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

If you can see this message, the SSL certificate expiration has been fixed.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 165 KB, 913x599, sad_caco.jpg [View same] [iqdb] [saucenao] [google] [report]
2520509 No.2520509 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2510765
(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.2520512


[07-04] Doom4 soundtrack teaser which disappeared from Instagram

[07-04] Valiant's Pistol and Chaingun, for other map sets

[07-04] The /newstuff Chronicles #477

[07-03] IDKFA - Doom's Knee Deep In The Death Remixes by Andrew Hulshult (RoTT2013)

[07-02] Metro interviewed Marty Stratton about Doom 4.

[07-02] A GZDoom-based FPS clone of Mortal Kombat

[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

[06-24] Zandronum 2.1

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

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


Please reply to this post with news.

>> No.2520521
File: 146 KB, 1280x716, Doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

What difficulty and settings do you have DOOM and/or DOOM II on?

For me? Ultra-Violence with Fast Monsters enabled.

>> No.2520526
File: 320 KB, 800x600, Screenshot_Doom_20140426_130549.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2520528
File: 373 KB, 800x600, Screenshot_Doom_20140426_130829.png [View same] [iqdb] [saucenao] [google] [report]

Fuuuck I meant to post deathlamp of death.

>> No.2520531

>That's one doomed space marine

>> No.2520538
File: 119 KB, 1366x768, Screenshot_Doom_20150707_004515.png [View same] [iqdb] [saucenao] [google] [report]

I'm in for a world of hurt, aren't I?

>> No.2520543

I use a custom difficulty where monsters only have a fourth of their total health and I take five times damage. HMP spawns since UV would be a bit too much for me. Revenant rockets and Baron/Hellknight fireballs can pretty much one-shot me if I don't have mega armor and topped health.

>> No.2520554

Sigh. No. Another IOS boss that can be easily beaten with freelook. Yeah, I know I'm not suppose to use freelook and I normally wouldn't have, but I've done so many of these fights. You would think by Alien Vendetta's time they would have realised how goddamn cliched IOS is. Pretty disappointing, map29 should have been the last.

>> No.2520559

>numbers filtered to Hell and back
>letters aren't


>> No.2520576
File: 173 KB, 753x1024, Hellraiser_1991_ad_zps4e1bed09.jpg [View same] [iqdb] [saucenao] [google] [report]

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

The description of that Hellraiser FPS gives me chills everytime due to how amazing it could have been. It's just a shame that it never saw the light of day, would kill to have that prototype leak

>> No.2520583


That actually sounds fun. How do you do it?

>> No.2520591
File: 955 KB, 360x360, 1387530188652.gif [View same] [iqdb] [saucenao] [google] [report]

You guys remember DECK, right? The project trying to tweak and adjust the GZDoom/ZDoom engine so that it could be commercially viable and people could make things in it? Yeah, it was cool. Unfortunately, it kind of flopped over due to issues and problems.

Marrub's been working on a way to make it even more viable, and as it stands right now the engine is completely detached from its Doom origins.

Considering the sheer amount of massive-scale projects the community has already put out, and considering a lot of people have made some unbelievably promising TCs, hopefully we can get some massive projects underway and get some more imagination flowing.

>> No.2520593

I used SLADE, and basically made a wad solely consisting of a MapInfo file. Copy-pasted things so that the vanilla Doom difficulties are there, and then replaced Nightmare with my new one that I derived from Brutal Doom v20. I'm the same guy that made a Jung Must Die difficulty a week or so ago for Demonsteele. In a sense credit goes to Sgt Mark on that.

skill Realism
DamageFactor = 5.0
MonsterHealth = 0.4
FriendlyHealth = 0.4
SpawnFilter = normal
name = "Realism Mode"
mustconfirm = "Nothing lives forever. Press Y or N"

You don't have to replace Nightmare, that's just what I did; removing the // from DisableCheats will make cheats actually be disabled. I don't have any upload methods so I can't really just put the wad up for you.

>> No.2520607

Yoooooooo this looks promising as hell
I was super excited for DECK

Good luck, bros

>> No.2520660

When playing on PC i usually go for UV.
When on phone it's HNTR and ITYTD because it's already becomes a horror game.

>> No.2520669
File: 6 KB, 232x301, Doomguy looks for his hands.png [View same] [iqdb] [saucenao] [google] [report]

So I know it's probably not the most appropriate place to ask, I had a question regarding Thief, which I asked last thread, but never really got a response. It's just something that's been bugging me about one of the levels.

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.2520720

you're supposed to shoot at enemies until they die

>> No.2520721

>I read every piece of text I could find, but I couldn't find a single scrap of information that could have helped me

Well that's your fault because obviously there is one that tells you what to do and you missed it. It was in a locked chest off near the reliquary.

>> No.2520735

Is that a ceiling texture used as a night sky?
Why didn't the author just replace the sky texture itself?

>> No.2520775

Right, that's what I was asking, basically, if I missed something. I could have phrased it better. I thought I found every piece. Where was the reliquary?

>> No.2520784


Phone Doom gets really weird sometimes but I'm glad shit runs well.

I'm trying Phone UV on Ultimate and E1M3 fucks me over pretty bad while trying to adjust with the controls.

>> No.2520791

Nevermind, found it. Had to use a key to open a chest in the library, which contained a scroll. I have no fucking clue how I missed that.

>> No.2520840

>[07-03] IDKFA - Doom's Knee Deep In The Death Remixes by Andrew Hulshult (RoTT2013)

thanks for the mega link! for some reason, moddb is blocked on my campus but mega isnt

>> No.2520856
File: 442 KB, 1360x768, Screenshot_Doom_20150706_203043.png [View same] [iqdb] [saucenao] [google] [report]

MAP04 is almost done


>> No.2520862

I go look up Oblige because I want to dick around, and naturally I realize it's on Sourceforge and back the fuck out immediately.

>> No.2520863

What's wrong with sourceforge?

>> No.2520869

I recall they used to spread malware at some point.

>> No.2520876

this is cool

gloome, a commercially-compatible gzdoom fork in the vein of deck, has come out

>> No.2520881


Holy shit that sky is beautiful.

>> No.2520983
File: 391 KB, 1920x1080, Screenshot_Doom_20150706_213224.png [View same] [iqdb] [saucenao] [google] [report]

Been with Doom almost as long as Doom's been around, but never bothered mapping for it. Every time I picked up an editor, even back in the day, I could never get my ideas transferred to map form.

Then someone gave me this website, and now I'm actually starting one. Kinda happy because this is the farthest I've ever gotten in working on a map. (I know, that's sad.)

>> No.2521021

Only the .exe installers, which Oblige's Sourceforge page does not use.
Only .zip archives and tarballs.

If you're still concerned, you can pull from the git repository and compile it yourself.


You'll be fine.

>> No.2521103

That's a pretty bitchin' soundtrack.

>> No.2521132
File: 27 KB, 190x178, logo-current.png [View same] [iqdb] [saucenao] [google] [report]

Very cool.
I've been using the OpenAL audio backend exclusively because the proprietary FMOD Ex sound library is a pain in the ass, especially on Linux. Works well, and I'm glad to see it has been implemented in GLOOME.

However, looks like Marrub or Terminus forgot to merge FindMPG123.cmake from upstream. Sure, one can define the lib and include directories for mpg123 themselves, but why?
It's not like this small CMake config file will incur any legal issue. Anyway, I'm sure it was just an oversight. It was a recent addition from Randy.

>> No.2521142

>Unfortunately, it kind of flopped over due to issues and problems
Such as, out of interest?
(You remind me of when people say "I need this because reasons")

>> No.2521157

exact quote

>The call for art assets last July led to some excellent submissions from several talented contributors. High in quality as the submissions were, it became clear after a while that in total number they did not form a large enough content base needed for the simple standalone example game as originally outlined below. Also the stylistic differences between each submission might have proven difficult for DECK users to work with.
>I thought about this for a while, and determined another way to meet the project's goals: find one or two skilled pixel artist(s) who'd be willing to do all the work and pay them for their work via crowdfunding. The amount of work would be very clear cut, and the target funding amount would be based entirely on their rate for the work to be done - no stretch goals or uncertainty beyond funding itself.
>The profile and portfolio of the artist(s) enlisted would be a nice, clear proposition to potential crowdfunders: a talented artist, whose prior work you can assess for yourself, will produce this content, which will be released into the public domain for anyone to use once the target funding is reached. As before, my own role in this I'd do for free on my own time: assembling these assets into a small example game, collecting everything into a distributable form, documentation, etc.
>Right now I'm busy with other projects, but I do definitely want to revive DECK in the way described above once I have more time. The next step would be to find artist(s) who are interested in doing the somewhat substantial work required as a paid gig, so if you are such an artist or know of one who would be a good fit, email [email protected] Like I said I'm busy with other projects now, but the art is the bottleneck so any leads on that would be a great thing!
>Thanks again for the support and interest.

it's very nonspecific but generally points to the artistic side.

>> No.2521163

I see, thank you.

>> No.2521174

Terminus has only contributed placeholder sprites and sounds, and moral support.
Sorry about that.
I actually had no idea master had FindSndFile and FindMPG123, thank you for the heads up. I'll go get them now.

>> No.2521187

Pretty much. Marrub's been the one doing the brunt of the muscle work.

>> No.2521206

Where do I sign up as a candidate for making textures? (can't make animated sprites for shit though)

>> No.2521210

> Where do I sign up as a candidate for making textures?
> > Right now I'm busy with other projects, but I do definitely want to revive DECK in the way described above once I have more time. The next step would be to find artist(s) who are interested in doing the somewhat substantial work required as a paid gig, so if you are such an artist or know of one who would be a good fit, email [email protected] Like I said I'm busy with other projects now, but the art is the bottleneck so any leads on that would be a great thing!

>> No.2521212

>but I've done so many of these fights.

There is no excuse for using Freelook for the boss. It is still 100% cheating. AV may have basically redid the original map30, but they changed it so that you actually had to climb back up to the switch every time to lower the platform, but you ruined the map for yourself by bypassing this.

>> No.2521216

Oh right, to my defence I just woke up.

>> No.2521218

No worries, mate.

>> No.2521234

>they changed it so that you actually had to climb back up to the switch every time to lower the platform
heh, so in other words it's a map30 clone that manages to be even more irritating than the original :)

>> No.2521372

No prob, and thank you.

Also something to be aware of: GCC 5.x (the newer compiler. Assuming the process described in the ZDoom Wiki is used, they are still on 4.x) is really anal when it comes to standards compliance. The build fails for me when it starts to compile the actual zdoom.dir.
After cleaning, deleting cache and redoing CMake, I tried "make -i" to ignore errors.

error: cast from ‘short int*’ to ‘DWORD {aka unsigned int}’ loses precision [-fpermissive]

For every fucking file for ZDoom code.

I'll fuck around with some CFLAGS before I tackle the actual source. I'll try --std=c89,c99,etc. first, because GCC 5 has c11 as default. Then I will try -fpermissive. Will report back once I have a build that works.

I can build GZDoom 1.8 from Git just fine.

>> No.2521493

That's definitely my basicinlines.h replacement, I use some hacks to make it work. MSVC 2010 Express doesn't complain one bit to me, so I thought it would work on other systems...

>> No.2521496

Heh, I was actually going to fire up a Windows VM and try it in Visual C Express. I'll take a crack at it after sleep, as its past 1 am and I need to get to work early tomorrow.

>> No.2521534
File: 546 KB, 256x192, 1420938288950.gif [View same] [iqdb] [saucenao] [google] [report]

Reposting from last thread.
ITT: Samsara

>Who do you main?
>Do you play co-op or deathmatch servers?
>Are you good?

>Any stories?

>> No.2521538

>Who do you main?
Strife Guy
I love his grenade launcher and I love the mauler
>deathmatch servers?
Coop because no one EVER plays samsara death match
>Are you good?
Unless suicide by grenade launcher and occasionally getting through a level when I'm the last alive counts as good, then no.

>> No.2521563

-Because i fucking love HeXen and because he has almost every weapon from said game
-Mostly Invasion because as >>2521538 said, nobody every plays DM. And if they do they suck
-Sort off.

>> No.2521615

>Who do you main?
I don't play samsara
>Do you play co-op or deathmatch servers?
I don't play online
>Are you good?

>> No.2521629

>Who do you main?
Sec, but not exclusively. All of them are fun to play
He's a quirky yet powerful fighter to play with specialized weapons and a lot to learn, which is addicting
>Do you play co-op or deathmatch servers?
I used to play both, but deathmatch servers stopped showing up once the skill gap grew and the vet players were bored with always winning and the new players were bored with never standing a chance

Co-op is fairly boring with lots of players, survival is frustrating with randoms, so it only leaves singleplayer mastery and squadding up with friends in surv.
>Are you good?
Not notably

>> No.2521726
File: 2.52 MB, 300x203, 1425083536964.gif [View same] [iqdb] [saucenao] [google] [report]

>I don't play samsara
You had one job.

>> No.2521729

You playing on expert?

>> No.2521743
File: 322 KB, 605x705, Flynn Taggart.png [View same] [iqdb] [saucenao] [google] [report]


Is anyone else a little sad that Tom Hall fucked off and Carmack went with a very minimalist story?

Maybe not to the extent Hall was planning since it mentions fucking cutscenes and shit but still.

Maybe it's just because it isn't what we got but....I always wonder.

Fun fact the unmaker which was originally planned for the PC version of doom eventually found it's way into doom 64

>> No.2521746

Not bad, texture work is gorgeous. So you got castlevania, thunder force and I'm not sure what the first level music is but they all fit pretty nicely.

>> No.2521757

not really no. maybe in the first few months. but that was years ago. now i don't care about anything except what i have to deal with inside the current map i'm on.

learning the technical side (dehacked, map editors, the source code) took all the "magic" out of it, but honestly i think i prefer it that way.

>> No.2521761


>> No.2521778

Tom Hall was a fucking delusionist who never understood how Carmack likes to work. Doom wouldn't be as sublime as it is if Hall had managed to complete his protect. People like Doom not because it's a gritty action fps, but because we can put ourselves into it.

>> No.2521784

I've never even read the in-game text between chapters, let alone an actual story.

>> No.2521804
File: 37 KB, 640x480, 1436274772.png [View same] [iqdb] [saucenao] [google] [report]


thanks for the recommendation, i am enjoying this. using savegames at first, looking forward to seeing what the total cumulative time will be. this is after two maps.

>> No.2521853
File: 638 KB, 1024x576, Doom 64 Eye of the Storm.png [View same] [iqdb] [saucenao] [google] [report]

Good god Doom 64 is fucking spooks central.

Look at this level.
Look at it.

Let it's music penetrate your earhole

>> No.2521859
File: 272 KB, 510x478, Scared.png [View same] [iqdb] [saucenao] [google] [report]


God NORMAL doom scared me as a fucking kid and it had a kickass soundtrack too!

If I had played this game as a kid I probably would have been traumatized for years to come...

or at the very least I would have cried in the corner and never played it again until years later when I realized how irrational it all was. Then slap myself and probably play it finally.

>> No.2521864

There was one level that sounded like babies crying at random pitches. Some levels just sounded like buzzing and screeching/grinding metal. What was wrong with the composer? I wasn't prepared for this crash course in experimental dark ambient.

>> No.2521871
File: 666 KB, 300x340, Scared black man.gif [View same] [iqdb] [saucenao] [google] [report]

I didn't like that level at all.

For some reason I just imagined those cries as the souls of the damned crying out for help.

Shit was wack yo.
Not to mention it fucking drives you crazy the longer you listen to it.

>> No.2521881
File: 37 KB, 640x480, 1436277808.png [View same] [iqdb] [saucenao] [google] [report]

don't think i'd have liked to do this one from a pistol start. also, author seems to have a habit of leaving inaccessible secrets.

>> No.2521885
File: 167 KB, 296x360, [Seat Offering Intensifies].gif [View same] [iqdb] [saucenao] [google] [report]

You know I actually got this game as a kid.

My uncle bought it for my birthday since my mom was a pansy and wouldn't let dad buy anything like it.

Mom tried to convince dad to let her throw it out but convinced her that would be rude since it was his brothers gift to me.

So I played it....let's just say my mom got her way afterwards.

I eventually bought a copy off of ebay years later and finally played the game again. it's still creepy at times.

But yeah I had fucking nightmares from that shit.
Uncle was a bit disappointed but he's happy i'm back into the game.

>> No.2521887

This one.

People were discussing if doomguy was crazy or not in other threads. I don't think he was until Doom 64. He was a little off his rocker in that one, but I can't blame him seeing how freaky Doom 64 was. I thought 64 was way more frightening than Doom 3. For me, the scariest part of Doom 3 was towards the end. Not because of the game, but because my friend decided to call me and my phone started vibrating across the table.

>> No.2521890

Wish Doom 64 didnt cut some enemies. Imagine if they did an arch-vile level, it'd have been spooky as fuck.

>> No.2521891

>For me, the scariest part of Doom 3 was towards the end. Not because of the game, but because my friend decided to call me and my phone started vibrating across the table.

>> No.2521892

I was 9 years old when I first owned it on the n64. I wasn't really scarred, to be honest.

>> No.2521893

>Altar of Pain
pretty sure that's the first level you obtain the Unmaker in too.

>> No.2521902
File: 308 KB, 546x706, 1418782792581.jpg [View same] [iqdb] [saucenao] [google] [report]

>Parents throwing away games.

Truly there is no greater rage in this world or the next.

>> No.2521904


My parents never did stupid shit like that. They would just hide the game somewhere until I was old and rational enough to play them and not soil myself.

>> No.2521905

Seriously, I almost had a heart attack. I had the phone on vibrate on its max setting because it rarely leaves my pocket. I had been marathoning it and was determined to finish Doom 3 by Halloween. I had the lights off to soak up the atmosphere. Suddenly my phone starts freaking out and flies across my desk. This all happened around midnight as well. Who calls someone at midnight?

>> No.2521965
File: 37 KB, 640x480, 1436281943.png [View same] [iqdb] [saucenao] [google] [report]

only map02 so far has been excessively long.

>> No.2521994

rushed the shit out of making this trailer for OMGWPNS v5, but it gets the point across


should be released July 14th as long as nothing screws up massively

>> No.2522005

Is that an Itano Revenant?

>> No.2522064

>that remade melee revenant
Hahah holy shit

Please tell me the macross revenant attack has a player weapon version

>> No.2522070
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report]

fuck I never knew this track was from doom.

I first heard it in gojira's reading of the nes godzilla creepypasta. Neat I guess.

Speaking of i'm amazed there's little to no doom creepypastas besides one shitty one about this kid who was really edgy.

Hell if I wasn't shit at writing i have a few ideas, hell i'm amazed this isn't either one about the cliched as hell
>Doom guy was insane all along
>Demuns were nevar reel
>It wuz all a prt of duum goy's mined
that or
>Le Doom Guy is actually in Le Purgatory.

>> No.2522071

>Hell i'm amazed this isn't either one about the cliched as hell
>Meant to say
>Hell i'm amazed there isn't one about the cliche as hell.

I need a nap.

>> No.2522074
File: 164 KB, 1366x768, samsara in a nutshell.png [View same] [iqdb] [saucenao] [google] [report]

>wanted to make a new thread with pic related
>adding some new links on where people can get wads
>one of them was a banned url
>got kicked from 4chan for the rest of the day

why is that rule allowed?

>> No.2522083

Becuase moot was a faggot.

Also 4chin administrators h8 anything that doesn't get them money for hot pockets and hookers.

>> No.2522091

It should've given you a warning, not a ban.
What was the banned site, anyways?

>> No.2522096

anyone know a good texture format for opengl on zandronum and gzdoom? I never really bothered with it but I want to make doom look the best it can be.

>> No.2522157
File: 205 KB, 315x480, Doom 64 Guy.png [View same] [iqdb] [saucenao] [google] [report]

Is the original or doom 64 doomguy design better?

>> No.2522171

Doom 64 guy is nice, but you can't top the original.

>> No.2522182



>> No.2522184
File: 546 KB, 901x900, 1433011853064.png [View same] [iqdb] [saucenao] [google] [report]

Ded thread.


What is a good song that could serve as a theme for Doom Guy or Doom in general?

1 rule however: No songs from doom itself because obvious is obvious.
You can still post songs that inspired the music in doom but it's still obvious.

>> No.2522189
File: 92 KB, 353x215, Doom Guy.png [View same] [iqdb] [saucenao] [google] [report]

If anything it fits Doom II what with the earth being taken over by demons.


>> No.2522192


New here. Phone Doom?

>> No.2522194
File: 164 KB, 240x246, 1423676713187.gif [View same] [iqdb] [saucenao] [google] [report]

For you wolfenstein fans.
I knew someone had to have done these ideas.



>> No.2522195

>Ded thread.
>last reply was two minutes ago


>> No.2522203

It's so hard chosing one because doom is different things. Thematically it's gothic sci fi horror, but the gameplay is fast-paced and arcadey.

>> No.2522204

didn't we have this discussion one or two threads ago

>> No.2522213

>No angry hitler dialogue during their fight.

>> No.2522228

Doom 64's design looks like a security guard rather than a space marine.

>> No.2522229
File: 9 KB, 178x199, Blazkowicz2.gif [View same] [iqdb] [saucenao] [google] [report]

I gotta say i'm really digging the new order's soundtrack.


>> No.2522232

I wasn't fond of the battle music. However I loved the emotional music that played during the cutscenes.
Two best music tracks were during gameplay though.

>> No.2522250

>>one of them was a banned url

onemandoom's blog?

>> No.2522268
File: 49 KB, 1024x768, CHgHucNUEAAcCvW.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you all feel about the weapon attachments in Doom 4?
Are they necessary?
Will they add anything to the gameplay?
Are they just there for the sake of it?

>> No.2522270

I think they'll be like the attachements in The New Order. Fun, but not exactly necessary.

>> No.2522284

I'm a sucker for gadgetry. It's basically back to Unreal style alt fire modes except with some gimmicks, and that's cool by me.

>> No.2522291

it's bloody slow you have to agree

>> No.2522301

Are you from /v/?

>> No.2522305


105 posts in 21 hours is 5 posts per hour. this is really slow for a doom thread. twice that rate is common.

>> No.2522308


I can't speak for everyone else, but I've been more interested in working on things than posting.

>> No.2522316

I usually post a ton but I'm to exhausted to post, play, or mod after mowing grass and digging up weeds 8 hours a day. I just watch neflix and lurk /vr/ and zdoom forums

>> No.2522325

things are always slower in the summer

>> No.2522356


Fuck yes. https://www.youtube.com/watch?v=RhUINujrrwY

>> No.2522359
File: 20 KB, 640x480, 1436298840.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2522361


Maybe post what you're working on if it's Doom related? That'll give the thread some life.

>> No.2522365

there's spectres in here too, i can hear them

i think they're on the other track though

(map is city of doom map05)

>> No.2522369

summer 2013 was horribly slow. summer 2014 was not, we were going through new threads every other day.

curiously, christmas 2013 was fast, but christmas 2014 was very slow.

>> No.2522372
File: 83 KB, 640x480, 1436299235.png [View same] [iqdb] [saucenao] [google] [report]

haha never mind, it was stuck on the edge of a lift

>> No.2522375

>summer 2014 was not

It was also horrible too.

>christmas 2013 was fast

For good measure, it was the 20th anniversary and the cacowards got delayed a little bit.

>> No.2522458

I don't know what to say other than DOOM's awesome. What else is there left to say?

>> No.2522465


MAP01 : Vapor Trail, Stage 1
MAP02 : 3DO DOOM : Suspense
MAP03 : CastleVania Chronicles : Thrashard in the Cave (Arranged)
MAP04 :Herzog Zewi : There is no time to lose

>> No.2522623
File: 710 KB, 1280x720, Screenshot_Doom_20150707_180111.png [View same] [iqdb] [saucenao] [google] [report]


I doubt it'll give it much life, but here's what I'm working on.
A few threads ago, I was talking about a Castlevania-inspired mod set in Russia during WW1, where you head into dark castles and fight off enemies from myth and lore. Today I start actual development--previously I've just been kind of copy-pasting a whole ton of other resources from previous mods and Realm667 stuff to form a sort of vague shell of gameplay.

The basic idea is that your main weapon is an enchanted bow passed down through your family's timeline, with infinite ammo.
As you go through and defeat monsters, though, they sometimes drop little enchanted artifacts. Each of these artifacts can be applied (one at a time) to the bow in order to give it different gameplay effects--a wind artifact will cause a wide spread of shots like a shotgun, a fire artifact will make it burn and rip through enemies, etc. However, all of these artifact-powered attacks burn through mana ammo, which is in short supply and if you abuse it too much will force you to go back to the basic infinite-ammo attack. Or a spear, which is powerful and doesn't care for this artifact malarky but is melee range only.

Go through levels, defeat bosses, fight off not-Count-Dracula. Plain and simple.
It's fairly small in scope, so I'm hoping to make it within a month in time for a competition.

>> No.2522645
File: 150 KB, 1325x515, 14.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2522648

E1M5 was a cool map.

>> No.2522651

Sounds interesting.

>> No.2522658
File: 25 KB, 320x200, 14a.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2522660

What artifacts are there and what effects do they have?

>> No.2522662
File: 35 KB, 320x200, 14b.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2522667
File: 26 KB, 320x200, 14c.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2522671
File: 98 KB, 654x391, jjba_doom.png [View same] [iqdb] [saucenao] [google] [report]

From Doomworld's screenshots thread.

>> No.2522674 [DELETED] 
File: 30 KB, 320x200, 14d.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2522690
File: 37 KB, 320x200, 14e.png [View same] [iqdb] [saucenao] [google] [report]


I dunno why the skull switch is used here

>> No.2522692

>implying this doesn't look much better in comparison to the filter bullshit.

>> No.2522694

while i don't agree with the "doom general is a circlejerk" sentiment i have seen expressed in other /vr/ threads, i do think we have become too insular.

the "regulars" here all seem to be players of months/years experience and are thus long past talking about the basic game and its maps, having moved on to plumbing the depths of user-made mods, or even making their own. i suspect increasingly they may be visitors from other large doom forums who, as these threads have become more well known in the wider doom community, find they enjoy the anonymity and freedom to express views and ideas without fear of consequence.

then they leave for whatever reason and are not replaced. potential new posters look in here and see a load of impenetrable jargon only familiar to those who have already spent long times playing and modding the game.

i am part of this problem because i do not enjoy answering "how do i set the game up" or "where do i get the files" (iwads) or "oh my god E4M2 is so hard" for the umpteenth time and usually end up flat out ignoring newbie posts.

i don't have a solution.

>> No.2522695


Thanks. Hopefully I can put out something physical to play soon-ish.


So far there's a holy crucifix (default, infinite ammo), dragon scale (wind, spreadshot), white coal (fire, more damage and +ripper), antique coin (arcane, rapid auto-fire), pallid mask (shadow, homing shots), and burial belt (death, undecided effect).

>> No.2522698

What would be his stand's name?

>> No.2522701
File: 1.87 MB, 187x155, 1419870878392.gif [View same] [iqdb] [saucenao] [google] [report]

What doesn't?

I think you forgot a vital part of your post anon.

>> No.2522707
File: 65 KB, 640x480, 1436309243.png [View same] [iqdb] [saucenao] [google] [report]

haha that made me laugh

that looks really odd with E2 textures, is it from an alpha version or something?

>> No.2522718
File: 26 KB, 320x200, 14f.png [View same] [iqdb] [saucenao] [google] [report]


Glad this shit was changed

>> No.2522720

not him but I vaguely remember that being an earlier .exe version

>> No.2522737


N64 couldn't handle 20+ tracks of complex midi like in the pc games. So they hired a dark ambient composer to make several tracks using samples for the ps1 version of Doom and Doom 64.

This style was later used in later ID games like all the Quake games and Doom 3, and it also influenced the Half-Life series and Portal 1 when Kelly Bailey was working on it. (Half-Life 1 had several people from Doom 64 working on it)

So, yes, Doom 64 and Aubury Hodges is pretty much the reason for that signature dark atmosphere found in the Half-Life games and especially in Portal 1




It's actually creepy how similar in tone Portal 1's soundtrack is to Doom 64's. This is the game that spawned a sequel that tried way too hard with memes and was overall way easier compared to the original Portal.

>> No.2522754


>Half-Life 1 had several people from Doom 64 working on it

Shit, I didn't know about this.

>> No.2522802
File: 504 KB, 1258x768, craGgvI.jpg [View same] [iqdb] [saucenao] [google] [report]


I think you're right.

>> No.2522814

been interested in seeing a bow in a mod for a while

>> No.2522843

who all has left? I don't notice anybody leaving, just posting less is all

>> No.2522862

Anyone can hop in and talk about Doom at any point and it's fine.

>> No.2522893

Suddenly, a lot makes sense.

>> No.2522902
File: 38 KB, 319x400, Redneckrampage.jpg [View same] [iqdb] [saucenao] [google] [report]

Leonard in Samsara when?

>> No.2522936



This is one person of the few who worked on both. I think there's an influence t\in it in term of the whole Half-Life series including Portal 1's dark tone. http://5years.doomworld.com/interviews/harryteasley/

>> No.2522937
File: 498 KB, 400x346, 1421784400862.gif [View same] [iqdb] [saucenao] [google] [report]

We should set up a /fps/ doom server in zandronum or something.

Deathmatch. Co-op. Something, I think it'd be neat. We also wouldn't have to sacrifice our anonymity either since we can change player names on a whim.

>Inb4 everyone sets their player name to "Anonymous".

>> No.2522940

>implying shitties in /vr/ actually play games

heh, really though I think I dmd one guy from this board a couple years ago. He was pretty dece

>> No.2523018


The first link there is the most perfect Hitler Reaction ever. Even better than him getting pissed off at the launch GT-R's Launch Control or the five-part series where DmC was announced.

I still watch it to this day.

>> No.2523070

Don't mind people knowing I go on this thread. Don't want them to know which posts are mine though, obviously.

>> No.2523085


I haven't left. Been tempted to several times, with the generally decreased feedback people deliver to projects now, but I still like you guys and still like to hang around.
Of course, I'm just an anon, so that reassurance probably means nothing.

>> No.2523091

Normal Samsara? Never. Addons? I dunno, maybe?

>> No.2523119

Apparently this game has level design worse than Raven's own, is that true?

>> No.2523173

Is realm667 the only place I can find freely available monster .wads?

>> No.2523232
File: 2.80 MB, 1000x1372, knee deep in the dream.png [View same] [iqdb] [saucenao] [google] [report]

someone on /g/ made this with the new google deepdream image processor

Looks cool thought you guys would enjoy

>> No.2523291

Dario Casali also worked on HL1

>> No.2523301


>> No.2523305
File: 22 KB, 178x202, help me.jpg [View same] [iqdb] [saucenao] [google] [report]


That's some fucked up shit.


Reminds me of reading about how Gaben worked on Doom 95.

>> No.2523470

Been playing Colorful Hell with Doom 1 recently. Really have to adjust your tactics quite a bit when you can't use the SSG on everything.

Anyone rely on the SSG too much that it makes you worse in some ways?

>> No.2523473

No, John.

>> No.2523490

I'm not going to lie, I get tempted to add AltFire to weapons with each passing day and I feel like it's not going to wreck the KISS principle that I'm adhering to

the problem is making ideas for AltFire for some of the weapons close to the release date, but at least it'll consolidate almost redundant weapons like the Railgun/Auto Railgun

and you know, wanting monsters to have unique attacks that the player doesn't have

>> No.2523491

Well, weapon use is often tailored to the map you're playing on. It'd mostly be painful on a map where they are very stingy with shotgun ammo; the shotguns in general deal solid damage at decent ranges without needing tons of ammo to do so.

Playing OMGweapons (I think?) and getting a shotgun that loads with cells at the start is really nasty.

>> No.2523495

yeah, after watching people play in SNS I decided it was best to have a CVAR that changes all weapons to use the same ammo type as their vanilla counterpart, the V5 trailer mentions that explicitly

I still like playing with Shotguns that eat Cells, but I'm fine with people playing either way

>> No.2523535

Just playing that mod with Doom 1 made me realize the power gap between the SSG and regular shotgun easilly when you throw in monsters that you cant one shot like usual.

Reminds me, Doom II gave you the weapons way too fast. You could have every weapon in the game by the middle of Tricks and Traps.

>> No.2523570
File: 54 KB, 300x395, romero jojo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2523590

The SSG gives you like 1.5 extra pellets for each shell of ammo (for about 3x pellets per shot for 2 ammo), does it in a similar spread, and the only 'downside' is that it takes longer between each reload.

It's overpowered.

I fixed it in my own personal 'mostly vanilla' mod, by making it simply have two vanilla shotgun shots before you load more shells in. With each shot skewed for a certain side, of course. Means you can spam it and fire 2x as fast, or you selectively shoot twice.

>> No.2523603

The first one is still the funniest Der Untergang translation I've ever seen.

>> No.2523604
File: 85 KB, 588x960, pissed off martian and suck it down man.jpg [View same] [iqdb] [saucenao] [google] [report]


I thought it would be more like this

>> No.2523612

hoiw much does that affect playing the game? everything takes 1.5x as many shots, so archviles take 6 double shots for example? what kind of difficulty of maps do you use it on? (doom2, plutonia, hr, ...)

>> No.2523615

It's definitely different, but I'm not sure how it effects things, really. And I just play whatever I have, honestly.

>> No.2523626

I always kinda wished they saved introducing the SSG until after the first story intermission. Or at least, had it secret only until then. Its completely unnecessary in the first 6 maps.

>> No.2523640

Hey guys, I wanna know. What's the most visually impressive gzdoom mod? I mean hi-red textures, 3D models and stuff that feels much more modern like. I'm curious about this because I've seen Total chaos and I wanna know if something like that has been done before

>> No.2523646

total c- oh

>> No.2523650

The Island looks good, but nowhere near that.

>> No.2523652
File: 30 KB, 536x235, doom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2523653

Putrefier's definitely up there. Doesn't replace any enemy or weapon sprites, but the map itself doesn't even look like it belongs on the Doom engine.

>> No.2523720

>Not sure how it effects things
By giving it a double rapid shot you are effectively negating the use of the Shotgun and Chaingun.

Why use the shotgun? You have a double burst
Why use the chaingun? You have a rapid fire double blast for the SSG.

In short you weakened it one way(Shell efficiency) but have powered it another way(SSG fires at the speed you want, SSG reload is the same as two shotgun pumps anyways)

>> No.2523724

how do i get into these old fps games because for some reason they just don't click for me. i know taste differ but it just feels like there is something i am missing

>> No.2523778

How do you look up in DOOM?

>> No.2523781

What are your favourite modern FPSs?

>> No.2523795

i don't play much single player fps i used to enjoy tf2 though but it turned shit for me now
i really play more rpgs of all kinds more than anything but i hope you were not expecting me to say something like cod or battlefield

>> No.2523809

in the original game, you don't.

in some source ports, it is an option you can enable.

>> No.2523814

>Why use the chaingun?
NHB it can still keep arachnotrons and various others, which are not oneshottable, in pain state

>> No.2523817

The difference is that the shotgun is more accurate, since you don't have to adapt to having one shot firing to the right, and the second firing to the left.

And as for the chaingun, the SSG is no faster than it was before- it's only that it fires only half of what it does per click, so that you can click twice. Two shots before a reload does not negate a weapon that you can just mow things down and/or semi-auto snipe.

Here's one thing I don't understand either. Once you have the chaingun, what use is the pistol? It does no more damage, the chaingun is a magic sniping weapon anyway, and they use the same ammo.

>> No.2523823

i believe the pistol is not intended to have a use at all, once you have another weapon of any kind. there's nothing to understand.

>> No.2523854

This. The pistol is by design a piece of shit, so that you're encouraged to explore for something better.

>> No.2523857

Man, that pic is 2qt.

>> No.2523860

I guess that's true but Mancubi don't like to flinch that often to the chaingun.

The shotgun's accuracy is only ever relevant in Doom 1. Damage is more important than accuracy and the Chaingun has better accuracy(Pin point) and damage output over the Shotgun.

It's nice that the shotgun is accurate but it's ultimately irrelevant as it lacks the stopping power of the SSG and the accuracy of the chaingun.

Pistol has zero use

>> No.2523879

Try out duke nukem. It's got pretty amazing level design and exciting gameplay.

>> No.2523885

I mainly post about modding but I really enjoy helping newbies out with acs and the intricacies of 3d floors and whatnot.

>> No.2523907
File: 460 KB, 2560x1440, AV-MAP20.jpg [View same] [iqdb] [saucenao] [google] [report]

The fuck is this
Did I download an unfinished version or something?

>> No.2523910

did you load avmovfix.wad as well?

the text files i believe explain why that exists and when you should use it.

>> No.2523913

>when you should use it.
(which in short is "almost never")

>> No.2523915

I guess reading text files can be useful after all.

>> No.2523917

> [1.8 Avmovfix.wad]
> Unfortunately we discovered a limmitation regarding map20 and demorecording.
> If you attempt a full game run with doom2.exe it will bomb out in map20
> with an error message if the -maxdemo parameter is set high enough.
> To avoid this we included an altered version of map20 as avmovfix.wad,
> its basically map20 w/o the hughe mountain area. Such a high -maxdemo
> valu is only of interest for a possible maxkill movie run, even episode
> recordings work fine with no fix added.
> Note that his one is only of interest for demorecorders in compet-N context,
> and should be ignored if using a port such as zdoom.

>> No.2523920

[unpopular opinion]

tbh i prefer av20 without the mountain area. it's a long enough map already. plus the mountain climb is essentially one long curving corridor which you can fall off the side of and have to run all the way around again, which i didn't find very fun.

>> No.2523930

although i should say the view does look rather attractive. so it's worth doing once. but on replays, i generally have just not been bothered, and loaded movfix.

>> No.2523937

I like that in normal play, map04 of BTSXE2 is pretty lengthy. But if you know how the map works, you can actually bypass both the keys, and reach the exit in around a minute

>> No.2523940

I imagine that less than a minute is indeed possible, too.

>> No.2523952
File: 55 KB, 680x512, Devilish Grin.png [View same] [iqdb] [saucenao] [google] [report]

>Tfw you get a Berserk pack.


>> No.2523958
File: 2.03 MB, 320x240, btsx2m04o36.webm [View same] [iqdb] [saucenao] [google] [report]

haha, you're right. here is a 0:36+34 recorded just now with -nomonsters. full of mistakes too, could save another second or two with better running.


>> No.2523961

>N64 couldn't handle 20+ tracks of complex midi like in the pc games.

The hell are you talking about?

>> No.2523979

I wonder if the next release of E2 will fix this.

>> No.2523981
File: 532 KB, 2560x1440, lost.jpg [View same] [iqdb] [saucenao] [google] [report]

Well so much for that.
The mountain area was a boring slog and to top it all I still have no idea where the fuck to go now.

>> No.2524005
File: 180 KB, 1024x641, WolfenDooM.png [View same] [iqdb] [saucenao] [google] [report]

I really dig WolfenDoom.

It feels like a sort of proper remake of wolfenstein on the doom engine.

>> No.2524009

That's not a remake, a mere lifting at best. You can achieve the exact same result using the SOD engine.

>> No.2524030

The SNES handled the Doom soundtrack just fine, why wouldn't the N64 be able to do it?

>> No.2524031
File: 3.65 MB, 1878x2531, doom-7.jpg [View same] [iqdb] [saucenao] [google] [report]

>That’s going to define the game, as the closest real-world equivalent we have of of chainsawing a demon in half in that game
>They [the execution moves] actually tie into the core gameplay mechanics, as Stratton explained
>they play a big part in the actual gameplay. That is really what comes first.
>Look, as long as I get a shooter with enough violence that every single bullet fired and skull ripped off voids the warranty on my organ donor’s card, I’m happy.

>> No.2524050
File: 744 KB, 1023x640, Doom 64 monster replacement.png [View same] [iqdb] [saucenao] [google] [report]


Does anyone know a Doom 64 weapon and music replacement mod?

I already have a mod for doom that replaces all the default monsters with their doom 64 designs. Now I want to replace my guns with their 64 counterparts and replace the music with the spoopy 64 soundtrack.

Anyone got anything for me?

Ignore the texture filter, just experimenting.

>> No.2524056

God damn it every time I see this thread on the front page I want to play Doom.
Looks like i'll be buying some beer and playing through it again for the 64375637th time.
Not complaining though, I know i'll have a great time. It's just, shit, I've played it so much, yet it never gets boring. It's like the FPS version of Mega Man X or Super Castlevania IV.

>> No.2524057

Get yourself some megawads m8. I recommend Alien Vendetta and Speed of Doom.

>> No.2524119


I still don't know who the hell allowed that map to get away with hitscanners sniping you the moment you start while the player is completely unaware of where they are

That's a damn rookie mistake.

>> No.2524169

>I wonder if the next release of E2 will fix this.
yes i can't imagine that it is intentional. most large maps with quick exit routes for speedrunners, the shortcut is more difficult to achieve. that said, dew, who was btsx2's playtester, is a highly skilled speedrunner and i can't imagine he missed the shortcut in map04, so perhaps it is intentional.
heh. so if monsters attacking you from tic 1 is a mistake, but (as has been stated many times in past threads) monsters starting facing away from you is also unacceptable, which is it to be..? :)

>> No.2524183

>I still don't know who the hell allowed that map to get away with hitscanners sniping you the moment you start while the player is completely unaware of where they are

Say what? They're literally in plain sight as soon as you start. And they're merely just a couple shotgunners, too.

Sounds like you're the rookie, here.

>> No.2524196

>just a couple shotgunners

good to know people who play on -fast doesnt exist

>> No.2524205 [DELETED] 

>implying -fast is an excuse
Getting shot instantly as you start comes with the territory, mate. Get used to it.

>> No.2524208


both are retarded mistakes. having the player suffer unavoidable damage is shittier to do, in my opinion.

>> No.2524217

Honestly, he shouldn't be playing -fast at all, if he whinges about getting shot from the beginning. Especially when in this map, theres a plasma rifle in front of you, and cover literally next to you.

>> No.2524256

it just seems a variation on the theme of the well-known "UV is too hard, but i won't play on a lower skill" fallacy.

>> No.2524263

sorry i got kicked again. must've been this >>2522250. how did you know btw?

>> No.2524267



Congratulations, you got covered by games journalists that have no clue what the fuck you're actually doing.
This article is terrible.

>> No.2524269


heh, i knew it.

yeah, that one blogging site made it on to the wordban list because people abused the google ad revenue system. thousands of threads in /b/ with people sharing links to their own blogs and getting a dollar richer each month

ooohh those were the times

>> No.2524279

ISTR trying to put a link to 1MD's review of 200minvr into the news post, which obviously didn't work. i forget how we did it now, maybe by linking to http://doomwads.tumblr.com instead.

>> No.2524301
File: 202 KB, 1366x768, murder on the dance floor.png [View same] [iqdb] [saucenao] [google] [report]

fucking dark ages of 4chan faggotry i swear.

well that's a place where people can get wads.

they can find it their own damn selves i not getting perma'ed

i'll keep it in mind if i'm not rekt.

>> No.2524343
File: 1.06 MB, 919x720, 1369162349390.png [View same] [iqdb] [saucenao] [google] [report]

>want to make a map
>realize I have to make a map

>> No.2524348

What's the matter anon?

>> No.2524351

heh. in my case it's more "i want to make a map, but that means having to use a map editor"

>> No.2524356

UDMF is a text format anon, why don't you write your maps? Are you a casual?

>> No.2524361

>there are people in this thread
>right now
>who don't write their own map formats
Fuckin' casuals, I swear.

>> No.2524369

>there are people in this thread that don't compile their own builds and play in a text parser

>> No.2524380

>there are people in this thread who have not written their own linux os, compiled their own Doom build from the source, written their own source port in assembly, written their own map format, and written a conversion script to convert all other maps to their own map format, in order to play wads

I swear, the fucking entitlement in this community.

>> No.2524381

-Perdition's gate (Doom 2)
-Hell to Pay. (Doom 2)

What was /vr/'s consensus to these? Are they worth a playthrough?

>> No.2524386

perdgate is very good, at least to begin with. but i think the last half of the wad was rather rushed and the maps become less varied.

>> No.2524392

Perdition is actually pretty good and has a decent challenge.

Hell to Pay I havent played enough to form a decent opinion, but its more of a big DEHACKED replacement of nearly everything. With unique maps and the same OST as PGate.

>> No.2524417

haha, very good, but that's not what i meant, i just don't get on with map editors. too much fiddly stuff to remember to take care of. getting really obsessive and perfectionist over texture choice/alignment. i'd just rather not start in the first place.

i did write a program to convert a map to a text format and back once, but i don't know if that counts as inventing your own map format

>> No.2524427

Someone posted this awhile back. Super Doom 64 replaces monsters, textures, weapons, items, and sound effects. It is non vanilla because it was made for Zandronum. The weapons have different firing rates/animations and the bfg can hurt you. D64stuff only replaces weapons and enemies. The weapons are correct, but the Revenant is replaced with the slow ass playstation version. This completely negates any difficulty that the enemy had. If you can't find it online here's a mega link. This is the best I know of. I don't know of any weapon replacements only.

>> No.2524434
File: 849 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

What I do is get a general idea for the theme I want my map to be and just slap a texture over the entire thing, I just find STARTAN to be too ugly to work with. Then I lay out the rooms and get an idea for where I want the keys and monsters to be as I'm doing that. I only really worry about alignment after all my layouts and architecture is done.

>> No.2524440

>try to compile GLOOME
>error: cast from ‘short int*’ to ‘DWORD {aka unsigned int}’ loses precision [-fpermissive]

how the fuck do I fix this
It's not like I need to download a lib, there's no lib to download. Do I need to set the "fpermissive" tag, and if so, how do I go about doing so?

>> No.2524451

Post in the thread?

>> No.2524452
File: 40 KB, 415x150, cupcakes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2524460

Hang on, might have forgotten to install OpenALSoft.

It'd be weird if that's what caused the error, but I should do it anyway.

>> No.2524469

Nope, that ain't it. Time to forumpost.

>> No.2524472

known issue, see >>2521372 >>2521493

>> No.2524475

Son of a bitch.
Any word on what works?

>> No.2524505

Tried -fpermissive. No dice. Same if I try +fpermissive.


>> No.2524507
File: 27 KB, 346x162, tryty.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2524527

Has anyone noticed an increasing interest for Doom as of lately? I don't mean it as *only following one mod and only one mod* but the community as a whole.

>> No.2524542

Probably the amount of crazy good Doom mods as of late. Things like Demonsteele. I'm not the biggest fan of Brutal Doom, but I think that v20 is way better than v19. Brutality i even better. I've been playing doom for a long time and have always had a ton of fun with it. GMOTA is the most fun I've ever had in doom. I always grin from ear to ear when I play it.

>> No.2524546
File: 980 KB, 375x279, 18098.gif [View same] [iqdb] [saucenao] [google] [report]

Why is Doom constantly associated with loads of gore and guts everywhere? Bar some death animations in the original it was pretty clean for the most part. Even Doom 3 wasn't THAT gorey.

>> No.2524548

yes the same thing happened around the time of doom3. as you can see from the datestamps, /idgames uploads are on the rise.

% zcat fullsort.gz | awk -F/ '$1~/^[12]/ {print $1}' | uniq -c
450 2015
1009 2014
642 2013
598 2012
673 2011
641 2010
732 2009
707 2008
891 2007
1260 2006
1962 2005
1364 2004
1041 2003
644 2002
795 2001
1000 2000
1195 1999
2053 1998
2703 1997
6506 1996
6236 1995
2411 1994
18 1993

>> No.2524549

when it first came out it was seen as incredibly gory.

>> No.2524557
File: 72 KB, 640x480, 1436382193.png [View same] [iqdb] [saucenao] [google] [report]

all right i've made a map and proved it is beatable. i've hardly bothered with textures at all and just slapped ashwall3 on everything. i will go add skill levels, then i will post it.

>> No.2524568


It's what I like to call the "Mortal Kombat effect". In the day, it was only a few splatters and a body part or two getting separated, but with the market being mostly tame non-violence (enemies turning into smoke when you jump on them, or simply falling over), that was enough to really set it out.

Nowadays, practically every game has a small splatter or two on hit with an enemy, blood is everywhere and splattered across levels, so of course the originals look goofy in comparison.

Of course, Doom had FAR MORE going for it than just blood and gore, which is why trying to distill the essence of gameplay down to RIP AND TEAR is fucking stupid. But it's still a vital part of its place in gaming history.

>> No.2524570
File: 77 KB, 960x540, DOOM-4-4.jpg [View same] [iqdb] [saucenao] [google] [report]

It is pretty gory even now. it was especially for the time.
I think that Doom 4 is focusing too much on the gore though. It seems to be there just for shock value.
I'd like gore to illustrate the power of the weapons, but being able to punch people to death constantly could make it very tedious.
I'd also rather have the demons be far more visceral and unrelenting than they at E3. Seeing them on their knees in pain or exhaustion ruins the idea of them being the powerful troops of Hell. Seeing a one armed baron/knight still throwing fire at me or a pinky try to chew through a chainsaw would make them far more intimidating.

>> No.2524583

Yea that shortcut on 04, I kinda dropped the ball there. That can't stay that way, but I can imagine leaving in a less embarrassing sequence break that would let you skip our most eternal-doomish switch hell map. So many people just stumbled into it, because it's easier to find than the intended progression at the ruined throne room. That's just wrong.

>> No.2524596


yeah, it's not just you, and also on social media.

>> No.2524602

>/idgames uploads are on the rise.


>> No.2524603


>1260 wads - 2006
>891 wads - 2007
>707 wads - 2008


>> No.2524604

i seem to recall reading a significant number of players of doom2 map15 found the teleporter on the far side of the lava gap, instead of the intended route with the red key.

so yeah, you're not the only one.

>> No.2524618
File: 191 KB, 640x480, tumblr_nqex129pbl1szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>Has anyone noticed an increasing interest for Doom as of lately?

Yep, lots of Doom blogs on the internet also help with that a lot.

>> No.2524630


speaking of mainstream attention, here's two more doom articles on big websites.

(hopefully none of them are in the wordban list...!)


>> No.2524631
File: 1.06 MB, 5000x5000, 1428269110770.jpg [View same] [iqdb] [saucenao] [google] [report]

>TobyGames uploads gameplay of Ultimate Doom
>Gameplay is meh
>Comment section filled wih brats saying he should play Brutal Doom

>> No.2524635

The original Doom is gory as fuck, the graphics are just low-res. I can't think of many games with as gruesome death animations as some of the enemies the original games. Gibbing the smaller enemies makes them turn into a heap of bloody mush, and cacos, HKs/barons and mancubi all collapse into a mess of blood and internal organs when they die.

>> No.2524637


Are you really surprised?

>> No.2524638

lemmings had some pretty gory deaths - the rock fall trap on mayhem 30 springs to mind - but they didn't leave behind corpses

>> No.2524639
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report]

>Brutal Doom
>Not Project Brutality

>> No.2524640


>> No.2524641


It's July of 2015, and Doom made its way on to Playboy. At least, on the website.

>> No.2524647

>[07-04] Valiant's Pistol and Chaingun, for other map sets
Huh, this got in the news? Neat. Glad to know you guys like it.

>> No.2524649
File: 13 KB, 294x294, 1425017301392.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2524675

>Playboy writing about Doom mods
>doesn't mention H-Doom

>> No.2524680

Nah im not, is normal to see that type of comments in that type of videos.

>> No.2524685

gotta go with the mainstream and appeal to the normies, anon
the only gameplay mod that matters is brutal doom
everything else doesn't exist, or something

>> No.2524689


Thanks for proving you never clicked the article.

>> No.2524695

who's up for edgy simulator 1999?


>> No.2524698


>less than 200 plays

stop shilling your fucking video.

>> No.2524701

yes, i did, it has four maps, a tc, and a gameplay mod.
i think you're taking my joke a bit too seriously.

>> No.2524703


That's some pretty lame shit, to be quite honest.

>> No.2524705 [SPOILER]  [DELETED] 
File: 2.86 MB, 1360x768, 1436387639456.webm [View same] [iqdb] [saucenao] [google] [report]

nigga that isn't mine. this is

>> No.2524707

If you have any respect for this community, you're going to report that video and that post. And pray for that guy's sorry ass so that he doesn't end up in jail, lynched by a mob, or both.

>> No.2524710
File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry you didn't find it funny, i guess, but i'm not gonna lose sleep over you getting angry with it.

>> No.2524714


ironic shitposting about brutal doom stopped being funny since a year ago.

>> No.2524719

it's unlisted. not to condone it or anything but that's likely the reason it has a low view count

>> No.2524720 [DELETED] 


>> No.2524723


i am willing to bet anything that the only place he has shared that video is here in /vr/. having it unlisted proves it even further, because the youtube code wouldn't appear elsewhere.

>> No.2524726

survey says yes.

>> No.2524727


Son of a fucking bitch.

>> No.2524731


it's not the first time that video has been posted here. and google only brings warosu in the results


burn that fucker down

>> No.2524735

What's wrong with it?

>> No.2524736 [DELETED] 

>reminder that every post is a repost of a post

>> No.2524746


>what's wrong with a mod that glorifies a crime commited by some fuckheads where PEOPLE actually died

I can let terryfags and brutalkiddies slide, because at some extend, they actually play Doom.

Columbiners are the worst fucking scum on earth.

>> No.2524750

his youtube in general screams tryhard

>> No.2524751


lol, that edgy faggot got exposed.

>> No.2524754

what about grezz0? it main tutorial has you shooting up a school. hell, they probably ripped it from that.

>> No.2524756

did you ever see dorner.wad
this seems to be exactly the same thing

>> No.2524758


>did you ever see dorner.wad

Fuck if I didn't! Even the author posted here trying to get his mod in the "So You Want To Play Doom" picture.

>> No.2524762


who didn't? it made it to the news

>> No.2524780

Hory Sheet! PSX Doom with Project Brutality is a lesson in hubris; chaingunners and a pain elemental on e1m1, fucking revenants on e2m2, my body was not ready.....

>> No.2524790
File: 30 KB, 481x234, dont need it.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2524793

I believe that the game will break a bit since some objects used as decoration use the Archvile's "slot", meaning you'll get random ass archviles where they don't belong.

>> No.2524797

and, like dorner.wad, it's a dumb piece of shit

>> No.2524807

not sure how to feel about the lyrics since it touches too much on the meta of the game which is just far too obvious and predictable. Dude does a great cover of the guitar though.

>> No.2524818

IIRC they showed one with the shotgun that made it a burst fire shotgun.

If anything they will be either gimmicky or serve a certain purpose.

>> No.2524821

DOOM does what ApogeeDON'T

>> No.2524849


>> No.2524876 [DELETED] 

dude, terry wads are built on deception and ear destruction, at least an edgy wad would have some gameplay

>> No.2524912


at least two terryfaggots have converted and they've been developing serious, and actually cool shit since then. next.

>> No.2524918

yeah, unironically looking forward to nambona's next work.

>> No.2524921


he may have realized about his error a little wee bit too late, though

>> No.2524974

>Weapons feel powerful because they can gib enemies
>Suddenly your hands can too at all times
How to make weapons feel weak as piss 101

>> No.2524989
File: 2 KB, 25x25, a.wad.png [View same] [iqdb] [saucenao] [google] [report]

all right here it is. sorry for the delay, had some technical difficulties. tested in doom2 complevel. it is beatable on uv but you can probably forget -fast.


hint for the start: know your pro doom strats

bigger hint for the start: to avoid blowing yourself up instantly, run up to the demons, let them start biting you then run back, so there is space in front of you when the weapon change completes

>> No.2524994


What exactly happened after 2006 that turned people off?

>> No.2524995

Sorry about that, Anon.
It should be fixed now.

>> No.2524998


Damn, now I'm hungry

>> No.2525009

Huh, not encountered that yet but I have found a most annoying bug where I can pick up a keycard, try to open it's corresponding door only to get "you need the x key" thrown back at me. Running thw latest build of GZDoom, latest PB and the most recent PSX doom, if anyone could help me that'd be great

>> No.2525018


I think it was just burn-out.

>> No.2525020
File: 268 KB, 1366x768, Screenshot_Doom_20150709_005655.png [View same] [iqdb] [saucenao] [google] [report]

Have any of you encountered this bug in map07 of cc2? It looks like the key should continue along the conveyor but it's stuck.

May be SmoothDoom or SmoothTextures.

>> No.2525040

Why was this deleted?

>> No.2525045


Maybe he deleted it himself.

>> No.2525047


>2 3 9
>5 6 7

OCD kickin' in...

>> No.2525053

No, it was my post.

>> No.2525056
File: 594 KB, 1366x768, Screenshot_Doom_20150709_011328.png [View same] [iqdb] [saucenao] [google] [report]


Well, whatever.

This was an awesome fight.

>> No.2525092

Oh wow, didnt even notice till now.

>> No.2525116

Even comes with a Fluidsynth for perfect D64 MIDI goodness. It wasn't quite finished, though, which means it's not only imperfect, but the Mother Demon can replace Cyberdemons.

>> No.2525119

what weapon mod is that?

>> No.2525237

Anyone having SSG Gibbing not working in Smooth Doom?

>> No.2525457
File: 372 KB, 1920x1080, Screenshot_Doom_20150708_211011.png [View same] [iqdb] [saucenao] [google] [report]

There, finished my first ever wad despite being with Doom for as long as it's been around.

I broke a lot of important rules (vanilla compatible; nope, needs zDoom - and it's bloated due to songs from Please Don't Touch Anything.)

It's only 30 seconds or so, once you know what to do.
The music might be loud.
It's a simple switch hunt followed by a timed semi-repeat of the same. (I am not a clever man.)

I made it according to Jmickle's map theme generator, which is fucking amazing. I got stuck with the rules:
>"The Structure"
>2 Textures, 2 Flats
>No Monsters

Link is here: https://mega.co.nz/#!9twgQCKL!g_sIrk3RYbfo-_62cvXNSVEbKF-AU2uwNMBeHxKvUws

It's probably a waste of everyone's time, but I'm proud I made a map that can actually be beat rather than just fucking around with other people's maps and going nowhere super fast in Doombuilder.

>> No.2525468

Enjoy while you can

>> No.2525478

Very brutalist. Actually kind of bleak and depressing, in a way.

I like it.

>> No.2525479


>Yep, lots of Doom blogs on the internet also help with that a lot

carne to name a few?

>> No.2525490
File: 44 KB, 353x332, unf.png [View same] [iqdb] [saucenao] [google] [report]


Not him but the blog mentioned in >>2524279 and >>2522250 is a good start, also here's some other Doom blogs

http://doomwads.tumblr.com/ (maintained by the same dude)

These ones post Doom fan art from time to time. Be careful with the last two as they're NSFW. Specially the fourth one.


>> No.2525521


>crash course part 4 is out


>> No.2525534

Already found a bug with a group of linedefs raising a platform multiple times. I'm the greatest. Least it doesn't break the level.

>> No.2525550

Wow, this looks like garbage.

>> No.2525558

ETA on DOOM RL Arsenal 1.0? It seems close from what i've read in the thread, but I dunno

>> No.2525629
File: 21 KB, 500x373, Waste 'em.jpg [View same] [iqdb] [saucenao] [google] [report]


Eh, no one will notice their undead guy with dual shotguns was switched for another undead guy with dual shotguns.

>> No.2525658

>try compiling again
>a file called "sdlglvideo.h" does not exist

Am I just missing a step? Is there a config script I forgot to use?

>> No.2525685
File: 150 KB, 300x300, 1427566714217.png [View same] [iqdb] [saucenao] [google] [report]

>Playthrough of Doom2 Map01-Map02

I'm sufficiently bored, thanks for saving me the trouble of ever having to play with this sounds pack

>> No.2525727

>pull out my dad's old copy of duke3d so i can copy over the files for eduke32
>find rules and regulations for an old locally hosted mapping contest in the box
shit, now i kind of want to see if he actually made any duke 3d maps

>> No.2525754

I actually liked it a lot, though I would've liked it more if there was more to it than a simple two-room area.

>> No.2525770

it should go round the conveyor, but it looks like it has skipped the teleporter line.

strange because zdoom is generally more robust with conveyor systems. boom's implementation is not particularly great - it's one of the reasons ndcp2 has so many unintentionally zdoom-only maps.

the worst bug i had on that level was when one of the mancubi in the final section skipped all of its teleporter lines, including all the failsafes, and got stuck. this broke the exit, since you have to kill all the mancubi to trigger tag 666 lowering. so i'd played carefully through this huge intricate map, survived it for 40 minutes, only to get stuck by a stupid bug right at the end.

>> No.2525783

Yeah, fuck it, I'll fix the gcc compile tomorrow when I get on my linux partition. Sorry.

>> No.2525825
File: 39 KB, 640x480, 1436423297.png [View same] [iqdb] [saucenao] [google] [report]

here is a first attempt demo. about five minutes long, two deaths before i figured it out.


note that in software mode the things in the floor are visible before they pop up.

>> No.2526142


I've never made a map before so I wanted to make it quite short. Also having no monsters really limited what I could do. I would love to make more maps in a kind of bleak, grey/marble style. Always loved Doom for it's ability to do surreal architecture.

Thanks for telling me and the Demo. I know it likely was going to be all kinds of broke outside OpenGL and zDoom. I have literally zero experience making maps besides that one, so I'll do more research in how to make software compatible map tricks.

I've always wanted (in my mind), my maps to be vanilla compatible, but zDoom's ability for mid-level music changing is far too useful for me to not abuse.

>> No.2526157
File: 215 KB, 652x584, 00139625.jpg [View same] [iqdb] [saucenao] [google] [report]


And then I remembered I had a 8-bit version of Meglomaniac floating around.

I want to make an actual with-baddies level next with some kind of high contrast red/black scheme ala Adrian Hughes. I'll try for actual vanilla compatibility and software tricks. The only technical hurdle is that I would like better ports to use an actual mp3 or ogg lump, but actual Doom to use the midi (which might not sound as good on various soundfonts. I think that could be accomplished with a mapinfo lump to redirect Map01 to a different song, but leave the midi as a d_runnin replacement?

>> No.2526162
File: 7 KB, 228x221, Do ya punk.jpg [View same] [iqdb] [saucenao] [google] [report]

>vanilla compatible
>vanilla compatible
>vanilla compatible

I've been triggered. Seriously though, don't worry about being "vanilla compatible" since that phrase holds different meanings between /vr/, doomworld, and zdoom's forums; there's actually posts about this on doomworld, and the kind of random shit that makes a map not "vanilla compatible" is pretty dumb.

It includes things like:
>Can't have too much hanging decoration
>Can't have certain linedef actions with too many neighboring linedefs/sectors
>Can't be too creative since creativity isn't vanilla compatible
>Can't do silent teleport - not a big deal unless you really want it
>Can't be vanilla compatible despite trying to be vanilla compatible

Just don't worry about being too "vanilla compatible" at this point.

>> No.2526174

>Just don't worry about being too "vanilla compatible" at this point.

I'm thinking more "works with any limit removing port" and "works with Chocolate Doom" in an extreme case. I can't be assed to actually run it through DosBox or dig out my old early 90s tangeine iMac and run Doom II through that. I didn't know there was a big hubbub about it between all the various communities.

>> No.2526183

Vanilla compatible means that the map is compatible with the original Doom 1 or 2 executable. It doesn't have different meanings to different people because compatibility either works or it doesn't.

>> No.2526206

I don't care about anyone's definition of "vanilla compatible" but I'll let you know that not everyone shares the same sentiment as you. Also, by the logic of your post, almost everything is vanilla compatible.

>> No.2526217

That's not how it works, dingus.

>> No.2526228

>Dark Doom Creatures

This seems like a pretty good challenging monster replacement mod usable for DRLA while I wait for DRLA Monsters to get updated with a bit more content i.e. never ever. Those shotgun zombies with high pain resistance are annoying though.

>> No.2526239

Vanilla means the original DOS engine. The doom community agreed on this way back in the 90's. Therefore, Vanilla Compatible specifically refers to being compatible to the original DOS "Vanilla" engine.

Theres never been a major dispute on this between different sections of the Doom community. The only people who think Vanilla means otherwise are new enough that they don't know any better.

>Also, by the logic of your post, almost everything is vanilla compatible.
I'm not him, but how on earth did you even reach this conclusion?

>> No.2526245

>>Can't have certain linedef actions with too many neighboring linedefs/sectors
that's a pretty obscure vanilla issue. certainly not the first thing i'd have thought of as an irritation of working under doom2.exe limits. that said i do remember it came up in a certain /vr/ wad earlier this year.

>> No.2526297

what gameplay wads are considered better than brutal doom?

not that there is anything inherently wrong with brutal doom

>> No.2526301

>what gameplay wads are considered better than brutal doom?

anything that requires a non-stable g/zdoom build

>> No.2526302


Here you go, exactly what Vanilla Doom means, laid out for you in no uncertain terms.

>by the logic of your post, almost everything is vanilla compatible

Yeah, those Boom and ZDoom projects sure run great in the vanilla engine, right?

>> No.2526303

im looking for actual suggestions here

>> No.2526304

I find burl tumd more engaging than BD, so give that a try if you haven't already.

>> No.2526306


Well, everything that is about to get mentioned requires more or less a development build, so he pretty much /thread'd your question

>> No.2526340

BTW fuck project MSX

>hurr lets take out auto reload and auto weapon switch

>> No.2526341
File: 601 KB, 1920x1080, putrefier1.jpg [View same] [iqdb] [saucenao] [google] [report]

putrefier looks pretty damn sexy

>> No.2526342

Project MSX and Demonsteele are some of the best you'll find.

>hurr lets take out auto reload and auto weapon switch

>> No.2526345

>remove features 99 percent of shooters have

>> No.2526347
File: 298 KB, 325x720, 1434928061212.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2526348

>I don't care about anyone's definition of "vanilla compatible" but I'll let you know that not everyone shares the same sentiment as you.

I still don't care, but to act like everyone has the same concept of "vanilla compatible" is silly.

>> No.2526349

Looks kinda like Quake 2.

>> No.2526354

>but to act like everyone has the same concept of "vanilla compatible" is silly.

I already explained this to you. The only people who have a different concept of what "vanilla compatible" means are newbs who don't know any better.

>> No.2526357
File: 575 KB, 1920x1080, putrefier2.jpg [View same] [iqdb] [saucenao] [google] [report]

It feels like mostly like UT99's grimy gothic sci-fi

>> No.2526359

It's still scrubby.

>> No.2526363

There is only one definition of vanilla. How you're too stupid to comprehend that vanilla compatible means that it is compatible with vanilla Doom is beyond me.

>> No.2526370

>making me relearn something that was set in my head for years
>not a bad decision

>> No.2526371
File: 432 KB, 500x394, 1364527273940.gif [View same] [iqdb] [saucenao] [google] [report]

Fucking hell

>> No.2526372
File: 196 KB, 816x638, psx_hud.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know if there's a working PSX HUD out there? I have this one and it looks perfect but any map that has text show up on the screen, it breaks and doesn't appear

>> No.2526375
File: 14 KB, 423x279, cancer-patient.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw running brutal doom and hdoom at the same time

>> No.2526382

>I have this one and it looks perfect but any map that has text show up on the screen, it breaks and doesn't appear
That means it's an ACS based hud and the creator used ID/layer 0-30 or something, naturally the most commonly used in any mapset with messages. Either that or he uses "script 1 enter [...]". It should be fixable.

>> No.2526391

Any idea on how to fix it? I'd like to try my hand at it but I don't know shit about coding or modding. I suppose I could attempt to open a HUD that doesn't shit itself when messages appear and try to import it.

http://puu sh/iSSYH.PK3

Here's the HUD if anyone wants it, by the way

>> No.2526404

DL link doesn't work for me. Anyway if it's the layer thing that's causing trouble, you need to take the ACS source file, find every instance of the command "HudMessage(stuff)" and find the number right after the message's type (likely "HUDMSG_PLAIN") and just add like 1000 to that number in each instance of the command.

>> No.2526412

Oh and then compile that file with ACC and put it in the right folder. Should be able to google how to do that.

>> No.2526436

Check out Valhalla if you haven't already.

>> No.2526454

I have it dl'd but haven't played it yet. That guy sure does pretty geometry.

>> No.2526458

Started playing unreal gold again after who knows how long with the community patch with the new renderers and such. Wanted to ask what's the best renderer/audio combo to use since the cave reverb sounds off and i'm getting ambient light bleeding through walls (section right outside the alerts when the first skarrj assaults you).

Anyway to get rid of that, or was that a general Unreal Engine 1 quirk? Other alternative is just to play it with Oldskool in UT99.

>> No.2526512

The original point was that different people have different concepts of "vanilla compatible," that's it. I don't know why you guys are sperging out over the idea that not everyone thinks the same way; especially when that wasn't even part of the original point.

Do you know how to read? You seem to know how words form sentences, but on the other hand you don't seem to know how those words form ideas. I never said, "there's multiple definitions," I said, "different people have different ideas." And if that's a mindblowing idea, that people could have different thoughts, you might want to get checked for autism, seriously.

>> No.2526538

So whats going on with gzdoom development ?
The last svn build update was on 4th of July, if I recall correctly it used to be updated much more often, almost every day, anyone knows whats going on ?

>> No.2526546

>he last svn build update was on 4th of July

Sorry, meant to say Jun the 4th.

>> No.2526583

Because vanilla compatible means one specific thing. It isn't open to interpretation.

Does something run in the vanilla engine? yes? Then it's vanilla compatible. If not, then it is not compatible with the vanilla engine. It's a technical question, not one that is up to different people.

Something like Suspended in Dusk is vanilla compatible. Something like Going Down is not. How hard is it to understand that vanilla compatible means that the project works with vanilla Doom?

Your original point was that people interpret something being vanilla compatible differently. The only way anyone could interpret vanilla compatibility as meaning anything other than what I've been saying the entire time is if they have no idea how map formats and source ports differ from the vanilla engine.

>> No.2526587

That would be something very interesting to incorporate into a doom mod. Maybe it could scare some of the main demon solider grunts (not the shotgun ones) into retreating?

>> No.2526617

I hate to post such a noob question here, but I couldn't find the answer or any obvious clues as to what to try next.

I wanted to check out the Doom Hi-res Texture pack from the news post, but can't get it to take effect on the Ultimate Doom I have. I tried just dropping the pk3 onto the gzdoom 1.8.2 executable, and it seems like something is changing because when it opens I get a flash of what looks like Daisy's head - but only for a split second, not as long as I would expect it to appear if it were loading 100+ mb of textures. Everything looks normal once I open any episode, though.

I tried to look for a log of some sort or through the console when it opens, but I don't see any sort of clue. Am I missing something major here?

>> No.2526627

The stampeding horseback aztecs sounded more like a packed stadium. Also, aztecs didn't have horses.

>> No.2526649

I think graf is on vacation.

>> No.2526656

>Your original point was that people interpret something being vanilla compatible differently. The only way anyone could interpret vanilla compatibility as meaning anything other than what I've been saying the entire time is if they have no idea how map formats and source ports differ from the vanilla engine.

I don't know if you're the same guy pointing out the differences that make things different, but good job, you've double clarified why people hold different views on vanilla comp.

My original point of it all: vanilla compatible isn't something to be concerned about when making starter maps.

I don't know how, "some people have different ideas on what is vanilla comp," got flipped into, "there are multiple objective definitions of vanilla comp," but that's fucking retarded and really is borderline autistic.

>> No.2526745 [DELETED] 

you sure are throwing around autismal accusations a lot, something on your mind?

>> No.2526773



>> No.2526787

That's absolutely fucking terrifying.
>The Aztec Death Whistle. (The use of horse stampede audio recreates how the opposing Spanish invading army would sound).

>> No.2526796

Does eduke32 patch out that amazing "kicking with both legs while walking" bug? I'm using an original v1.3d version of Duke 3d and I'm not able to do it

>> No.2526801

That was patched out in Atomic Edition. On the plus side you can now kick protozoids off instead of having to shoot.

>> No.2526806
File: 64 KB, 300x418, 1384491088848.jpg [View same] [iqdb] [saucenao] [google] [report]

>running more than one gameplay mod simultaneously
You brought this on yourself.

>> No.2526809


Well that's fucking terrifying.

>> No.2526815

I know that, but I'm using a DUKE3D.GRP and DUKE.RTS pulled from a v1.3d CD, so I assumed I'd be able to it.

>> No.2526829

You sure you got mighty boot equipped and holding quick kick at the same time? Dunno if the source port itself fixes it. I remember using 1.3d with eduke32 and couldnt kick slimers off.

>> No.2526836

Japanese myths were fucked up, dude.

>> No.2526841


well yeah but I had no idea they had a dick bone skeleton. That's fucking amazing.

terrifying, but definitely amazing too

>> No.2526849
File: 62 KB, 233x192, totalindifference.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Wolf3D for the first time
>First episode is easy, even manage to kill Grosse in his main room
>Start EP 2
>Suddenly undead robot people with gun-chests
>Killing me instantly
>Holy shit finally made it to E2M2
>Out of lives
>Last save was Hans Grosse battle
This game got really fucking sadistic out of no where, holy shit

>> No.2526854

It's mainly only the levels with the mutants. The problem is that they're silent and have just about no startup time to shoot and do big damage.

Once you're out of those, its a lot easier.

>> No.2526881

The guy does seem to actually be screaming into the instrument though, here's someone simply blowing into it:

Sounds pretty much exactly like a revenant.

>> No.2526901


Someone should send this to Romero

Someone should REALLY fucking tell Romero about this

>> No.2526908


well, if Age of Conquerors is to be believed, they stole a bunch of them to have a couple of trained units.

Still, they got their asses kicked by the spaniards

>> No.2526908,1 [INTERNAL] 

Brutal Doom,
Maps of Chaos

Best coop-night we've had!

>> No.2527034

Keep your distance, and abuse strafe's speed.
Wait 'till you see; Hitler clones by E3M8 behind every door, E4M9 start and E6M1 officers. I can't remember anything noticeable at the eps5, but I think Gretel Grosse was enough of a challenge.

>> No.2527164

any tips on hwo I can play wolfendoom?

I´ve got GZDoom and the .zip for wolfendoom

>> No.2527201

Is it normal for Satanic to not have a hud?

>> No.2527239

what is inside the zip
if there is a pk3 in it, extract it, and drag it onto gzdoom.exe

>> No.2527284

And if it's just files inside, just drag and drop the zip.

>> No.2527293 [DELETED] 

For what purpose? You think he still gives a shit about DOOM?

>> No.2527298

He does though

>> No.2527302

fucking hell get a load of this guy

>> No.2527308

Adjust the size or switch from the alternate one if you're using it.

>> No.2527319


Wrong John, buddy

>> No.2527324
File: 40 KB, 505x378, WolfenDOOM error.jpg [View same] [iqdb] [saucenao] [google] [report]

that´s my problem

there isn´t any .pk3 file inside, but if I drag and drop the .zip I just get pic related

>> No.2527326


>> No.2527329
File: 518 KB, 800x600, blood_shotgun reload.jpg [View same] [iqdb] [saucenao] [google] [report]

also, I just completed episode 1 of BLOOD

holy fucking shit
it´s fun as fuck

it took me some time to config everything, but it was worth it

I LOVE the shotgun in this game

>> No.2527338
File: 52 KB, 800x481, 1400720528064.jpg [View same] [iqdb] [saucenao] [google] [report]

>there will never be a Blood sourceport

>> No.2527342

Atari needs to hurry up and die.

>> No.2527356

My nigga
I've been having a craving for Blood myself lately and have been playing the French Meat mod. Holy shit, the level design is absolutely amazing.
I wish I could find some people to try out the multiplayer though. From what I've heard it was incredibly fun n

>> No.2527364

A bumped thread in zdf reminded me of DRDTeam

oh man the memories...

>> No.2527368

> all those posibilities
don´t make me suffer even more anon

> French Meat Mod
never heard of that, I´ll give it a try

> multiplayer
well, tomorrow is friday
if you´re in this thread tomorrow, we can try it out
but I´m european, so keep the clock in mind

>> No.2527370
File: 41 KB, 437x300, castle_wolfenstein_computer_game_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

many, MANY thanks to you anon

>> No.2527371 [DELETED] 


If we're talking about John Romero, then he hasn't been associated with DOOM since 2 and is currently more interested in making his little mobile games and waxing philosophic about Commander Keen.

At any rate I hardly think he'd like to hear about death whistles from some breathless DOOM groupies.

>> No.2527374
File: 92 KB, 620x465, shot_426_2[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>never heard of that, I´ll give it a try
I think you won't be disappointed. I'm only halfway through and it's been crazy good so far
>This mod was made by two newcomers who just picked up mapedit one day and decided to have some fun with it
Jesus christ, I wish I could level design for shit

Also, tomorrow's my day off and I'm yuropoor too! Just name an hour and it's on!

>> No.2527394


He has a fucking shrine to DOOM in his house that he's constantly adding on to. He very clearly still cares.

>> No.2527423


Don't pay attention to him, it's pretty clear he's trying to troll.

>> No.2527425
File: 1.04 MB, 312x176, 3FCsa.gif [View same] [iqdb] [saucenao] [google] [report]

>then he hasn't been associated with DOOM since 2


>> No.2527436
File: 3.00 MB, 640x480, dynamite.webm [View same] [iqdb] [saucenao] [google] [report]

blow shit up

>> No.2527438
File: 348 KB, 720x960, jomero.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you checked the news post at all in the past 4 months?

>> No.2527454

Please tell me someone screencap'd those 2 piece of "gold"posts.

>> No.2527458


why? there's an archive for a raisin.

>> No.2527460

he was just talking about John Romero and his shrine

>> No.2527472
File: 2.86 MB, 1280x720, 80knives.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2527478

Shit, wrong board. delete this.

>> No.2527482

leaked demonsteele update.webm

>> No.2527485

How can you play something like this? It doesn't even make any sense. Like, how?

>> No.2527486


What the fuck, this looks like earth defense 2017 with Touhou

>> No.2527490
File: 29 KB, 492x640, romero-drink.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2527492

I'll played that when it came out.

It's so fucking bland. Killing waves upon waves of "monsters" is not fun at all to me.

>> No.2527614

Tone down your expectations. The next episodes doesn't matches up the greatness of the first.

>> No.2527628

hey guys I just released a new mapset check it out: http://www.doomworld.com/idgames/?file=levels/doom/Ports/p-r/proto.zip

>> No.2527698

Except episode 2 is the best.

>> No.2527712

First off, love the elevator with the pinkies, though I think it could've been a bit slower, and maybe you could've added a few more pinkies in there. Also love the teleporter room. Imp mountain range (The area in the picture) seemed like just a thing you run past, and wasn't very fun. It was actually kind of annoying. Might be better if you added a few rocks to make stairs up to each separate layer, needing you to go from one side of the ridge to the other to go up a floor, with some kind of goodie or secret at the top.

Upstairs, past the baron, is where things started to get bad. Well, started to get not as good. It was all very thematic and all, but it seemed like it was just tons and tons of monsters for you to mow down, with no thought other than to dive into cover. Though that might just be because I was playing in difficulty 3- I notice you made sure there were less monsters on easier difficulties, so that's good.Moreover, I always like being able to get up to the places where monsters once were- even if they're just imps, my impulse is to figure out 'how the hell do I get up there?'

Speaking of which, I could never figure out how to get the first secret- the shotgun just past the start of - no wait, I figured it out as I typed this, doing one last once-over before I went to the exit.

Time: 10:40, though at least two minutes was looking for that last secret.

In short:
Cramped in the lower levels, enemy placement in the upper levels needs help, and I would totally put another secret in one of those large shipping crates. Love the atmosphere and design. 8.5/10.

Now onto M2.

>> No.2527714
File: 426 KB, 1280x800, Screenshot_Doom_20150709_180402.png [View same] [iqdb] [saucenao] [google] [report]

Aaand I forgot the 'imp mountains' picture. Whoops.

>> No.2527727

If those gets sold, i would buy the hell of them.

My other gun replicas needs some sci-fi company, and the Mass Effect ones are too expensive.

>> No.2527739


Any chance of sharing your cfg file anon?

>> No.2527750

I expected the river of blood (The one inside, not outside) to actually hurt me. It didn't, and that was disconcerting.
I also dislike your habit of teleporting in cacodemons, because I just plain hate cacodemons in general and because it seems like that's all you teleport in. The titular 'lion's den', full of bodies and tortured people, is AMAZING. I love it, I love the way it works, the way it looks, makes fighting fun, etc.

Took me a bit to find the yellow key, but that's because I didn't know there were two teleporters after the second switch. Once I did, I was surprised a lot by that caco who appeared in the 'den' on my way back. Wasn't expecting it, and it was a pleasant surprise.

Have I mentioned yet how much I LOVE your asthetics? A lot? I love the asthetics of this and the previous map, by the way.
Anyway, after getting the yellow key and diving into the bloodmaze, I like how you give us an enviro-suit just before you enter. But once I go down there, it's full of cacos. Just more cacos. All the cacos. And when you kill the cacos, more cacos appear. It's like there's a fucking archvile stealing the corpses of the previous giant swollen plasma-spitting berries I killed to reanimate and teleport them at me, ad infinitium. Too many cacodemons.

I like the area, though, though I think you added too many suits. Used all mine up trying to enter the secret area in there, but that was because I'm examining everything closely.

Final thoughts on the level: Why is there no way to lower the exit-elevator if you decide 'hey, I want to search the map for secrets!'


Nevermind, I opened up that last secret.
Love the twist.

Time: 12:10
In short: Love love love your environments. TOO MANY CACODEMONS. 7/10.

>> No.2527765

I actually enjoyed the later episodes more than E1, myself. E2 was especially memorable. Maybe you're thinking of the wrong game?

>> No.2527773

Haven't checked out the community in a while, I'm gonna guess a lot of people are pretty assblasted that Doom 4 is basically "Brutal Doom HD" right?

>> No.2527786

Its brutal doom without the stupid shit added, personally I find that a good thing.

Actually IIRC from older posts the only guy who got assblasted was the creator of brutal doom himself

>> No.2527792

What engine was Blood on? Was it in house or was it the same one used for Shadow Warrior/Duke Nukem?

>> No.2527795

E4M3: Cavern looks and plays amazingly. Here's the first place you get the shotgun if you didn't get it on M1. I think it looks too much like you sneezed out loot/ammo everywhere, though, with no thought as to where it is. Makes the area look cluttered, though you did give me enough rockets to deal with all those fucking cacodemons, though. Also, as a sidenote, all of your elevators are visible from the map, even if they look simply like walls outside of it. There was one in the main cavern with all the pillars, and one on M1 at the very start.

Lots of monsters. Lots of them. This isn't a good or a bad thing, it just is. I accidentally made plenty of things angry at me. But I love the floaty nothingness room, though I think the 'outer area' that the cacodemons are limited to could have a floor much much further below, so that when the bodies fall, they fall ALL THE WAY.

Almost died after getting the blue key. This level seems like it's very full of 'SUDDENLY MONSTERS'. I love fighting pinkies, though.

Getting from pillar to pillar is a challenge, in the main chamber, and I like it a lot. You could have expanded the concept some more, but all the monsters around means that the pillars make perfect cover.

Time: 10:23
In short: Like the chamber, love the floating-in-the-sky effect. 6.5/10

>> No.2527801

Build Engine nigger, same thing that powered Duke, Shadow Warrior and a bunch of other shit I can't remember.

>> No.2527815 [DELETED] 


>> No.2527839


Illuminati Doom mod when?

>> No.2527849

E4M4: Rockin' music. Shotgun secret is extensive in just the best way.
This map is pretty complex, all criss-crossy and such, with tons of elevators. Yellow key room was fun, though. Was running from a caco, accidentally strafed through the window into the room, and had to fistfight a baron with fireballs whirling all around me. Survived, barely.

The titular 'belly' is amazing. All fleshy, impossible to navigate, plenty of undead and cacodemons, etc. Lots of fun, in the way challenging yourself should be. Making the zeds infight is much too easy, but they couldn't be weaponized against the cacodemons at all because of the way it was shaped, which was a good deal. Now I'm standing in front of hte plasma rifle, with a godsphere not far from me, and I have a creeping feeling about what's going to happen.

Cyberdemon was too easy. Just stood at the top of the ledge, while the demon just kind of ambled around and shot the ledge below me, while I slammed bullets down into his noggin.
Got the final secret (The blue sphere) via rocketjumping. Not sure how you're supposed to get there normally, assuming you can't jump. Unless rocketjumping after finding that illusory wall area IS the solution.

The final area is fun, especially with all the lowering/raising walls and pinkies, especially if you got the berserkpack near the beginning of the level.
Finally, what's with this 'silent, invisible teleportation'? It's always silent and invisible. There's never the 'vwoosh' or the green space/time flame. That bothers me, because of thematics.

Time: 15:18
In Short: Good, solid level. Cyberdemon was obvious, slightly anti-climactic. Maybe put him in a cage at the start, facing away from you, but once you get his attention he walks toward you, crosses a linedef, and teleports up at the top area? That way he'll shoot DOWN at you because there's no fucking way you'll stay up there with a cyberdemon.

>> No.2527850

INB4 signed by doomguy

>> No.2527853

E4M5: This level is pretty good.

Too hard, though. I couldn't beat it no matter what I did.

>> No.2527854

Whoops, forgot to link.

>> No.2527878



All in all, I'd say that this entire mapset is 8/10 taken all together. Could be better with some tweaking, and with more maps. I love it, and I'm going to be looking forward to playing other things you make.

I was playing with mouselook, and clearing all secrets and killing all monsters. I did NOT use pistol start, picking up and using everything I could find. The wad took a total of 48:31, and it was a really fun 48:31.

>> No.2527890

I just played Doom for the first time and holy shit was it great I used chocolate doom and a mouse. Now I'm playing some mods using Gzdoom and I notice that the mouse movement doesn't feel as good as original Doom it's too smooth just doesn't feel as good, could it be because it's running at 60fps? How do I replicate the same feeling in Gzdoom? Thans.

>> No.2527898

cl_capfps 1 in the console will cap the framerate back to vanilla's 35 FPS.

>> No.2527912

It's BUILD, like Duke 3D and SW, but they were all modified in their own way. eDuke32 doesn't run Blood.

>> No.2527969


That Shotgun is fucking amazing.

It's also equally amazing in Bloodbath: Transfusion too.

>> No.2527971

Thanks but it still doesn't feel the same, oh well.

>> No.2527979


Never mind, I should have mentioned I was running Belokko's D-Touch and was trying out mods and shit. Apparently the GZDoom there needs an update for those delicious, delicious SSG Gibs to work.

Outside of that Smooth Doom works really great there.

>> No.2528007

Doom 64. Secret Level Hectic. The blue key room, trying to kill the hell knights on either side from the TINY FUCKING NARROW LITTLE BRIDGE is PISSING ME OFF. when EVERY ROCKET sends me backwards and EVERY GREEN BLOB sends me more backwards. Just saying.

>> No.2528043
File: 150 KB, 683x768, hexen.jpg [View same] [iqdb] [saucenao] [google] [report]

Does ZDoom support letterboxing?

Pic related; top is what Hexen looks like, bottom is what I want it to look like.

>> No.2528048

Look in the display options, there should be resolutions with LB next to them.

>> No.2528063

What you're after is actually called Pillarboxing.

This is achieved by playing in a 4:3 resolution. Make sure your drivers are set to not stretch the image.

>> No.2528067

Set the lighting mode to "software" and turn of monster interpolation too.

>> No.2528079


Who the fuck ruined EDF 2017?

>> No.2528132 [DELETED] 
File: 18 KB, 256x256, heavy breathing.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who gets turned on by Doom maps? I don't usually play because they are fun, I just get a raging hard on because of the skyboxed and flat maps, there is something about walking around in them when everything is dead, or even when there are no enemies around, its the vastness that surrounds me that makes my heart pound like crazy often flowing blood to the my dick and, well you can guess the rest. No other scenery in real life or modern games achieve this for me.

>> No.2528135

I need to make a map for you. A large, flat map, random angular features in the distance. No living monsters, no movement, and 80's porn music in the background.

Bring tissues.

>> No.2528149

>try to build GZDoom
>errors with FMOD
>try to build GLOOME
>errors with FMOD
>i have FMOD installed

for fucks sake

>> No.2528154

When you tried building GZDoom, was it the current git master or one of the older 1.8/1.9 builds.

Master and probably another branch or two have support for OpenAL, so FMOD is no longer required. That's how I'm running it. Fuck FMOD.

>> No.2528159

Current git master. Don't know how to make it not do stupid FMOD shit, though. And it's nearly 1 AM.

>> No.2528172

>try to build GLOOME
>errors with FMOD
that's very interesting, considering fmod doesn't exist in gloome

>> No.2528176

I don't even fucking know anymore. My head's spinning with missing-file errors.

>> No.2528180


first off, remove all of the CMake cache and makefiles that have been made.

cmake -DNO_FMOD=true [path_to_source]

>> No.2528183
File: 302 KB, 1600x900, oops.png [View same] [iqdb] [saucenao] [google] [report]

The Linux build for GLOOME does not work as of now. I'm trying to fix it.. right now, actually!

>> No.2528191

I've gotta wonder why it is that the header file would be missing on Linux but not on any other system. Perhaps it looks in different directories?

>> No.2528192

That occurs on actual GZDoom 1.8 as well with some newer distros.


This tarball contains some patches to apply to your source tree to fix it.

>> No.2528195

Thank you very much, anon!

>> No.2528197

That built it, thank you.

But now GZDoom won't recognize the playerstarts in maps. I just wanna play some fucking Hideous Destructor.

>> No.2528202

Scratch that, I didn't move all the files into place properly.

>> No.2528204

No problem, and I just recognized your name, you maintain the git repo for GLOOME!
Hey, I'm the same guy who mentioned FindMPG123.cmake missing earlier.

Cool project.

Also, out of curiosity, what distro are you running? I recognize KDE4.

>> No.2528206
File: 71 KB, 1251x800, 00madonn.jpg [View same] [iqdb] [saucenao] [google] [report]

They're actually promoting this perception of Doom?

>> No.2528210

Thank you.
Arch, actually. I'm running KDE4 with it.

>> No.2528213
File: 135 KB, 1366x768, dammit.jpg [View same] [iqdb] [saucenao] [google] [report]

Now Hideous Destructor is giving me shit.

Latest download of HD.

>> No.2528217

KMFDM sucks!

>> No.2528221

And then I realized that I was opening the wrong goddamn file. AAAAAAAAAAAAAAAAAAA

>> No.2528223

>Latest download of HD.
try an older version if you can find one. HD is one of those mods that won't run unless you've updated your gzdoom in the last 5 minutes.

>> No.2528234

Heh, Arch here as well, as you could probably tell from the link. Xfce here, though.

Coincidentally, I tried KDE Plasma 5 this morning. Buggy as fuck, the new Breeze theme sucks, and its missing functionalty and applications SC 4 had.

Rip and tear, my friend.

>> No.2528235


I hated the New Order attachments because they were toggleable firing modes instead of instant secondary fire functions.

>> No.2528249

I goofed, Anon. I was using my oldest download of hd, not my newest one. It works now.

>> No.2528295
File: 286 KB, 1600x900, oops2.png [View same] [iqdb] [saucenao] [google] [report]

Okay, this is an interesting one. This file is up-to-date with gzdoom/master, and it's entirely dependant on FMOD.
Either I'll have to rewrite it myself, or by some kind of otherworldy magic someone will already have a replacement. The former is more likely.

>> No.2528304

Okay, my bad. Removed it from the CMakeLists, and now it compiles and runs just fine.

>> No.2528312

Yeah, I thought that was weird. I just compiled this on my laptop, which doesn't even have FMOD libraries installed, and it works fine.

>> No.2528323

if it isn't needed at all, perhaps you should `git rm` the file. i mean, since you are promoting your project as a commercializable GZDoom, purging all references to FMOD might save awkward questions later.

>> No.2528324

Dude, just bind your printscreen key to "scrot ~/whatever.png".

>> No.2528325

I'd recommend using ZDL to launch the game, or add the high res texture pk3 to the command line

c:\games\Gzdoom\gzdoom.exe filename.pk3
Then drag and drop your WAD of choice onto the EXE

>> No.2528326

I already have, and committed/pushed the changes.
I'm currently weeding out warnings, so it'll be a completely clean compile.

I'm pretty sure I do have that, actually. I haven't checked my keybinds in a long time.

>> No.2528460

Quake II Touch from Beloko is now on Amazon and free for limited time

>> No.2528502

yeah. one of blood's very best features is how satisfying the weaponry is.

>> No.2528516

Best song.

>> No.2528570
File: 100 KB, 317x288, 16l9pww[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Well, just finished playing through French Meat, and man, what a ride that was
Any other great Blood mods you guys would recommend? I already played Death Wish btw.

>> No.2528651

>install the new AMD drivers
>OpenGL shading language version now shows up as 4.40 instead of 4.30 in GZDoom
>gun smoke from mods like Trailblazer and Weapons of Saturn cause a less significant framerate drop
>Gutrot Island in Reelism is playable

Holy shit.

>> No.2528667

Speaking of which, any place to grab the mission packs? I'd hit up the torrents, but i'm about to hit the sack, and don't want to start up my computer.

>> No.2528690

I recently bought an ibook G4 off ebay and I can't for the life o me get Doom to work! ZDoom.dmg doesn't open and PrBoom just closes itself a second after opening. What do??

>> No.2528778
File: 254 KB, 401x455, 2.0% Mad.png [View same] [iqdb] [saucenao] [google] [report]

So, I made a trip to /v/ after practically a year of not going there.

Remembered immediately why I left and left again.

It's times like this i'm glad /vr/ is slow otherwise it would just be /v/ 2.0.
Not to mention I got alot of people saying
>Lol Doom was that good grandpa take off yur ebin nostalgia goggles.
same case with hexen, strife. Really any FPS that wasn't post medal of honor 1.
Fuck that place man.

>> No.2528779

Excuse me
>Wasn't that good.
I need to lie down in a full bath tub.

>> No.2528793 [DELETED] 

That's why I don't go to /v/ anymore either, also all the furshit as well. Besides, this place is better at discussing Doom. /v/ would likely be nothing but Grezzo 2, Brutal Doom and/or H-Doom.

>> No.2528813

for you

> https://mega.co.nz/#!htl31JpD!T66TGgR4ASu0bfaE_bPMyvcgw5QxG-SUNWVbeDZz-v0

mp still standing?

>> No.2528840

Dunno. I have all id games on Steam for like 5 years at least.

>> No.2528901

What are some fun wads?
I had a lot in push with friends, looking for something else to do as well. The 24 series maps also seem alright, and I remember cyberrunner if that was the name was pretty nice.

>> No.2528906

You bet! Sorry bout the late response, I was out for a bit.

>> No.2528918


I saw that thread and well, just immediately fucked off. Trying to be reasonable about D44M isn't gonna work at all. Not even good KOF threads make me wanna go to /v/ that much.

Go enjoy that bath anon. It's fucking cold from where I am so none of that for me I guess.

>> No.2528935

reelism is pretty fun, but not exactly multiplayer compatible

>> No.2528969


Is it really that good?

Wish zDoom didn't have DECORATE AI. Really fucking destroys my rig on some good slaughter maps even though here I am playing Witcher 3 on high.

>> No.2528970

Just got the chance to test both of these options. They work for Smooth Doom just fine, but still no luck for the high res texture pack. I'm using the "zdoom-" version of the texture pack, surely that is compatible with gzdoom 1.8.2?

>> No.2528973

>Go enjoy that bath anon.

>Lying down
>In a bathtub
Pretty sure he's saying he needs to drown himself anon.

>> No.2529090

Great. Now you're back here and can get back to circle jerking all day.

Seriously though you shouldn't take /v/ so seriously and personally. They'll pretty much shit on any game just to get a rise out of people like you. It's literally just fanboy wars and trolls trolling trolls are day. Also gaming news shit storms and 'politics'. That's about it.

>> No.2529104

>trolls trolling trolls
Shitposting is not trolling. It's just blunt vitriol. There's nothing to it.

>> No.2529108

>Plutonia 2 map11
Yeah I think I'm done here

>> No.2529120

the map cheat trivializes it

>> No.2529147
File: 101 KB, 640x480, 1436554459.png [View same] [iqdb] [saucenao] [google] [report]

keep practising anon, one day you will get through it without a scratch.

>> No.2529425
File: 282 KB, 1023x638, Aliens The Ultimate Doom.png [View same] [iqdb] [saucenao] [google] [report]

I really enjoy Aliens The Ultimate Doom.

It's essentially what Doom would have been had the whole licensed alien franchise game thing never got dropped.

>> No.2529456

>It's essentially what Doom would have been had the whole licensed alien franchise game thing never got dropped.

>> No.2529480

sorry, but I was out with friends
can we try out the MP tomorrow?

>> No.2529487

that he admitted to going there in the first place unironically is cause for concern

>> No.2529492
File: 85 KB, 1280x720, ACM_DOOM2.jpg [View same] [iqdb] [saucenao] [google] [report]

> not ACM_DOOM2


>> No.2529505

Sure thing man. I should be available all day this time.

>> No.2529587



>> No.2529587,1 [INTERNAL] 

no, there are many other mods.
But Brutal Doom is actually THAT good!

Whatever floats your boat.
Just stop crying because your favorite mod doesn't that much attention!

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