts.

I always die laughing whenever Doomguy screams
it's so abnormally louder than the other taunts like jesus christ calm down.

>> No.2512721


This is some pretty good shit. Shame about the MP3 thing, but I guess nothing can be perfect

>> No.2512728

yeah the only way i got past hr24 was absolutely monumental amounts of savegame reloads.

the nearest equivalent is probably av26, which has a similar setup/theme but it's easier in one way at least, seeing as the entire lowest level isn't a damage sector.

>> No.2512749

stat cap is based on your current level

>> No.2512750
File: 55 KB, 500x730, 1435721502760.jpg [View same] [iqdb] [saucenao] [google] [report]

Personal taste is to play with free look of the mouse, as well as dot target for easy to use and simplicity, gives perfect estimate of where bullets go and does not obstruct view.

I am of using free look due to simply it feeling more natural and free for FPS, being locked for horizontal turning and forced auto-aim was sensible in original game as to how it was rendered, looking upwards or down would look of very strange and unusual in software render.
As I play in hardware mode, this problem goes away, when looking upwards or down view does not stretch and distort, I can use the freelook and it feels fine and natural.

I turn off auto-aim because I was always of opinion that auto-aim was, how to say, cheat option, in most of games, it feels also very much too rigid and unpleasant to play with, I always want to place shot where I want to place shot, aimbot telling me other target is more important and directing my shot fills one with fury, especially when aimbot misses or hits barrel exploding me together with monster.

>> No.2512779


Here's an alternate download link for those who might need it. Don't ask.


>> No.2512794

I'm on debian and only an older build of gzdoom (1.8.6) works for me. I want to learn DECORATE and ACS stuff. how big are the differences between 1.8.6 and the latest source (it's at 2.0 these days I think), will it put me at a disadvantage?

>> No.2512801
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report]

>Doomguy replaces the protagonist of the last game you played that wasn't doom.

>What happens?

>Is the game better?

>> No.2512815

>Gemcraft 2
I honestly don't even know how he is gonna abuse mana farms without being a wizard.

>> No.2512819


>> No.2512821

>Sleeping Dogs
As long as he has a berserk pack, he'll be perfectly fine. Not that many guns in this.

>> No.2512823

>Grand Theft Auto V
other than doomguy working solo, literally nothing else changes.

>> No.2512830


Not counting Doom and Samsara, let's see.

>Castlevania: Symphony of the Night
>2D Rip-an

Would that even work? I mean, Aria of Sorrow had guns and stuff I guess. Kaiser Knuckle would be equivalent of the Berserker pack maybe.

>> No.2512839

A roguelike called Brogue
So I guess we HexenRL now

>> No.2512873

I already made a Doomguy Mii, so nothing changes.

>> No.2512883

>Soccer Spirits

BFG soccer ball doom

>> No.2512894


Hotline Miami 2. So it's like playing Jake on constant Inner Warrior mode.

>> No.2513037
File: 55 KB, 680x512, Devilish Grin.png [View same] [iqdb] [saucenao] [google] [report]

Do you think doomguy is mental?

Or does he just enjoy fighting evil a little too much?

Maybe the longer he's exposed to the aura of hell the more of his sanity he loses.

>> No.2513040
File: 9 KB, 212x300, Low quality doom guy model.jpg [View same] [iqdb] [saucenao] [google] [report]

>And then doom guy said "I shall slay all demons!"
>But then man said "No flynn, you are demons!"
>And then flynn was a zombie.

>> No.2513046


I think Doomguy is a videogame character.

>> No.2513052


You have no idea how much I needed it. Thanks!

>> No.2513110

His punches have the same stopping power as a pistol and he moves much faster than most cars in Sleeping Dogs so if anything he is fine.

>> No.2513116

I don't use freelook when the weapons in the gameplay mod I'm playing don't have recoil that affects aiming. This means a lot of switching back and forth, but whatevs

>> No.2513118

He's a 12 on a 10 point insanity scale.

>> No.2513145

If you go by Q3A's take he's pretty mental.

>> No.2513151

>smash bros melee

>captain falcon with guns

>> No.2513157

he was said to be a bit unstable even before he got transferred to mars. As the violence continues, he enjoys shooting demons more and more. like anon here said >>2513118 doomguy is a 12/10 on the insanity meter.

>> No.2513184 [DELETED] 

>His final smash is a bfg blast.
>Everyone dies.

>Alternatively he pops a berserk pack and rips and tears everyone a new asshole.

>> No.2513264
File: 612 KB, 894x839, Screen Shot 2015-07-03 at 22.24.21.png [View same] [iqdb] [saucenao] [google] [report]

Nice lore

>> No.2513271

Almost missed it.

>> No.2513281

>page edit made 20:24
>posted here 20:25

>> No.2513283


inb4 Doomguy is final boss in Doom 4 after becoming so insane he really becomes demons

>> No.2513284

I'll have a large set of really HQ weapon sprite rips from this old obscure game in a few minutes. Where should I upload of modding purposes?

>> No.2513290


the zdoom forums are a good choice

>> No.2513298

Yeah but I mean hosting site

>> No.2513301

what's the game called?

>> No.2513303


ah, in that case I'd recommend mediafire, mega or even dropbox

>> No.2513312

cheers m8, I'll make sure to check it's not already up there before I post though.

>> No.2513313

What armor/boot sets are there in DoomRPG? Right now I have the Enclave Enforcer set, with Nuclear powerboots and Nuclear Power Armor, but I was hoping there'd be something else.

Other than the Angelic or Lava sets.

>> No.2513326
File: 2.97 MB, 2160x1080, tNrhAcHLFeIjLwOeyGXclAN5TXPSf_Gyn4JZjlXKkjs.png [View same] [iqdb] [saucenao] [google] [report]

I never liked the idea of a crazy viscous doomguy.
Even the comic and quake 3 characterizations were weird to me.

>> No.2513345


this drawing made me select this wad as next to play

>> No.2513351

I like to think of doomguy as someone who is just... tired. He's been awake, drugged up on stims so long that he doesn't actually know if what's happening is completely real. They could be aliens instead of demons, or they could just be an enemy human force, he doesn't care.

He just knows that what he's doing is his job, his duty.
There's nobody else left to do it, anyway.

After all, the scene at the end of one of the episodes of Doom1 is where he's finally done his job, and now he's pretty much falling over to die now that he's done... But then he gets another mission.

>> No.2513357
File: 120 KB, 1366x768, Screenshot_Doom_20150703_170429.png [View same] [iqdb] [saucenao] [google] [report]

He doesn't seem to enjoy it at all. The only times he smiles is when he finds new weapons, and who wouldn't be happy to see that?

>> No.2513362


you just stay away from her

>> No.2513389

She does favor shotguns.

>> No.2513394


You always spawn with just a pistol.

>> No.2513441

Check this thread. You might like it



>> No.2513449

If the Hercules Effect is canon, then he is a tireless death machine.

>> No.2513465
File: 22 KB, 640x480, 1435959356.png [View same] [iqdb] [saucenao] [google] [report]

>After all, the scene at the end of one of the episodes of Doom1 is where he's finally done his job, and now he's pretty much falling over to die now that he's done... But then he gets another mission.

>> No.2513506

Why does this .gif look so sexual?

>> No.2513518


Lots of parts thrusting in and out.

>> No.2513529
File: 57 KB, 589x237, XBraise6.jpg [View same] [iqdb] [saucenao] [google] [report]

It's not quite 'modern'.

I've seen that thread though, some of the rips are really neat. Most would be impossible to make fit with each other or any classic weapons however.

>> No.2513545
File: 6 KB, 258x195, images..jpg [View same] [iqdb] [saucenao] [google] [report]

>prboom-plus -complevel 2 -iwad freedoom2.wad -file batman.wad -deh batman.deh vbatman.deh

>mfw when this just werks

>> No.2513551

>downloading anything off sourceforg ever

>> No.2513580

>combat dance
That's really interesting, seeing how someone in the last thread refered to some fps games as violent dances.

>> No.2513619

>Fallout NV
I know who I'm roleplaying as next time.

>> No.2513647


>> No.2513659

>not caring that your fellow man is downloading spyware

>> No.2513663


>> No.2513665

Oh my dog I can't even think about it. Like, how should it be? Does Doomguy just retires in a world that is fucked but at least isn't hell? Does he just wanders around the world killing everything than remembers him the demons? Does he kills everything with a sawed-off and a coiled plasma rifle?

Post related: Dwarf fortress. He starts digging down until he reaches hell and then just starts killing everything and every dwarf is both shocked and amazed all this while half of them gets posessed

>> No.2513669

it's literally true though, not some botnet maymay
google it, they did shit like replacing all of the GIMP files with their own, they added adware
oh man the artifacts the dorfs would make
so good

>> No.2513690
File: 6 KB, 100x92, cawibaron_zps94cc991b.png [View same] [iqdb] [saucenao] [google] [report]

Is there a short list of action functions that don't work/work differently in Zandro? I'm searching and I can't find one.

>> No.2513713

>Is there a short list of action functions that don't work in Zandro?

Anything after 2.5.0.

>> No.2513725

Anything cool or useful.

>> No.2513763

I'd imagine that he'd side with the NCR since they're the only thing close to a US army. Kill all muties and raiders, but avoid hurting civilians.

>> No.2513770

They literally added spyware and adware to legitimate downloads. It's not just a /g/ sperg.

>> No.2513781

I was planning on playing Fallout 3 and New Vegas for my first time ever next week. I'm totally going to RP as Doomguy now

>> No.2513818

>Wolfenstein The New Order
Not much changes I guess.

>> No.2513829

I think doomguy is a pretty cool guy, eh slays demons and doesn't afraid of anything.

>> No.2513864

>space is cold
sure thing buddy

>> No.2513874

wait what

>> No.2513903


Space is not actually cold. Temperature is mostly determined by atmosphere.

>> No.2513976

Well, also distance and exposure to the sun.
But yeah, atmosphere is a big part of it.

>> No.2513986 [DELETED] 

god damn it mods, fucking make them move this shit back to /vg/, their stupid fucking aggressive attitudes are spilling out and ruining this entire fucking board

>> No.2513993


Just you.

>> No.2513997

Mods, moot, and us have all decided it belongs on /vr/. What is your problem?

And the Doom threads are usually pretty serene in the post-CZ era. Still get random occasional e-personality drama, but that's true on any persistent thread.

>> No.2514003

Don't enable him.

>> No.2514004

>What is your problem?
probably some nerd pretending to be retarded, running around going "fuck everyone that doesn't play doom!" to try and smear us again

well, i say that, but none of the threads on /vr/'s front page mention doom.

>> No.2514176

I am a fucking pleb
How do i install Brutal Doom 20
Send help

>> No.2514207

>have doom 2
>download gzdoom
>update gzdoom
>download brurr hurr 20

>> No.2514212

>Download Zandronum
>Put Doom 2 in Zandronum Folder
>Create folder called Skins
>Put Brutal Doom in Skins

You are good to go.

>> No.2514216

Get GZDoom +2.0.0.zip
Get the brutalv20.zip from the page (google it, it's moddb or something)
Get the Doom II IWAD just buy it ;)
Unzip both in different folders
Move the brutalv20.pk3 or something like that to the GZDoom 2.0.x folder
Drag the brutalv20.pk3 to the GZDoom.exe, and select "Doom II: Hell on Earth" option
Click Ok to play
Post blogs, and I'm not kidding, do post them here to piss haters and such, it's funny

>> No.2514223

>Gooberman has released a new WAD after a decade or so.
I'm playing this, and I'm stuck in the radio in episode 1. There's only two new keys, 'activate radio' and 'skip cutscene'. It told me to hit the activate radio button, and I did. Now there's a menu, and no button I press will accept my selection.

>> No.2514231

Wait, nevermind, I'm an idiot. Fire activates it.

>> No.2514265


Do not ever do this.

>> No.2514280

I imagine Doomguy would be the type of person who would kill anyone who crossed him but generally a merciful soul.

But whenever he sees a monster he gets PTSD and goes into rip and tear mode.
Then about everyone human or not within a 20 ft radius is fucked sideways.

>Tfw melee perk completely maxed out.
>Tfw you can actually rip and tear.
it's a glorious feeling actually.

>> No.2514284
File: 100 KB, 250x250, Doom Guy Towel.png [View same] [iqdb] [saucenao] [google] [report]

>Inb4 he's ordered to fire on civilians and ends up putting his commanding officer in a bodycast like last time.

>> No.2514293
File: 490 KB, 1024x768, Screenshot_Doom_20150703_225110.png [View same] [iqdb] [saucenao] [google] [report]

making my first zdoom map
first thought I had thought was to design it around rocket jumping
dynamic lights are wonderful, but I should probably not use so many

also, anyone know what those yellow specks are?
don't see them when actually playing, but when I bring up the menu or screenshot, they appear in places

>> No.2514320

What the fuck
Was it seriously that easy?
Fucking kill me.
Thanks a lot.

>> No.2514357 [DELETED] 

I see Doomguy as a calm and collected person, myself.

>> No.2514375

Me too. He probably loves reading and growing bonsai trees. He's also probably a christian, which is why he's so hostile towards demons

>> No.2514412

Think I accidentally deleted my post. Sorry about that.

>> No.2514437

Just a heads up, putting gameplay mods into your skins folder will make all servers reject you because of file authentication. It will also break almost any other mod you try to play. This is why people tell you not to do this. If you plan on never playing anything but brutal offline, then go for it.

You'd best either drag-and-drop brutal onto gzdoom.exe when you want to play it. Faster ways are making a shortcut with -file filename.wad, or get a Doom launcher. Doom Explorer's singleplayer tab works great for me. It can even make desktop shortcuts.

>> No.2514438
File: 1.78 MB, 404x232, facescroll.gif [View same] [iqdb] [saucenao] [google] [report]

I never liked the idea of him being off the hook crazy. Maybe a little bit disturbed, he's seen and done things that most others have not, but he'd still be coherent and stable.

As flawed as the old novels were, I kinda liked his personality there.

>> No.2514548


a god amongst men

>> No.2514550


The /newstuff Chronicles #477


>> No.2514581

I like the idea of him being normally calm and collected, if a bit disturbed, but during combat, he's wired himself to nothing but raw hostility. Or maybe he's desperate beyond belief, which gives him a sort of psychosis.

I mean, the fucker can punch the cyberdemon to death.

>> No.2514612

Judging by him punching his commanding officer and refusing to shoot unarmed civilians, my guess is that the Doom Marine is basically your average upstanding guy with morals who does what he thinks is right. And the moment everyone else is dead and all he has is a Pistol and some spiked brass knuckles to his name, every ounce of restraint he has goes out the window to make sure there's not a single demon left standing on Mars, Earth and Hell alike. Especially for the Earth invasion.

Sort of, I hate referencing this series of all things, an Attack on Titan situation I guess, where the main character's probably absolutely pissed and livid at what the Demons have done and would ensure the death of every single one at his hands if it meant saving humanity. And more than indulging in a bit of ultra-violence to get that anger out.

>> No.2514627

>also, anyone know what those yellow specks are?
>don't see them when actually playing, but when I bring up the menu or screenshot, they appear in places
no idea, except the default dimcolor is yellow, so you get a yellow hue blended over the game when you open the menus. try setting it to black, and dimamount to 0.

>> No.2514695

I think it's because you have your renderer set to render for Speed rather than Detail, it's an option in your GZDoom graphics menu.

Setting your renderer to Speed makes the game run faster, but then you get the occasional little pixel sized gaps in walls and stuff. Detail takes these away, but the game doesn't render as efficiently, so on some machines you might get a bit of lag in some areas.

>> No.2514716

Someone on a stream wished they could play other map sets with Valiant's weapons, so I whipped this up.
Gives you Valiant's Pistol and Chaingun, along with increasing the bullet max to 300/600.

>> No.2514771

>The Haunted Hell's Reach.

Nothing changes

>> No.2514824

>spec ops the line
none of the ptsd/guilt themes would exist cause doomguy dont give a fuck. also the game would be pisseasy cause the 33rd cant fend off a stupidfast space marine w/ a bfg

>> No.2514837

also the ending where you kill the marines that pick you up would be the only ending

>> No.2514854

I don't know if I agree, Doom Guy straight up doesn't kill humans. Zombies, yes, but he was sent to Mars and it's moons because he refused to fire at a civilian. Doom's a good guy, and not enough people really see that.

>> No.2514905

he wouldnt shoot someone who isnt a threat but i dont think he would hesitate if he was being fired upon

>> No.2514908

All of the ports that make traditional doom monsters 3D make them look goofy as fuck. I can't tell if it's just because the models themselves are bad or because Doom's monster designs don't translate as well into 3D. What does /vr/oom think?

>> No.2514909

>spec ops the line with doomguy
The end twist would literally be "no john you are the demons"

>> No.2514910

That I can agree with.

>> No.2514913

i think we have been used to the original designs for 20+ years, so any approximation falls into an equivalent of uncanny valley territory and will never look quite right.

>> No.2514917

The doom monsters have exaggerated proportions and simplistic animations that look extremely stupid - or cartoony - in 3d. To make 3d models of them you actually have to do an interpretation, not attempt a 1:1 conversion.

>> No.2514918

Part of it is almost always awkward model quality and animations, which can make things a bit.. strange-looking. But another strong part of it is that enemies basically just walk forwards in various directions and then turn towards their target to attack. It makes it strange because that Baron's gonna doofily walk through this hallway with its entire body spontaneously changing direction as he zig-zags from side to side casually.

>> No.2514926

>with its entire body spontaneously changing direction as he zig-zags from side to side casually.
That *could* be solved with decorate though. Check out "survival doom", a resident evil clone tech demo in gzdoom more or less.

>> No.2514935

I haven't used any 3D sourceports in a while but I thought JDoom and Risen3D both had modes that make it so that models turn in the direction they're going rather than just snapping to it. I wonder how much changing behaviors so that they're not completely stuck to those angles would change the gameplay.

>> No.2514937

>you will never be suddenly distracted from a game of Doom by the feeling of a cyberdemon suddenly firmly gripping your shoulder

>you will never cry out in surprise as he throws you to the ground, just before bringing his metal hoof down on your head hard, bursting your skull like a ripe watermelon

Why do we live in the wrong reality?

>> No.2514940


Fuck off.

>> No.2514947

Too bad the game is Arenacrap

>> No.2514949

Probably the model just interpolates rotation while the 'actual' actor does indeed snap to position, which in practice means monsters might appear to shoot backwards or sideways from time to time.

>> No.2514950

KEK why didnt i think of that

>> No.2514951
File: 756 KB, 1800x1800, Modern Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

Just finished this. Thoughts?

>> No.2514960

I always envision him as having a bunch of extra helmets plates strapped to him, because who doesn't pick those things up?

>> No.2514963

You need to practice a ton of basic anatomy. It is hard and boring but absolutely necessary.

>> No.2514987

That's what happens, but since there's a break in monsters starting their attack animation and shooting (for most enemies anyway) they might start their animation facing the wrong way but they'll normally have rotated before firing.

I was going to have a hack at trying to do some decent models as a pet project, since I think I could do a better job than whoever did jdoom/risen3D's models, but it seems pretty pointless now.

>> No.2515001

I think 3d models monsters in doom require a shitload of work for the non-existent improvement they give over the normal sprites. The best way to make good looking 'hd' monsters is to make more frames of animations or sprite rotations for the original sprites imho.

>> No.2515007
File: 318 KB, 1800x1200, full armor copy.png [View same] [iqdb] [saucenao] [google] [report]

Just for you.

>> No.2515012

I like you.


>> No.2515016

For existing monsters, yeah. If GZDoom's 3D support didn't completely fuck over performance I'd consider doing a TC, but I'm never going to do that if I have to make 2.5d spritesheets for every unique monster I want to make. Even just frankenspriting is A LOT more work than just making and animating a model.

>> No.2515018

Well you could always make 3d models and find or make some way to export frames/rotations automatically.

Anyways something I've been thinking about is how using a mosaic shader on a 3d model to essentially make it appear like dynamically generated sprites would look - I know it's not possible in gzdoom, but I'm curious none the less.

>> No.2515026

Someone did that on Polycount for some pokemon models with a shader on them that made them look like Gameboy sprites and they came out really nice but the thread they were posted in has 501 pages now and I can't be bothered to dig them up. It's probably possible, in some other engine.

>> No.2515038

Even with GZDoom's trash 3D model performance I could probably get away with a Silent Hill TC since I'm fairly sure it *at least* culls models from the render if you put a solid wall between them and the camera. If not, then fuck.

>> No.2515042
File: 775 KB, 1600x1200, poster-12-11-01_22-55-37.jpg [View same] [iqdb] [saucenao] [google] [report]

Some dude spliced some Doom 3 and DNF models together and made some fairly solid designs.
Sadly he lost them in a hard drive failure.

>> No.2515046

The new Rachet and Clank has that as a weapon. It looks rad as fuck.

>> No.2515050


>> No.2515056

>since I'm fairly sure it *at least* culls models from the render if you put a solid wall between them and the camera.
If it's a one-sided linedef then yes.

>> No.2515076
File: 104 KB, 800x600, models.jpg [View same] [iqdb] [saucenao] [google] [report]

First off, the animations. I know that some animations will unavoidably look wonky because of the low number of frames, but I swear, the people who make these models can't pose them in a way that looks natural for shit. The zombies for example. Instead of making them walk in a more natural way, they try to mimic exactly how their sprites moves. If you notice the zombies walking, they never bend their knees. That's fine for the sprites, as they're just 4 frames and you don't really notice it. But when they do that on the models, because of the interpolation between frames, they end up looking like when you try to make a cheap action figure "walk". Looks awkward as shit. I also noticed that in model packs like DS-Models, some monsters have these super detailed textures that just look out of place(e.g. The revenant's bones, the zombies, imps and gibs in DS-Models).
And lastly, but not least, some models are just plain ugly. Look at pic related. Gives me eye cancer. The low number of polygons is NO excuse. Quake 2 models were low poly too and they looked fine.

>> No.2515079
File: 786 KB, 1010x720, how_do_I_hold_gaijin_piggu_gun.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, the models have never really looked good. Props to anyone who could make Quake II quality models that could pass as from id, but for now we have these.

Good sprites beat bad models anyday.

>> No.2515090

Sprites also work better with how enemies are scripted at the moment, sudden instant turns need a lot of work to look believable with a model.

I say if we want to make a model pack, let's go ahead and do posing and AI adjustments to make them not look and act retarded

>> No.2515094
File: 12 KB, 518x581, expletive.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2515098
File: 14 KB, 212x195, vore texture.png [View same] [iqdb] [saucenao] [google] [report]

We should also use textures like this one. Just a simple front and back view of the monster, in a T pose preferably. Nothing too fancy, and sticking closer to Doom's, let's say, cartoony look.
I swear, there will be a perfect model pack for Doom one day. Even if I have to learn modeling and make everything myself

>> No.2515106

I really wish there were just a 3D engine with modern optimization, Doom's mechanics and the dead simple modding and mapping standards set by G/ZDoom and the community's editing tools. A fresh engine built entirely with the Doom modding community in mind, basically. Nothing else beats how easy it is to make content for Doom.

>> No.2515107

Right, so is there a way to force Doom touch and the like over to the SD card? If the dude's gonna keep giving his ports away for free I'm gonna need more room.

>> No.2515135

Some of Kaisers engine work could probably be developed into that. Speaking of whom, if he wanted to make a modern engine that's as easy to mod as doom he could probably actually do it.

>> No.2515147

Best co-op to play with a bro over the internet?

>> No.2515336


New Doom's soundtrack teaser mirror. It was removed from Instagram for some reason.
Memento Mori 2

>> No.2515339

Damn, that's pretty good.

>> No.2515360 [SPOILER] 
File: 4 KB, 240x364, 1436024824833.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2515369

>so everything else you listen or read is just an unmoderated display of pointless desire fueled by misguided attitude from people with undeveloped levelheadedness.

That's a pretty extended way to say "edgy idiots".

Nonetheless I do agree with your post though.

>> No.2515398

The 'blueprints' in Unreal Engine 4 might achieve something like this.
Along with a wide range of modding capabilities it would be a brilliant way to make levels.

>> No.2515437
File: 6 KB, 84x87, 1404769235109.gif [View same] [iqdb] [saucenao] [google] [report]

Even if he kept working on them, he'd never release them.

>> No.2515661

Anyone have a scan of the manual for Super Noah 3D Ark?

>> No.2515747

On other soundtrack related news, the composer of RoTT2013 released a remastered version of the Doom soundtrack.

>> No.2515769

But can it surpass Doom Metal though?

>> No.2515775

That for you to decide anon. Give it a listen and tell us what you think

>> No.2515783

Doom Metal replaces all the songs, right?
The one Andrew did only replaces E1, though he has some E2 and Doom 2 in his channel

>> No.2515808

Love the tracks for tracks for maps 2 and 3

>> No.2515814

What sets doomworld forums and zdoom forums apart, and which is the better community overall?

>> No.2515823

>But can it surpass Doom Metal though?

it just fucking did by a long mile. this isn't a random compilation made directly from youtube rips

>> No.2515826


a little bit slow in there


>> No.2515837

Agreed, it's really badass.
I fucked up, looked at the replies in the news post too quickly and didn't notice >>2512629

>> No.2515872


I compiled these two links in a pastebin. It would be better if you include this link in the News post instead of both of them so you can save characters


>> No.2515880

your helpfulness is appreciated and while i do try to cut unneeded parts from urls for news posts i don't believe resorting to pastebin is necessary.

>> No.2515883

Could someone recommend a refreshing WAD that deviates from the original Doom feel and formula, like Cold as Hell or Action Doom 1/2?

>> No.2515884


eh, why not? sometimes moddb shits itself and an alternative download link almost feels like necessary. there's nothing wrong using a pastebin link in my opinion

>> No.2515893

because you just put both links in one after the other. done it loads of times. there was anything up to five mirror links for the deleted powerslave beta at one point.

>> No.2515923
File: 2.95 MB, 640x480, ifsozl.gif [View same] [iqdb] [saucenao] [google] [report]

Are you kidding those E1M7 and E1M8 covers are heavy as fuck.

>> No.2515962

what i mean is, saving characters is important but less important than usability. the links just being there, especially with the extension's ability to make them clickable, is preferable than having to go through pastebin, which is both an extra step and also definitely doesn't make links clickable. i see this as more important than saving a few characters just so the thing at the bottom of the news post that's been there for two weeks already, gets another couple of days.

>> No.2515980

>But can it surpass Doom Metal though?

You speak of Doom Metal as if it were the ultimate Doom music remix pack

>> No.2516000
File: 32 KB, 600x176, WLOCKdoom_pistol_h.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sure this gets asked a lot but how the fuck do I force a pistol start on every level without having to load the map in the console?
This looks like exactly what I want but it just doesn't fucking work for me at all. No idea why.

>> No.2516017
File: 803 KB, 1366x768, Screenshot_Doom_20150705_001645.png [View same] [iqdb] [saucenao] [google] [report]


This was a lot of fun.

>> No.2516027


Wow. I'm going to play e1 with project msx and this again. Fucking metal.

>> No.2516029

Idclev ##

>> No.2516032

>without having to load the map in the console
I just want to play through a wad normally, except each new map start resets all my weapons and items.

>> No.2516035

bind a key to the suicide command, press it, then respawn at the start of each level

>> No.2516037

Engine-wise, what can Eduke32 do tha GZDoom can't, and vice versa?

>> No.2516089 [DELETED] 

I'm not too well versed in EDuke32, but if I remember correctly it supports far more advanced scripting than GZDoom's ACS/DECORATE and therefore a more appropriate engine to make entire new games in

>> No.2516093

There's no loading the console, just type it out.

The one thing that did what you wanted didn't work apparently so this is what you get.

>> No.2516107

In DoomRPG, when I do the arenas, I end up with a key reward. What use are these? It's not like there locked doors in the outpost, and the keys vanish after I leave the map.

>> No.2516108

If you get all 6, you get a special prize.

>> No.2516109

>E1 with MSX
What a weird combination. You can't really use MSX suit powers at all.
Not that guy but that would just trigger autosave. And if he disables autosave it would autoload the latest save. Or at least that's how I remember it working

>> No.2516113

>What a weird combination. You can't really use MSX suit powers at all.

Hmmm, never thought that through.

>> No.2516118

Use Accessories to Murder, maybe?

>> No.2516132

Doomworld is more mapping oriented in general as opposed to zdoom which is the more mod/development oriented community.

The only problem is there's a lot more people on Doomworld who have lesser quality posts than zdoom, and I'm not saying zdoom can have its own shitty posts either, but Doomworld seems to be more prone to silencing some opinions as well as favourability between mods and some posters. While on zdoom, you can be fairly open about what you post as long as its not just straight dickishness; think try hard /v/ poster.

Doomworld has been around longest, so its got a sort of veteran status, one that some posters use as a snarky raised pinky over others, but a lot of good mapping stuff gets dropped there too as well as updated frequently and posted about with mods sorta just falling off; the vice versa can be said for zdoom minus some of the snobbiness.

>> No.2516147
File: 606 KB, 1366x768, Screenshot_Doom_20150702_204514.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2516174

I got all six, but nothing happened.

>> No.2516180

Go look around.
You'll find it.
Pretty sure it's where the roulette guy is.

>> No.2516206

Oh! Okay! I found it!

It's near the easter egg room, near the credits posters. The ceiling is weird there.

>> No.2516208



>> No.2516212


The Doom shotgun is already there, It's called Felwinter's Lie.

>> No.2516264
File: 81 KB, 1063x526, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Trying to get doomrpg and doomRL arsenal to run and I get this error even when I have no mods selected:

Script error, ":actors/Skills.txt" line 444:
"FORCEDECAL" is an unknown flag

using gzdoom 1-8-10

>> No.2516286
File: 68 KB, 580x100, UPDATEBANNER.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2516294

>having to use the nvidia-only version of gzdoom that runs at 5fps.

whelp, I guess I won't play doomrpg then.

>> No.2516303

I use AMD, git gud hardware.

>> No.2516314

Oh boy, here we go again.

>> No.2516321 [DELETED] 
File: 19 KB, 278x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>git gud hardware
>for Doom
We've reached that point haven't we

>> No.2516332

Not to sound ignorant, but it's really the only one that I know of. Which isn't to say that I haven't tried searching for more of them

>> No.2516356
File: 53 KB, 320x200, Fucking nice.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2516362


I'm running a recent GZDoom build (that I downloaded two weeks ago) on a fucking Macbook Air.
it's entirely about having recent graphics hardware instead of good hardware

>> No.2516370

is it a grenade launcher?
i dig it

>> No.2516394

HDoom: Summer Edition?

>> No.2516474
File: 59 KB, 955x421, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Ok so I bit the bullet and now I am having this problem.

>> No.2516494

[23:44] <Kate> there is no lockdefs.txt in doomrpg anymore, so it's probably a botched update and he needs to update his launcher and have it redownload doomrpg.

>> No.2516495

It's borked.
Delete DoomRPG, and redownload.
Lockdefs doesn't actually exist in DoomRPG anymore.

>> No.2516507

but I just downloaded DooMRPG and the zip file from the DooM rpg thread earlier this day.

unless he didn't update those links and requires me to go to the github link.

but I guess I could try again.

also, one of my other problems was that I had "gzdoom.exe/" in the file path for the exe.

>> No.2516543

Are there texture packs for Doom that, instead of aiming to be high res stuff, aim to change the theme of the game? Like the Quake texture pack for Heretic.

>> No.2516549

Simpsons Doom is kind of like that

>> No.2516560
File: 25 KB, 542x579, 1435031761288.jpg [View same] [iqdb] [saucenao] [google] [report]

what's a good campaign to play Complex Doom on? Already beat DTWID, Plutonia 2, and Saturn X

>> No.2516568

I don't need enemies to be changed, if that's a problem with something existing.

>> No.2516626
File: 20 KB, 100x100, 1428836020095.gif [View same] [iqdb] [saucenao] [google] [report]

>DnD1.5 doesn't work with GZDooom
>Can't have DnD+Colorful Hell
I'm so angry, I wish everyone got punched by a skeleton except me.

>> No.2516636
File: 268 KB, 1360x768, ow.png [View same] [iqdb] [saucenao] [google] [report]

Ow, that hurt. Thanks for nothin' bonehead.

>> No.2516645

Dear Anons,
Am I weird for using Doom as an escape?

Like when everything is depressing or I can't sleep, or hell, I need to kill time and nothing else sounds fun - I grab whatever newest, hottest Doom shit is floating around and load it up.

I'm not even NEET or anything. Solid relationship for years, wrapping up college, decent bank, but Doom has been the one friend who's stuck with me longer than anyone else. I don't want to let it go.

>> No.2516650


That doesn't sound weird at all, anon.

>> No.2516653

Doom is my goto game when I have to think about a game to play and come up with nothing. I must have played E1M1 over 1000 times already

>> No.2516665

Dear Anons,
Is it bad that I prefer Doom 2 solely due to the fact that I only ever had 2 when I was a child, and didn't play 1 until years later?

>> No.2516673

No, not really. I personally prefer Final Doom, the MMs, and Icarus over Doom and Doom 2.

>> No.2516676


I'm the same way, I had only the shareware version of 1 when I was younger.

In retrospect, having just gone through 1 with my girlfriend, it was downright superior in level design, even if lacking in my true waifu the Super Shotgun, and a few enemy types. Doom 2 just starts to feel lazy in a few levels, and others are needlessly expansive or obnoxious.

Heretic though? That's a whole 'nother story. It feels extremely un-memorable, the monsters feel like meatsponges due to the awful damage spread and lack of BFG-type weapon, and it's becoming a bit of a slog. I'm eager to wrap it up so we can move onto TNT/Plutonia and Hexen.

>> No.2516683

By the time I had a computer that could run doom well the sequel had hit and I picked it up at Computer City. Not CompUSA, Computer City. I think I still have a mousepad from those guys on a spare comp.

I did yarr the first game from someone who liked to share games, and way later I sent id some money and an apology note and legit owned a boxed copy of Doom 1. I like to think that the doom wads that I have on my computer are the children of the files transferred from hard drive to hard drive, disk to disc, even to one of those terrible zip disks too.

>> No.2516693

>Play Heretic
>Everything feels awful except the Crossbow
>Multiply damage by 2
>Still feels bad
>Go with 4x
>Not feeling it at all
Jesus christ how awful.

Thank god for that Quake weapons in Heretic mod.

>> No.2516697

I suggest trying Samsara with Heretic. Either use Corvus him self who has his Fire Mace turned into a slot 2 weapon, with a rechargeable tome of power, Parias if you're a hexen fan, or just go straight up Doom Guy if you want your Super Shotty.

>> No.2516702

>In retrospect, having just gone through 1 with my girlfriend
Funnily enough, sometime last year I took the mod I had made and talked my girlfriend into helping me 'test' it, when actually I just wanted her to play Doom with me and used the mod as an excuse.

I think she found diablo more fun, the heretic.

>> No.2516703

I have done this.

The enemies are still pretty durable but Parias tears through that shit thanks to Timon's Axe and Doomguy does better than Corvus.

Corvus's weaponry is just shit and the monsters don't help either.

>> No.2516706


We're slogging through everything ID because she bought the Steam Superpack and we have a rule about beating all the games we own. (Herculean. She still has about 300+ PC games to go.)

Heretic is honestly the most eh yet. We did Doom 1 vanilla with some HQ sounds, 2 with Brutal Doom (sue me), Heretic Vanilla, and I'm thinking about Complex Doom for TNT or Plutonia to ramp up the difficulty. Hexen will probably be vanilla because I've never actually beat it. Some of this is crossing stuff off my completed game list too.

I don't actually know if we have to go do Quakes or not, and Hexen 2. All of which I have little experience with outside Quake III Arena.

>> No.2516707

I have to say that playing through Heretic as a kid, I really was not impressed by the weapon choices at all. Hexen was a lot better especially due to the class variety, but that game had its own problems.

>> No.2516709

I LOVED hexen
and then I got to the second hub.

And then I just sat and stared.
I hated that second hub, and just felt like a sloooog.

I still haven't finished it.

>> No.2516710

>I must have played E1M1 over 1000 times already

I am 99% certain I can get to Map11 in Doom blind. My patience both then, and now, usually wears out by then.

>> No.2516716


>I am 99% certain I can get to Map11 in Doom blind.

Nevermind. Just tried this and it's way fucking harder than it seemed in my head. There aren't enough sound ques and my headphones aren't set up well enough to direct me through.

>> No.2516718

Does anyone have any good megawads for me to play with DoomRPG after I'm done with my current game?

I've never actually played any megawad, mostly just singular maps.

>> No.2516752

Alien Vendetta

>> No.2516767

Epic 2

>> No.2516768

that's a stupid troll wad. play this instead, it's a real map and is actually good.


>> No.2516769

Back to Saturn X is really cool.

>> No.2516806

good, we're back now

>> No.2516817

i thought it was only me, since other posts were still appearing on archive.moe even though i couldn't connect to 4chan.

>> No.2516838

BTSX is honestly one of the very few ambitious mapping projects I've played that actually lived up to my expectations.

>> No.2516848
File: 395 KB, 1280x960, 1436083345.png [View same] [iqdb] [saucenao] [google] [report]

Oblivion - http://www.doomworld.com/idgames/?id=18013

this is from the most recent /newstuff chronicles where it did not receive a favourable review. thus two of the problems mentioned did not bother me so much: i knew this map would make me spend a long time searching with little action, and i knew to avoid the water at all costs. i agree, though, that it would be better with more streamlined gameplay and if there were ways out of the water, which is essentially an inescapable death pit. (however, one of the buildings has a ledge running round the side that looks like it might lead to a secret area. don't jump onto it, it's just another damage sector).

what bothered me were the bugs. it is clear this map was only properly tested in zdoom, the author claims prboom testing but even notes a door unopenable from one side in "proboom" (his rather cute misreading of prboom). there were others, most noticably, a switch to open a secret (bottom left picture) requires freelook to aim at it, and blocking obstacles that don't take infinite actor height into account. in the latter case, both the usual ceiling hangers, and also, a couple of the sniper platforms with caches of health potions have no way down from them except to run off the side, but the way back to safety is partially blocked by a torch that with proper 3d thing clipping you'd be able to jump over.

gameplay as the /newstuff review notes is long periods of running around searching for the next key/switch followed by dealing with a flood of teleporting monsters. it also notes the lack of resources, especially health, which i agree was detrimental, having spent a majority of the 80 minutes game time running around with <30% health and having to be very cautious of incoming fire.

summary: with detailed architecture and an open spacious design, this map should have been good, but some gameplay choices rendered it annoying instead.

>> No.2516862
File: 843 KB, 1800x1200, team up.png [View same] [iqdb] [saucenao] [google] [report]

pls rate and critique

>> No.2516865

It's kind of unique in that every map actually shares the same style, and one that isn't directly derived from the vanilla game at that.

>> No.2516868

Appears to be drawn by a 5th grader. Practice.

>> No.2516870

But Shadow Wood is one of the best hubs, including Deathkings. Meanwhile Seven Portals, while okay, is the worst.


>> No.2516873

i was just doodling anyway.

not that my serious drawings are that much better...

>> No.2516874

/ic/ may be filled with drama but you can find some good resources there.

>> No.2516875


>> No.2516889

>Doomguy bullying imps
Not too surprising.

Doomguy's shirt isn't actually ripped underneath his armor with the sprite but if you're going with the Doom cover look then that's fine

>> No.2516893
File: 491 KB, 414x600, DOOMGuy.png [View same] [iqdb] [saucenao] [google] [report]

When I'm just doodling, I just draw him without an undershirt altogether. Even on the cover, you can see some parts of the shirt where it was ripped.

>> No.2517016 [DELETED] 
File: 25 KB, 300x225, 5.jpg [View same] [iqdb] [saucenao] [google] [report]

>You will never be suddenly distracted from a game of doom by the feeling of a cyberdemon suddenly firmly gripping your shoulder.
>You will never scream "Rip and tear your guts. YOU'RE HUGE, THAT MEANS YOU HAVE HUGE GUTS! RIP AND TEAR!" as you tear out his organs with your bare hands.
>You will never then grab the nearest gun and head outside to fend off the demonic invasion single handedly


>> No.2517020
File: 474 KB, 188x174, 1420739269082.gif [View same] [iqdb] [saucenao] [google] [report]


>You will never be suddenly distracted from a game of doom by the feeling of a cyberdemon suddenly firmly gripping your shoulder.
>You will never scream "Rip and tear your guts. YOU'RE HUGE, THAT MEANS YOU HAVE HUGE GUTS! RIP AND TEAR!" as you tear out his organs with your bare hands.
>You will never then grab the nearest gun and head outside to fend off the demonic invasion single handedly

>> No.2517201
File: 112 KB, 1024x576, rylayeh.jpg [View same] [iqdb] [saucenao] [google] [report]

OK /vr/oom, I'm bored as shit and looking for something new. Give me your favourite obscure map or mappack that nobody else has ever heard of.

>> No.2517272
File: 86 KB, 500x500, 1435969706748.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2517309

Jeffrey Doomher

>> No.2517360
File: 181 KB, 800x660, ask28.png [View same] [iqdb] [saucenao] [google] [report]


I like it, keep going!

>> No.2517392
File: 27 KB, 300x275, 1405636463233.jpg [View same] [iqdb] [saucenao] [google] [report]

The first episode of Doom is so great. Levels a huge and complex, and detailed.

The following episodes are a huge drop in quality. It always makes me lose interest.

Is it worth pushing through the boring episodes 2-4?

>> No.2517429


Well, I was going to suggest Rylayeh, but it appears you already found it.

>> No.2517463

Winter's Fury

>> No.2517475

But episode 2 is great!
3 isn't as great but it's still got a couple of gems
4 is only really good if you like the feeling of frustration

>> No.2517482

He's a bit quirky

>> No.2517504

I think he is crazy.

But he somehow bottles all that insanity up inside and saves it for combat.

>> No.2517549
File: 119 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

I was just wondering, is there a mod to replace the centered "viewmodels" and make them look more like this? Just a replacement of the base graphics? I'm not looking for something to make the game look HD, I'm just fine as is.

If possible I'd like to keep those graphics while running WADs. I mostly play old levels off of Doomworld, so I don't know if there's a way to replace the base assets that level mods use.

>> No.2517573

Making that would be really easy.
There's also lots of gameplay mods which feature weapons held on the side of the screen.

Really, you could just make this with XWE in a couple of minutes if you have the graphics you want already.

>> No.2517584

I redownloaded doomrpg through the launcher. Now I am having problems with the weapons and UI randomly disappearing on screen.

It seems to be affected by the angle I aim with mouselook and I think the lighting in the sector.

>> No.2517595

The thing is I don't want to mod the gameplay, all I want is to change the way the weapons look. I don't know anything about modding so it's going to be a pain in the ass if I have to do it for absolutely every WAD I play.

>> No.2517597

Does anyone know how to do progressive secrets? Like, the player activates secret in level one which opens a secret in level two, and that one opens a secret in level three, etc.

I want to have, like, secrets that are needed for secrets in other levels , so you end up with different levels.

>> No.2517643

You would really only need to make a Pwad which replaces all the original weapon frames, then you'd load that pwad after whatever map pack you're playing.

It'd be incredibly simple, you'd use .xwe to make a .wad, alternatively a .pk3 (a zipfile with a changed file extension) which contains the replacement frames (the frames just need to have the same name as the original frames), then you edit their alignment until it looks right to you.

What sourceport are you using? If you're using a ZDoom based port, you could literally put your pwad in the Skins folder and it would load every time. It might not work perfectly with mapsets which replace the weapons themselves though so you could end up with graphical inconsistencies that way.
Also, the rocketlauncher is -really- not that fantastic to use with an angled sprite, even if it's in a gameplay mod where the trajectory and spawn is changed to fit the sprite, the odds of hitting a wall or object next to you by accident greatly increases.

Also, I'd recommend at least giving some gameplay mods a try just to see what they do.
There's things like Smooth Doom which keeps the gameplay the same but just adds a lot of frames of animation and slightly alters the appearance of random monsters.

>> No.2517661

for what purpose

>> No.2517678

Oh, wait, you're completely right!
Anon! Ignore the part about XWE, it's shit and obsolete, use Slade.

(I don't know why I said XWE)

>> No.2517719

I'm using Zdoom. Oddly enough I've actually had a devil of a time finding a skinpack that fits what I want and that doesn't look like ass.

I'm guessing all I have to do is make a Skins folder where my zdoom/gzdoom executable is and put the .pk3s in it?

>> No.2517742
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google] [report]

>Ever using Crosshairs.

The only time I ever use crosshairs are in wads were freelook is required or highly expected.

Or in wads like brutal doom or project brutality where headshots actually matter.

>> No.2517746

I only use them if they're a feature of the mod, like in Project MSX or Hideous Destructor, or if it actually makes sense for there to be a crosshair on the screen, like Metroid Dreadnought. Otherwise, aiming never has to be so precise that I need a big neon sign showing me the center of the screen.

>> No.2517749

Looks like I'm basically forced to download Brutal Doom if I want to use skins since most skins are made for it. That's fucking stupid. Oh well.

>> No.2517759

>most skins are made for Brutal Doom
you what nigga?

>> No.2517760

Man, who cares? Just play how you feel like.
I play with freelook in OpenGL with a single dot for a Crosshair and I feel free like an Eagle.

What? No, you don't have to do that at all, what makes you think that?

I merely suggested earlier that if you want for a pwad to load every time you boot up the game you can put that .wad in ZDoom's skin folder and it will load up for you.

If you want the graphics to work even with maps that replace the original weapon Graphics, what you can do is that you perfectly copy down the Decorate code of the original weapons and then edit them to have the frames you want, that way you won't get any graphical inconsistencies.

>> No.2517770

>Looks like I'm basically forced to download Brutal Doom if I want to use skins since most skins are made for it. That's fucking stupid. Oh well.

It's not just fucking stupid, it's also patently untrue.
Whoever told you this is a blithering retard.

>> No.2517773

Whats with all the BTSX hate on doomworld but all the praise here?

>> No.2517780

>Whats with all the BTSX hate on doomworld

they're being ironic.

don't worry, it takes time to get used to how they communicate. we've all been there.

>> No.2517781

The most i've ever used was Dot.

A dot is the only crosshair I need, it's small it's not in the way and it lets me aim.

A small red or cool blue dot crosshair is best.

>> No.2517784

some of it seems legit though, antroid J4rio memfis.

>> No.2517786

I assume it's because the first few maps of BTSXE2 are really terrible and they didn't bother to play further.

>> No.2517789


fucking J4rio is one of their cool club buddies; he fucking playtested their shit thousands of times

once again, doomworld's style of posting takes time to be understood

>> No.2517790
File: 37 KB, 400x325, roxie-ohayou.png [View same] [iqdb] [saucenao] [google] [report]

>A small red or cool blue dot crosshair is best.
Muh nigga.

I pretend it's like Doomguy has a built in Red Dot Sight in his helmet visor that links to an invisible laser in his gun(s), it's only visible through his visor or a Red Dot Sight.

>> No.2517792

>Whats with all the BTSX hate on doomworld

No single place is a hivemind.


Yeah, but memfis is a dumbshit who wouldn't know what a good opinion is if it bit him on the dick.

>> No.2517794


I'll give you Antroid, the rest as somebody have said are their buddies and they're being snarky about their friend's project.

>> No.2517796
File: 276 KB, 600x1067, flynn_taggart_with_the_chaingun_by_sonicblaster59-d5rzvjt.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay so something that I don't particularly understand is why there is a weapon creation system in Colorful Hell, but not in Doom RL Arsenal. It makes even less sense when it's been stated that the original mod (not Arsenal) took aspects from CH during it's development

>> No.2517797

No idea but if you don't like BTSX you have objectively poor taste as a Doomer.

>> No.2517810

i think it's very good, but i don't think it's the greatest thing ever

>> No.2517818


>only edgy idiots think that you actually kill satan in doom

that would explain the guy from the last thread and why he reacted that way

>> No.2517823

I meant if you actually really disliked or even hated it.

I mean, beautiful visuals, sprawling maps, exciting action, cool music.

>> No.2517826

A part of me will always believe that Foreverhood was going to be the Best Thing Ever. I was heartbroken when I found out it was canned.

>> No.2517891

For me, Unreal is THE best thing ever.
If only it could get as much good single player mods as Doom...

Any good resources with levels and weapon mods for it?

>> No.2517921

Alright, I figured out how to load the skins without Brutal Doom. I still have an issue when it comes to them being loaded regardless of any WAD I load up though.

It doesn't look like my version of zdoom came with a skins folder (unless it's in zdoom's pk3?), and the skins themselves are in a pk3, not a wad.

>> No.2517934

>It doesn't look like my version of zdoom came with a skins folder

Put a skins folder in your zdoom directory, e.g. ~/.zdoom/skins or C:\zdoom\skins. Doesn't matter if it's there right now or not, the engine knows what to do.

>the skins themselves are in a pk3, not a wad
Irrelevant. Zdoom knows what to do with a pk3.

>> No.2517946

>It doesn't look like my version of zdoom came with a skins folder
You can just add a folder called Skins in your ZDoom folder and it'll read them from there.

Though is your ZDoom up to date?

>> No.2517965
File: 496 KB, 1280x1440, 1436130635.png [View same] [iqdb] [saucenao] [google] [report]

longmtch.wad - http://www.doomworld.com/idgames/?id=119

a commonly distributed map, you may recognise it from several compilation wads. made for deathmatch with added monsters, so there's no proper route through the map to the exit, you just run around until you find the keys and so forth (one of them isn't even necessary, even both if you can get monsters to open doors for you).

tons of ammo, and shotguns are plentiful, other weapons in harder-to-reach or well-hidden places. texturing takes a kitchen sink approach and is fairly messy. three secrets, two are fairly easy to stumble on but the third needs a very careful step off a ledge.

primitive and not much of a challenge, but entertaining.

>> No.2517967
File: 70 KB, 1500x528, zdoomskins.png [View same] [iqdb] [saucenao] [google] [report]

Just downloaded a fresh new version of zdoom.

I think I did it right and still I get nothing ingame. Not sure what I'm doing wrong.

>> No.2517974

See if it's loading by looking at the console output when you launch zdoom. The key to do so is usually the grave/tilde key on US layouts, next to the number 1 and above Tab. Scroll up to the top via PgUp and see if you see it adding the pk3.

>> No.2517985

Here's what I'm getting:

>Adding C:/Users/Blarpo/Desktop/zdoom/zdoom.pk3, 560 lumps
>Adding ./DOOM2.WAD, 2956 lumps

So it doesn't seem to be loading the .pk3 at all

>> No.2517996

You know what, I might have been mistaken. I think the skins folder only looks for WADs by default. My bad. Open your zdoom ini file (e.g. C:\zdoom\zdoom-blarpo.ini) in notepad or whatever, then go down to Global.autoload and make sure it has lines similar to this:

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=

That ought to do it.

>> No.2518013

It finally works, thank you very much kind anon.

>> No.2518086

UnrealSP.org is pretty sound. One of the best projects is the Unreal PSX campaign, as it was going to be official at one point but was canned. Someone contacted the original level designer and got the map files, so now there's a PC mod version with new enemies, a boss, etc.

>> No.2518143

So, I'm designing a doom map
Except I'm not actually designing it. What I'm doing is throwing out several room/area ideas, putting them all to numbers, and then rolling dice to see where each room goes.

So if I have, say, 'Acid Room' under 1, 'Ambush Maze' under 2, and 'Grand Hall' under 3, then I just write out a list like so:
First, the player starts in a hallway adjacent to ____ and finds a red door there. The red key is found in the room ____. Upon opening Red Door, the player finds a branching hallway. One way goes to ____, in which a plasma rifle can be found, while the other way is the exit to the map.

Then I just roll a d3 for each blank, and make the map. Though each level would probably be larger, of course.
How does that sound? Am I complicating it too much?

>> No.2518165

Well I'm totally gonna steal that idea for when I start mapmaking, so you've got one fan.

>> No.2518170

Sounds like a good idea actually.

>> No.2518437 [DELETED] 
File: 440 KB, 2582x1452, dindu genocide.png [View same] [iqdb] [saucenao] [google] [report]


Are you in the mood to be a certain Moon Killer, /vr/?

>> No.2518451


o man i thought this le epic meme died fuckin ages ago

>> No.2518454

The Moon Meme will never die

>> No.2518460

So it's just pol.wad: the gameplay mod? Neat, I guess.

>> No.2518474
File: 123 KB, 1280x720, 1435735643761.jpg [View same] [iqdb] [saucenao] [google] [report]

>moonman meme
Fuck that takes me back.

>> No.2518674
File: 90 KB, 732x732, moon man.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm OK-K-K with this

>> No.2518701

Oh fuck, long time no see, Moonman.

>> No.2518718
File: 16 KB, 320x320, 1433068492610.jpg [View same] [iqdb] [saucenao] [google] [report]

>big smoke and ryder

>> No.2518725

Is there any real advantage to using ZDL over Rocket Launcher, aside from automatic updates?

I think I read something about someone developing a frontend that was able to connect to /idgames and download files directly, but I don't know what became of that.

>> No.2518878

>first few maps of BTSXE2 are really terrible

Its only really map04 that puts some people off. Probably wasn't a good idea to put a long mazy level so early in.

Map01 is a far superior map01 to E1's, IMO. And while map02 and 03 aren't representative of what to expect later on, they are still pretty fun maps.

>> No.2518885

I'd say E2M04's problem is mainly that it has a switch hunt, which is unusual for a BTSX map.

>> No.2518915
File: 6 KB, 63x66, 1394977872286.png [View same] [iqdb] [saucenao] [google] [report]

I tried converting some sounds over to OGG format, but they sound really quiet in GZDoom. Is there a reason for this, or is Audacity just shit?

>> No.2518928

You need to make them play on both the left and right audio channel.

>> No.2518929
File: 153 KB, 1254x635, kilgore.jpg [View same] [iqdb] [saucenao] [google] [report]

>Do you think doomguy is mental?

He's not mental, he just likes his job.

War's gonna end someday, might as well enjoy it.

>> No.2518934

You guys know any good WADs? I just beat one called 'Going Down'. Was a fucking AWESOME WAD. I'd like to play one similar to it.

>> No.2518983
File: 13 KB, 800x240, moonman digs the pump.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2519012

you could try the author's previous work, "the eye"

>> No.2519015


Thanks man. Good idea. I will give it a try.

>> No.2519035

Is it okay to talk about Thief in here? There's been something bugging me about the game.

>> No.2519043

i dunno, i can't recall it ever coming up here before

>> No.2519046

Don't ask to ask, just ask; the worst outcome will be you don't get an answer and have to copypaste your carefully worded question somewhere else.

>> No.2519051


I don't mind, and I don't think anyone else would either, while it may not be technically a shooter, it's still one of the big first person games of that era.

Thiefbros are welcome here in my eyes

>> No.2519056
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google] [report]

Right. I know I've seen threads before in /vr/, but I don't see one now, and I don't really want to make one for a simple question.

My question is in regards to the level "Undercover" (the Thief Gold version) where you have to get the Air Talisman. I found the location of the air talisman, but not how to open the gate to get to it. I ran aimlessly around the level for about an hour trying to figure out how to get it. The only lead I found was a switch in the cellar, I got impatient, and ended up watching a video playthrough of what to do. It turns out there are 5 switches you have to through, and a couple of them are very well hidden. I beat the level using that video, but there's one thing still bugging me, there was nothing at all that hinted at throwing switches, or even little hints on where to go or what to do, there is no way I could have found some of those switches without the guide. I went back to the level to see if there was a note or something I was missing, I read every piece of text I could find, but I couldn't find a single scrap of information that could have helped me, unlike the previous levels in the game which gave you little bits of helpful info. How could I have known what to do?

>> No.2519079
File: 207 KB, 570x668, 1393469402228.jpg [View same] [iqdb] [saucenao] [google] [report]

>See Samsara addons deathmatch server with few people
>download it because bored
>pick parias
>Addon characters are ass unless they have a hitscanner weapon
>Toast them with firestorm all day, or hammer time and some maps have bfg spawns and jump is allowed, easy Wraithverge
>camp backpacks, medikits and soulspheres
>mfw everyone switches to Parias after two total dominations

To think about it, the addons are only OP in coop, they suck in DM and some of them play the same roles as other characters [most of the artillery or crowd control]

>> No.2519082


the only way i can explain how this just got deleted is that word got out.

>> No.2519108

yeah, 8ch's sad that their ebin meme wad was kill

>> No.2519113


Could you be any more angry over a simple Doom wad?

>> No.2519116 [DELETED] 

post was too old for a self-delete, though, a janitor must have done it

>> No.2519117

i could be plenty more angry, considering i'm not the least bit angry in the first place.
maybe you want to ask a different question, anon.

>> No.2519119

>post was too old for a self-delete, though

my thoughts exactly

>> No.2519120

Terminus and Ijorn was pretty meticulous about the balancing of each character and their role, really. Pretty much each character has a speciality, even if some are more advantageous than others. Yet pretty much almost every Samsara hero addon I see pretty much just tries to recreate a character as they were in their original games (give or take tweaks for the Doom format) and not even remotely give a shit for how they fit in the actual mod itself.

>> No.2519126

oh god i said pretty much way too often in that post holy fucking shit

>> No.2519128 [DELETED] 

so you're saying the /vr/ janitor is an 8ch ebin memer? i don't get it.

>> No.2519131


You are REALLY going out of your way to shame and shit on someone's work because of where it came from, huh?

>> No.2519134


>99% of the thread is perfectly fine with a doom mod being posted here
>post gets deleted
>suddenly there's hate because of something that doesn't have to do with anything

you must be new in here, don't you?

>> No.2519137

The more I play the shitty addons, the more I grow to appreciate the intricacies of the original classes. They weren't perfect, but it's clear that a shitzillion more thought went into one single class than all of the addons combined.
They were weighed against each other in co-op, they were weighed for play by themselves, they were weighed for Doom play, they were weighed for DM. They were given stuff to roll around in other iwads, they were given stuff to play in instagib with, they were given unique stuff in Hexen, they were given little quirks and tweaks and extra things.

None of the addons are anything more than just slapping a few weapons in, taping a little more ACS on, and that's it. All for running around in coop with. There's no DM considerations at all, a lot of them don't even have any fucking obituaries. They don't work in any other iwad.

>> No.2519139


There really isn't "suddenly" hate. I thought it was fucking stupid when it was first posted, like other memewads. So I just ignored it.
The panicked whispering over "word got out! a janitor must have done it!" is also fucking stupid. I'd ignore it, too, but saying that there's suddenly hate only because it came from 8ch is blatantly wrong.

>> No.2519141


easy with the passive-aggresiveness.

>> No.2519143


I don't think you know what passive-aggressive is.
Saying "yo, that's wrong and here's why" is probably the opposite of passive-aggressive.

>> No.2519145 [DELETED] 

no i just don't get what >>2519119 is saying
word got out => mod deletes post => ?

>> No.2519147 [DELETED] 

i must be because i never heard of moon man before

>> No.2519149

anyway i'm deleting all my posts from this conversation, it's not worth it

>> No.2519151
File: 3 KB, 406x103, ff5bb2273f.png [View same] [iqdb] [saucenao] [google] [report]

Where did the question of anger come from? It's a simple statement of fact.
If anything, it's probably this guy that's angry.

>> No.2519154
File: 277 KB, 640x360, really tired of this.png [View same] [iqdb] [saucenao] [google] [report]


James didn't deserved that shit to happen to him. Samsara deserved a lot more better.

Sure, he lacks that kind of cold-blood, merciless side that a lot of Doom modders have when it comes to somebody else doing stupid shit with the content of their mods (see: not refusing to do the entire job for the Samsara Addons' so called "authors", not getting them shunned by the entire community and forced to fucking leave), but what happened with Samsara should be the ultimate example for young, upcoming Doom modders to prevent this from happening ever again.

I'm still sad we won't get to see Prisoner 849 anytime soon, if ever.

>> No.2519160

James? Who's that and what happened?

>> No.2519161



>> No.2519186

>Sure, he lacks that kind of cold-blood, merciless side that a lot of Doom modders have when it comes to somebody else doing stupid shit with the content of their mods (see: not refusing to do the entire job for the Samsara Addons' so called "authors", not getting them shunned by the entire community and forced to fucking leave)
Because like every single zandronum modder's formula goes, if someone's having fun with something regardless of quality, don't be a chum and take away their fun away. See Cutman Mike's mods. They are the incarnation of addons killing a mod, GvH being the prime example.

I'd like to call what happened to samsara the GvH curse, being a very good mod that got overrun by shitty addons thus killing it.

>> No.2519221

For me E1 plays "meh like" while E2 is a lot more fun. Both need some kind of extra mod like complex or hard doom because even on UV they're quite ez pz.

>> No.2519242


So I take it Michael is now working on porting pol.wad to a game play mod to capitalize on previous successes rather than making something new? I can understand this sentiment since it must be hard to out-do something so popular but still this is a sad state of affairs.

>> No.2519251

So far it's just me and another dude doing some work, it's an open collage of sorts.

>> No.2519261

Hmmmm... hmmmm... okay...
What are the aliases of the people involved? Have you done work in the doom community before?
And by the way, how did you find the doom modding scene if this is your first endeavor?

>> No.2519279

It's an old as fuck YTMND meme.
The joke is that the even older McDonalds mascot Moon Man, kinda looks like he's wearing a Klan hood.

I don't know why I'm starting to see it again but at least it's funny.

>> No.2519298

Whatever happened to Erik Alm (guy who made Scythe 1 and 2)? Playing through Scythe X at the moment, so GOAT.

>> No.2519372

E1 was pretty easy, yeah. It had its moments, but I was generally able to do all of it from pistol start and no saves.

Can't agree with E2 being easy on UV, though. Its not among the hardest wads ever made, but I found it pretty comparable to Plutonia and early/mid AV at least.

>> No.2519374

He simply disappeared.

>> No.2519485

How do I play with /vr/?

>> No.2519491

Get Zandronum, hang out in IRC, ask for games and people will play.

>> No.2519501

You know what would be fun?

DoomRPG cooperative with /vr/. Just roaming about infinite Oblige maps, monsters all getting more and more powerful as time passes. Death means loss of credits and some XP. We could have each squadmember specialize in something else- like, say, calling in cargo, or slapping down healing machines.

I'm not sure how to scale it, though. Maybe all the monsters would be a level equal to the map number X 4?

>> No.2519630

Roll visual themes too! You could have Base, Hell, Lab etc. variations of your rooms, where the acid room in the Hell style is some kind of sacrificial pool while in Base it's industrial waste overflow and so on.

>> No.2519640

Yessss I fucking love everything about it and would have loved more. The guy was even about to release tons of unfinished resources and shit but disappeared before doing so IIRC

>> No.2519645

That's a good idea, too!

>> No.2519682

Here's a random scene generator if you're looking for some inspiration.

>> No.2519716

Which sector light mode is the optimal one to use in GZDoom?

>> No.2519719
File: 210 KB, 1220x583, Newstuff.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's some recent work on a map. Background is supposed to be a window, but I haven't set up the skybox yet.

Anyone else working on some maps?

>> No.2519771

Software. Everything else belongs in the trash.

>> No.2519774

Alright, thanks anon.

>> No.2519782

Nah Dark is good for some maps

>> No.2519786
File: 680 KB, 1366x768, Screenshot_Doom_20150705_120343.png [View same] [iqdb] [saucenao] [google] [report]

fug :DDD

>> No.2519796


>the absolute state of that map and how textures clash against each other

mother of all gods

>> No.2519819

tbh not crazy about comp01 as a tiling floor texture. not sure what it's meant to be but your use there is kinda ugly, sorry. the rest looks pretty good though, i take it that is some kind of portal behind the player

>> No.2519826

>See Cutman Mike's mods.

no freaking wonder

>> No.2519889


If I had acted like a faggot and tried to squash the add-ons, that wouldn't have changed anything. People would still be playing them, and I'd just have looked like a dumbass.
See: ZDoom Wars and Captain Ventris' unbelievable sperg-fest about them. People are still playing add-ons, even after Ventris likened them to a digital holocaust and tried to establish bounty hunts on add-on players (how would that have even worked?).

Yeah, 90% of all add-ons for all mods are shitty. But I don't think that's reason to try and go carte blanche and try to monitor what people want to play and whether they should play in the properly designated zones.
People will play what they want to play, and generally we can do a grand total of nothing about it. If it gets overwhelming, then we just move on to something else.

>> No.2519904

GvH was never good.

>> No.2519906


> Doom 4
> reach the fossilized carcass of Icon of Sin
> Doom guy le demons comes out from the giant skull
> actually moves as fast as in original Doom because demonmemes
> fucking madman using all the guns and they work just like in the original game
> kill him
> helmet falls off
> John Romero

>> No.2519910


So far Doom 3 is canon. At least the original Doom was canon in Doom 3.

>> No.2519915

What's the deal with Cyberpunk Shootdown? I saw the name mentioned in a couple archived threads, but I can't find any more information on it. The mod linked in those threads doesn't seem like it did anything other than add a new skybox and a blue tint over the screen

>> No.2519921


those stone tables you find towards the end?

>> No.2519924


It was a pseudo-invasion mod an anon did before moving away and tried to have as a /vr/ project.
/vr/ did a grand total of putting their thumb up their ass, which is a shame because the last build was pretty neat and it got a massive serverload for a short time.

>> No.2519925


I was just about to defend him but

>"Selecting difficulty below UV feels like getting "untrue" experience. Just doesn't feel right."

guess what? nevermind

>> No.2519928
File: 170 KB, 1024x640, Doom guy in chex quest.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of Samsara.

Who do you main? Why?

Do you play on samsara deathmatch servers?
Are you good?
Any stories?

PS:If you main anyone but the default classes you're a faggot.

>> No.2519929


I think they mentioned some kind of catastrophe in the past at some point, but it wasn't really explained. Kinda like it was quickly sweeped under the rug.

>> No.2519934

>Who do you main? Why?
Security Officer because I'm a Marathon fanboy.

>Do you play on Samsara deathmatch servers? Are you good?
Yes. No.

>Any stories?
One time I shot a dude so hard he died from it. It was cool.

>> No.2519935


To be honest, Donutsteele and Metrood killed any momentum CS had; it got relegated to flavor of the month once Terminus' new project gathered attention

Not that there's anything wrong with it.

>> No.2519945
File: 5 KB, 264x264, Blazkowicz.png [View same] [iqdb] [saucenao] [google] [report]

>Enter deathmatch server.

>Select B.J. Blazkowicz.

>Obtain Spear of Destiny.

>One shot everyone.

I'm a scrub.

>> No.2519947

>One time I shot a dude so hard he died from it. It was cool.

Okay that's just patronizing.

>> No.2519948

chex master race reporting in

muh rebounds all day

>> No.2519949

No, it's murder.

>> No.2519961
File: 376 KB, 640x2480, 1436206339.png [View same] [iqdb] [saucenao] [google] [report]

just out of interest let's look at where comp01 is used.


E2M2 the chaingun room
E2M6 the computer console room with the light goggles
E2M7 on top of a monitor (usually invisible, above your line of vision)


MAP08 the corner pieces of the pain elemental room
MAP13 the rocket launcher platform

>> No.2519967
File: 24 KB, 320x200, Thumbsup.png [View same] [iqdb] [saucenao] [google] [report]

Chex Warrior cuz
>muh nostalgia!

>> No.2519969

No, it means my play sessions are so boring that's the only thing I can report.
Don't read into things that aren't there, dork.

>> No.2519970
File: 23 KB, 256x209, carmack[1].png [View same] [iqdb] [saucenao] [google] [report]

i'm dying

>> No.2519973


>> No.2519974


>> No.2519979
File: 1.40 MB, 193x135, bert.gif [View same] [iqdb] [saucenao] [google] [report]

>have 95% mega armor
>way forward is narrow
>has a standard armor that can't be walked around
>no armor bonuses because i've picked them all up

>> No.2519987
File: 97 KB, 398x303, 1435750050545.gif [View same] [iqdb] [saucenao] [google] [report]

>Who do you main?
Duke, I really like the sound and visual design of his native game, and his weapons feel really meaty.
>Do you play on DM servers?
I only wish I could find them, I only played on a DM server once when Term was doing an event with /vr/.
>Any stories?
I once helped /vr/ win an invasion round as Parias by egging a Cyberdemon.
>their faces when

>> No.2519991

>one second apart

>> No.2519992


>tell me what I should like

I find the software one to actually look weird, it clashes, trying to emulate an older lighting with richer colour.

With software video it looks ok.

But t

>> No.2519997

how much health?

if you had 100% health the map just diddled you out of 45% health, effectively.

>> No.2520034
File: 328 KB, 600x600, carmero jojo.jpg [View same] [iqdb] [saucenao] [google] [report]

>> helmet falls off
>> John Romero

>The game goes into third person
>The player character slowly removes his helmet.
>John Carmack

>> No.2520053

>Who do you main?
Chex, cause Laser Blast Shotgun.
>Do you play on samsara deathmatch servers?
I would, but I never found one, much less one with people on it.

>> No.2520067

So Carmack and Romero shouldn't have opened up doom to modders because it would produce shitty WADs? Who cares if addons are good or not, you won't force people to not play them.

>> No.2520075
File: 6 KB, 196x185, cutie pepe.jpg [View same] [iqdb] [saucenao] [google] [report]

I just played through a 40 minute city level with hundreds of projectiles flying at you, dozens of Cacodemons, sniping archviles and machinegunneers, hunting switches and looking for keycards. I only finished it this quickly because I gave up and noclipped to get the last keycard.

I feel dead inside now. That was the worst fucking thing I ever played. It wasn't badly made or anything. It was actually really fucking complex and good looking. But it was such a massive god damn pain in the ass.

>> No.2520084

>I just played through a 40 minute city level with hundreds of projectiles flying at you, dozens of Cacodemons, sniping archviles and machinegunneers, hunting switches and looking for keycards. I only finished it this quickly because I gave up and noclipped to get the last keycard.
aieee, you can't post something like this without telling me the name of the wad/map. please!

>> No.2520098

Not him but D2ino map15 is pretty good

>> No.2520113

Thought I posted the link, oh well



>> No.2520116

Baker's Dozen, the last map?

>> No.2520121


heh i've played both of these.

>> No.2520145
File: 350 KB, 640x480, Mother Demon.png [View same] [iqdb] [saucenao] [google] [report]

>Satan isn't in doom.

Is a correct statement, for all we know satan doesn't even exist in the doom universe.

But the Mother Demon from Doom 64 is the closest thing we have since it is said she gave birth to all demons.

>> No.2520158

Why are some unhappy with Doom 4's gfx quality? It looks good. Am I just a pleb for accepting it so willingly? I'm more concerned forthe gameplay.

>> No.2520165


I'm more concerned for the gameplay, too, but the yellow and brown filter over everything triggers the hell out of my autism.
Obviously we won't know until the game comes out, but you can bet your ass we're going to nitpick everything.

>> No.2520176
File: 167 KB, 1920x1080, soreal.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'm more of a green person myself.

>> No.2520186

then who impregnated her? Probably our buddy satan.

>> No.2520193
File: 2.07 MB, 3456x2109, doctor doom.jpg [View same] [iqdb] [saucenao] [google] [report]

It looks great to me. The environments are just painfully generic imo.

Nah, one colour isn't enough for me.

>> No.2520197
File: 22 KB, 644x160, daily dose of sks.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks doc

>> No.2520204
File: 189 KB, 1600x1106, Satan-presiding-at-the-Infernal-Council-1824.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't believe that literal Satan is the Icon of Sin, however there are a lot of references to the bible and Christian literature throughout the games.
For instance, the monsters spawning from the hole in the Icon's head is a reference to Paradise Lost, in which Satan gives birth to his daughter, Sin, through a hole in the forehead.

>> No.2520208

What wouldn't be generic? It's a space marine shooter game, it's going to have techbases and hellscapes and stuff. Do you think it should be set in a circus tent?

>> No.2520213
File: 30 KB, 566x541, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>circus tent?

Pretty sure they could work that in.

>> No.2520221

Happy Time Circus proofs that that would work. I now suddenly hope for a circus themed secret level in Doom 4, complete with clown demons and the tense atmosphere of HTC.[\spoiler]

>> No.2520224

Imps on trapezes
Cacodemons being shot out of cannons
Revenant pyramid

>> No.2520243
File: 56 KB, 670x446, Li_River_Photography_by_Sergei_Kuznetsov_5.jpg [View same] [iqdb] [saucenao] [google] [report]

There's plenty of things that they could do.
After all, they have teleporters to Hell, they could go nuts with that level of technology.

There's plenty of things they could take from the originals and run wild with too. Pic related.

How many games have a space colony that you would actually like to live in? I want to see a plush carpeted three piece living room in space, with a gorgeous view of the terraformed Mars to boot. I'm sick and tired to seeing bare metal hallways and concrete floors.

>> No.2520303

Is it even set on mars or it's moons anyway?

>> No.2520313


There better be an option to switch the color filter of the game to something that looks like broken VGA graphics.

>> No.2520321

That's an edit anon

>> No.2520323
File: 2.09 MB, 3224x2127, John_Martin_Le_Pandemonium_Louvre.jpg [View same] [iqdb] [saucenao] [google] [report]

It's definitely set on Mars. Other places are not announced yet, but they have confirmed that you will not go to earth.
They do mention that the environments are going to be a lot more varied than in Doom 3, however this could mean anything.
Who knows? Maybe we will get flamboyant space colonies and a brilliantly fantastical Hell.

>> No.2520325


You don't say.

>> No.2520359

ugh, I thought the post said something almost completely different than what it did. off to sleep

>> No.2520378
File: 1.97 MB, 919x1500, tumblr_mxpqw2qYaB1s89wy4o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

That catastrophe was on Mars with the guys who used the Soulcube first

>> No.2520515



>> No.2521195

The problem with the other lighting modes, is that lighting looks flat and lifeless.

>> No.2521385
File: 118 KB, 466x492, I feel inksecure about this.png [View same] [iqdb] [saucenao] [google] [report]


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