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2554013 No.2554013 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2537853 >>2546161
(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.2554014


[07-20] Quake I Touch, get it while it's free

[07-19] After two years, here is ProjectILE v0.08

[07-19] Classic Arcade (AKA the widely-featured "Doom in Doom" video)

[07-14] OMG Weapons and Monsters! V5 - Tenth anniversary edition

[07-13] AtomicGamer (Doomworld's host) are shutting down, a move is planned.

[07-13] SCOOMM (the point-and-click adventure game interface often posted here) is announced

[07-12] Tiny Tunes Adventures in GZDoom

[07-09] Prototype, five maps for Ultimate Doom E4

[07-08] Two more mainstream press articles on Doom

[07-06] GLOOME, a commercially-compatible GZDoom fork in the vein of DECK

[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)


Please reply to this post with news.

>> No.2554045

Autoaim, on or off?

>> No.2554047

If it's something with freelook, off. It fucks with things that arc like grenade launchers

>> No.2554048

off, because i use
and because i like being able to shoot the barrel behind the bastard in front of me

>> No.2554049

If free mouselook is off, autoaim is on. If free mouselook is on, autoaim is off.

>> No.2554054

on, because i generally play doom/boom complevel maps, in prboom.

>> No.2554070

on without free look

doom is much more engaging and interesting to play with the original limitations

free look without auto aim feels like cheating

>> No.2554079 [DELETED] 

I disagree. I think freelook makes doom play better and more immersive.

>> No.2554090

i have zdoom configured for freelook and no autoaim, but i only use zdoom for gameplay mods. so traditionalism has already gone out of the window.

>free look without auto aim feels like cheating
>I think freelook makes doom play better and more immersive.

i can see both these points of view and i think they are both valid even though they contradict. "freelook makes the game too easy" - it can do indeed, especially the original maps. but at the same time especially if you played lots of other FPSes where you *can* look up and down, the inability to do so is an immersion breaking restriction.

>> No.2554108

i read recently he wouldn't let them use the sega saturn's hardware renderer* because of the way it distorted the textures**, so i wouldn't be surprised if he refused software freelook for the same reason. and nobody saw it as much of a restriction because they weren't used to having it from other games.

* http://itrunsdoom.tumblr.com/post/100366595303/when-i-started-the-project-i-had-to-do-a-demo-for
** https://twitter.com/ID_AA_Carmack/status/519828531950665728

>> No.2554120
File: 2.23 MB, 1133x877, subicat2.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know when/why okuplok90 deleted all his videos from youtube? And if they're available anywhere else?

>> No.2554127

Meh, I enjoy freelook, the only one I'm forcing it on is myself. When I introduce doom and it's years of wads I never mention that freelook is an option on some ports, I'll let them figure it out on their own and determine if it's good for them or not.

>> No.2554137

no idea, sorry. didn't know he had. but i guess that answers the question of whether he'll ever finish untitled2 in the negative. not greatly surprising, but still.

>> No.2554194
File: 634 KB, 1700x2338, rzVSBpW.jpg [View same] [iqdb] [saucenao] [google] [report]

Posting Doom 4 article scan.

>> No.2554195

Why is Adventures of Square so fun?

>> No.2554196
File: 488 KB, 1700x2338, AjUdcTe.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2554198

pretty much this, I've only recently started using freelook in single player and co-op without autoaim and I've yet to have any major issues with switching between freelook being enabled/disabled

and being able to finally use railguns properly feels neat, not gonna lie

>> No.2554205

stop it

doom 4 is shit

go back to halo

>> No.2554209
File: 883 KB, 640x480, pop in 1.webm [View same] [iqdb] [saucenao] [google] [report]

I'm just posting it for the sake of discussion. /vr/'s been getting kind of slow lately.

>> No.2554230

>Except it doesn't like that there isn't a 'SKYLIT' and thus the texture kept disappearing during lightning flashes.

You should have it defined in your ANIMDEFS. That's what "texture SKYLIT" means. Literally "Make a new texture named SKYLIT that uses these frames."

>> No.2554231 [DELETED] 

no stop it

i'm commanding you

>> No.2554232
File: 24 KB, 222x221, quit gettin mad at video games.gif [View same] [iqdb] [saucenao] [google] [report]

woah dont cut yourself on that edge bro

>> No.2554235 [DELETED] 

>doom babies
kek :^)

>> No.2554237

Usually I play with it on, as I find Doom feels off with freelook (especially in software mode).

Though, when in the off chance that I play with gameplay mods, I use freelook with no autoaim.

>> No.2554240

>free look without auto aim feels like cheating

If you actively use it to shoot switches and the boss while in a position that normally wouldn't be traditionally possible, then its cheating. Otherwise, while gameplay dynamics aren't the same, there isn't any gamebreaking advantage to using it.

>> No.2554241

>I'm just posting it for the sake of discussion.
This isn't the right board for Doom 4 discussion.

>> No.2554242

You really don't know why you're talking about.

>> No.2554245

Explain why he's wrong, then, please.

>> No.2554265
File: 1.95 MB, 854x480, 1430569267990.webm [View same] [iqdb] [saucenao] [google] [report]

So many reasons.

1) If enemies are too far in the distance and are on a higher plane than you your auto aim won't be able to pick up on them. In order to shoot them you have to get closer. This makes a dramatic difference to gameplay situations; not so much in the piss easy Doom1&2, but you can also feel it on maps in Plutonia and fan made megawads.
2) Not being able to look up or down makes things trickier to find secrets and falling on platforms beneath becomes harder
3) You are at mercy of the autoaim. The auto aim will dictate that you kill a closer enemy before you can kill an enemy in the distance should it be standing in front of it. This reduces your tactile advantage when it might be more beneficial to kill an enemy in the distance first. You may have a cyberdemon firing rockets at you on a higher plane in the distance, but have a group of pinkies on a lower plane beneath you that you will have to deal with before dealing with the cyberdemon, as an example.
4) Again at the mercy of auto-aim, if enemies are higher up you have to make sure the auto aim detects them before you fire things like rockets at them. This often means going right where they can see you to get the required shot. Without the auto aim + free look you could easily place rockets by standing at angles where enemies can't see. This makes things far, far less engaging.

Plenty of other nuances, too. Constantly being limited by the autoaim detecting enemies makes things much tricker than having perfect 1:1 aim and constantly results in a more engaging game. Doom enemies are slow as fuck and its ridiculously easy to put your reticule on them and shoot. Bottom line, shit is much easier with free look + auto aim disabled. Go play Scythe 2 with free look and no auto aim, then replay it without free look + auto aim and try telling me it's not different.

>> No.2554272

All you've basically said was that its easier to use freelook with no autoaim.

Easier does not inherently mean gamebreaking.

>> No.2554280

I didn't say outright game breaking. I said to me it feels like cheating and it really does. I've argued my points coherently and explained why this is so. The point of cheats is to make a game easier, and that's what free look + no auto aim does. If this triggers you that's your problem.

Just look at that webm. With free look I could easily place rockets on those spiders and pain elementals from the distance instead of having to get closer, and that's only one example. That's an easy as fuck map that gets nothing on modern doom community wad standards. There's a reason why the speed run community doesn't allow using free look and that's because it's pretty much cheating. If you prefer to play Doom that way it's fine, whatever, but don't get mad when someone points out why it makes the game significantly easier.

>> No.2554284

>I didn't say outright game breaking

I said
>Otherwise, while gameplay dynamics aren't the same, there isn't any gamebreaking advantage to using it.

To which you replied with
>You really don't know why you're talking about.

>> No.2554285

I don't think that anon just meant that it was easier, certain inherent things to Doom played with freelook without autoaim are lost. It gives you a different experience than what was intended.

>> No.2554287


Gotta say that Revenant is looking hella rad. Pretty much best monster graphics I've seen in any game. Of course they could do the classic bait and switch with the graphics, but at least it's a proof that there's competent artists in the team.

>> No.2554289

You're being argumentative and too caught up in semantics. Free look + no auto aim is cheating, deal with it.

>> No.2554294

>all this backpedaling

>> No.2554296

What do you guys recommend to me if I enjoy Scythe I a lot? I like the tiny stages and sometimes claustrophobic nature of them.

>> No.2554301

Going Down
Swift Death

>> No.2554302

Not really. I didn't say 'outright game breaking' and that remains true.

Meanwhile all these gameplay nuances are kill and are explained here >>2554265 >>2554280. While not 'outright gamebreaking, that sure is a lot of 'game breaking'.

Enjoy your free look handicap on HMP tho ;^)

>> No.2554303

Demonfear, Mini Level Megawad, TVR!, Rebirth, Swift Death if you can stand the difficulty

>> No.2554307

>While not 'outright gamebreaking, that sure is a lot of 'game breaking'.

Congratulations! You've killed your own point.

>> No.2554308

Will download. Thank you.

>> No.2554309

>Otherwise, while gameplay dynamics aren't the same, there isn't any gamebreaking advantage to using it.
>there isn't any gamebreaking advantage to using it.
But that's wrong.

>> No.2554310

Apparently you don't know what 'outright' means. Too bad :x

>> No.2554312

>But that's wrong.
Except its not. And the posts >>2554265 and >>2554280 havent proven shit, outside of "its easier"

>> No.2554314

Easier = cheating
Game breaking in many ways, but not completely game breaking
That's all I'm saying babby boy

>> No.2554316

>Easier = cheating

So stop playing on UV, and play legit in Nightmare.

>> No.2554317

There is a clear 'gamebreaking advantage' to using free look + auto aim, which is why it's not allowed in speedrun communities. kthx

>> No.2554318

>So many reasons.
Thanks for actually typing out an explanation!

>> No.2554320

Apparently you don't know what Game breaking means.Theres no "sorta" nor "ouright", its either the full package, or nothing at all.

>> No.2554321 [DELETED] 

Fuck off to /v/ if you are going to be vomiting shit to each other for the rest of the thread.

>> No.2554324

zdoom as a whole is not allowed in speedrun communities. Compet-N was strictly the original engine.

>> No.2554325
File: 76 KB, 470x531, keanu.jpg [View same] [iqdb] [saucenao] [google] [report]

>play legit
>use free look

>> No.2554334
File: 67 KB, 640x480, 1437489828.png [View same] [iqdb] [saucenao] [google] [report]

it is certainly highly situational.

for another example similar to your own consider this archvile in a cage high up a wall on tnt map15. if you are outside autoaim range, you can't hit it, but archviles will not attack you outside of a certain distance which happens to be the same as the autoaim range. so with freelook, i can stand outside out attack range and kill the monster completely risk-free, but with autoaim i must step into range and risk being attacked to defeat it.

however i can't see the harm in using freelook to shoot things that autoaim could have targeted itself. it's when you start hitting things that are outside of autoaim range that it becomes questionable.

>> No.2554347

off and with free/mouse look enabled. I grew up playing the Marathon series and its just feels more natural to me this way, also auto aim get me killed a lot with the fucking rocket launcher and feels like cheating IMO

>> No.2554367

/doom/ never ceases to amaze me at how elitist its community gets

>> No.2554381

>The game is easier with autoaim off
>Easier with autoaim off
Am I hearing this right? Personally I like to play no-freelook autoaim because it increases the pace of the game. I don't have to care about aiming in the right exact position, just generally correct.


alias freeon "freelook true; crosshair 1; autoaim 0; echo Freelook on.; bind kp0 freeoff"; alias freeoff "freelook false; centerview; crosshair 0; autoaim 5000; echo Freelook off.; bind kp0 freeon"; freeoff

>> No.2554385

>however i can't see the harm in using freelook to shoot things that autoaim could have targeted itself.
No, even then you're disadvantaged by the auto-aim because it has to actually pick up on the enemies in order to shoot them on a higher plane. A good example is Plutonia map 7: Caughtyard. when you start you're surrounded by higher up revenants on all sides. With free look it would be much easier to strafe around at the bottom and get those easy shots with your rockets to exactly where you want them to go on the revs. Without the free look and using auto aim though it's much easier to miss and have your rockets hit the wall in front of you instead of actually tracking the revs (more difficult to do while you're strafing around and dodging their rockets). On top of that revenants can move away from where the auto-aimed rocket was shot; if you had free look control you could shoot your rocket towards the direction they are moving.


For your own archvile example, with free look you could aim up at the archvile from an angle even within the auto aim detection radius, but you could be at an angle where he can't see you and your auto aim wouldn't normally be able to detect him. Then it's just a few easy rockets and he's dead; rockets you otherwise wouldn't be able to shoot at him from that angle.

>> No.2554389

>>2554385 continued

All these little nuances add up and make a dramatic difference to gameplay. Being at the whims of your auto aim and not having free look essentially handicaps you quite palpably if you're not sticking to the original wads (excluding Plutonia), and results in far more dynamic combat, which I think actually makes the game better. Playing with free look and getting shots that I know I wouldn't be able to get otherwise feels like plain cheating to me, and it also makes the game a lot more boring because there's not that need to get closer or be in a range where an enemy can also shoot you. It doesn't sound like much, but if you've played a lot of Doom you'd know it is. But play the game however you want m8.

>> No.2554394

It is definitely easier because of the reasons given. You won't really feel that much difference on Doom1&2, but play community megawads and it's in your face.

Free look doesn't make shit harder in Doom because Doom monsters are slow as fucking balls. It's really not difficult to aim up in the air at a cacodemon that's suspended there moving 2 snails per hour. Not to mention that Doom monsters have ridiculously large hitboxes on top of that so it's like impossible to miss (if you're not retarded).

>> No.2554396

I have a better question

Infinitely tall actors on or off?

>> No.2554413

Caughtyard is an excellent map to use when explaining the difference between Autoaiming and not (not to mention being a great Dead Simple map in general)..

>> No.2554416


Off because crowd surfing is fun

>> No.2554421

I'm glad you get it man. And yeah Caughtyard is awesome.

>> No.2554423

Off. Vanilla behavior be damned, there's something real weird about not being able to run under a group of lost souls or cacos.

>> No.2554424


>the entire UV-max playthroughs of Sunder are gone
>several other important UV-max videos are also gone

Jesus fucking shitting christ.

>> No.2554431


That's true, I can't even find his channel anymore. Fan-fucking-tastic.

>> No.2554457

That's so cool!

>> No.2554465

Off, with freelook.
I hate auto-aim and I like being able to aim for myself.

Small red dot crosshair.
I never use it to break sequence in vanilla or vanilla style maps though. Some people don't seem to be able to help themselves from doing this so they force themselves to turn features like these off. They have similar ideas with jumping and crouching apparently.

To me, auto-aim always felt like a cheat thing, but then, for Doom it was originally a work-around for not being able to look up and down.

I feel that if it's possible to look up and down, there's no reason for me to use auto-aim at all and I leave it off because I hate how it has different priorities than me.

>> No.2554491

>Last thread >>2537853 >>2546161
y' fucked up

>> No.2554601

that was in fact deliberate. the previous thread's backlink was wrong, so i put two in this one. you get a branch in the chain, which i think is better than it being broken. see also https://archive.moe/vr/thread/2327592/

>> No.2554645

shrug. all the lmps still exist. who watches demos on youtube?

it seems like most of his sunder times have been beaten anyway.

>> No.2554669


What's quicker?

>Open up youtube
>look up "hell revealed 2 uvmax map10"
>watch video


>look up prboom+
>download prboom+
>look up DSDA
>look up for Hell revealed 2
>look up for said demo
>download demo
>put it on the prb+ folder
>write command line
>watch demo

Plenty of people watch the -viddumps of youtube, and whether people like it or not, the Doom 2 WRs have been watched on youtube more than the demos themselves.-

>> No.2554673


let him be, he obviously feel superior for knowing how demo playback works

>> No.2554686

Are there any texture mods you guys recommend?

>> No.2554689
File: 200 KB, 1008x792, arch_vile_by_emortal982-d66m6g8.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw in a frenzy of modding productivity but I'm doing everything except what I actually need to be working on

>> No.2554716

Anyone know any simple kill-them-all wads like 1squares? Not looking for anything particularly maze-like, just something where I can just continuously rip and tear.

>> No.2554721

You completely miss the point of Doom.

>> No.2554748


>> No.2554756


Pretty much any invasion map.

>> No.2554762

I get Doom, but all I want is a map with a bunch of enemies and an open-ish area, something more carefree to waste time and relax with.

>> No.2554778


There was one thing called "Futility" that was really cool.

>> No.2554812

You too?

>> No.2554828

I won't even be using half of the shit I've been working on recently, but it's a great way to kill time. Especially happy about this plasma gun sound that I made by lightly editing the sound of an old powder camera flash going off.

Anyway is marrub here?

>> No.2554832

Yeah. Sup?

>> No.2554846

I was wondering if there was a possibility to expand or revamp the main/options menus in GLOOME. Currently (g)zdoom seems to be hardcoded to upscale everything from 400*600 or some similar small resolution, and there are a ton of hardcoded text color translations at work that can't be changed with a MENUDEF lump.

I ran into this stuff learning about fonts and their use. Speaking of which, I personally think you should stick to/encourage composite fonts because they're the only ones that are remotely easy to edit.

>> No.2554849 [DELETED] 

Why are there so many goddamn furries modding doom? Disgusting.

>> No.2554852 [DELETED] 

As much as I agree, I would prefer if this wasn't discussed here.

>> No.2554867 [DELETED] 

lest we trigger someone around here.

>> No.2554882 [DELETED] 
File: 62 KB, 233x192, totalindifference.png [View same] [iqdb] [saucenao] [google] [report]

>Implying this isn't the exact kind of discussion we need

>> No.2554885 [DELETED] 

Who gives a fuck, as long as they keep their furshit to themselves.

>> No.2554889 [DELETED] 

>caring more about the creator than the product

>> No.2554907 [DELETED] 

When do /vg/ servers go up, typically? I want to shoot things. A lot.

>> No.2554980

Best map for samsara hijinx?

>> No.2554981

>Have a slew of fixes that need to be addressed
>Keep tinkering with weapon damage & behavior instead


>> No.2555019

>muh artificial difficulty

>> No.2555030

I want to play doom with you lot. What servers do you guys host?

>> No.2555036 [DELETED] 

>furries modding doom
>gives zero shreds of evidence of them doing so.

>> No.2555039
File: 535 KB, 1200x1200, Alliance_grenadiers2.jpg [View same] [iqdb] [saucenao] [google] [report]

> tfw not being NEET to play games with /vr/
god damn it

>> No.2555042 [DELETED] 

At least two of them are very highly proficient modders, but they don't make a big deal out of it and neither should we. Then there's the 'special' crowd that can usually be found in the Everything Else and Off Topic forum sections.

>> No.2555063 [DELETED] 

Yeah, and those highly proficient modders like to sneak furry porn into their mods. Gross.

>> No.2555067 [DELETED] 

The guy who made Mapgame is a furry. But it's a good wad so whatever.

>> No.2555071

Never heard of ProjectILE before. What is it?

>> No.2555074 [DELETED] 

>Doom baby confirms he's shit at video games

>> No.2555080 [DELETED] 

No, they don't. They guy you're thinking of is neither a "highly proficient modder" nor sneaking anything in as opposed to cramming filth in by the truckload.

>> No.2555093

pretty sure he was being sarcastic

>> No.2555114

Man, I just pick freelook because it's weird to not be able to look around. Whether or not it's harder or easier makes no difference to me. Makes me wonder though, does autoaim make it easier to shot enemies with the full spread of a shotgun? I always keep it off.

>> No.2555115 [DELETED] 

I hate that guy.

>> No.2555117

Autoaim only has any horizontal effect on projectile weapons. It's purely vertical for hitscans.

>> No.2555127

Oh, makes sense.

>> No.2555135

Oh, okay. But in a singular instance at least it has actually happened.

Can't say I'm a fan but I don't care enough to hate. Only thing that really grates me in the community is needless snark and elitism over "what doom is'.

>> No.2555153

Why the fuck did Doom 4 have to be such shit?

>> No.2555165

because devs these days are more concerned with producing a big spectacle that will hype normies/casuals into purchasing the game, than they are for making the game the best and most fun it can be

>> No.2555172

>Why the fuck did Doom 4 have to be such shit?
We literally haven't even played the game.

>> No.2555173

Man, after the hell that was Dead Simple, Tricks and Traps was a goddamn breeze.

I even got my dude some extra health and armour, all in one try. I was fairly surprised the invulnerability sphere didn't disappear; I know the Icon of Sin's spheres disappear on HMP and up.

Also, to the anon in the previous thread who was asking how I plan to kill Icon of Sin:

I don't. I'm considering my run complete once I make it there since to the best of my knowledge you can't legitimately enter the brain cavity. What I MIGHT do is see if I can somehow launch myself onto the little ledge in front of him and claim a moral victory from there (and briefly clip through to Romero.)

>> No.2555176

But they kept the gameplay demo from Quakecon a complete secret until E3. That seems antithetical to the idea of making a big spectacle. I've heard that what was shown at E3 was less comprehensive than the Quakecon demo, as well.

Either way, I think it might be too soon to start universally condemning it.

>> No.2555179

Load a dehacked/decorate patch to make a throwable chainsaw that expodes and play the final map with that.

Anyway, you're cool and what you're doing is cool. Keep at it.

>> No.2555187

Aren't you recording this? Would be fun to watch.

>> No.2555258

>That seems antithetical to the idea of making a big spectacle.

Is this a joke? Normals don't give a shit about Quakecon. They DO however jizz their pants over E3.
Holding out until E3 is EXACTLY what I'd do if I wanted to hype casuals up for my game.

>> No.2555314 [DELETED] 

Because Doom appeals to literally every sort of person.

Everyone loves guns, so naturally there's a bunch of furfags on /k/, most keep that part to themselves most of the time so most don't care, but it's there.

Same thing here, most of the furfags in the Doom communities are more subtle and down low about it, with some exceptions, like that one guy who coded a gay furry dating sim in ZDoom.

I personally really don't care so long as they put out good content and are an ok person. I mean, I might judge them a little, quietly, behind their back, but I don't think it radically changes things.

>> No.2555326

You sound like a lot of fun.

>> No.2555329

Why should anyone care?

>> No.2555353

Ha, I remember Scuba Steve putting furry art in Action Doom to screw with people on DW years ago. Wish I could've been there.

Also hi.

>> No.2555370

There was tentacle hentai in there too, hilariously enough.

>> No.2555380 [DELETED] 
File: 355 KB, 1131x396, 1421380628818.png [View same] [iqdb] [saucenao] [google] [report]

What a certain amount of them are unable to understand though is that it's nothing but a fetish, and instead of treating it such, they make their entire life about it and don't keep to themselves. The ONLY good furries are the ones that DO keep to themselves.

>> No.2555383


the last map with the overwhelmingly easy final boss, right?

>> No.2555390

but it's okay when /a/ does it amirite

>> No.2555394

...does anyone know of a decent weapon mod that adds multiple semi-automatic rifles (bolt action, sniper, etc)? Most that I've gone through only offer up a single assault rifle or something of that nature in the chaingun spot.

Any direction/help is appreciated

>> No.2555395

Oblige is down, any other places I can download it?

>> No.2555398

As long as /a/ does its thing inside /a/ then I don't see the problem.

>> No.2555405

Good luck with that, thing is in doom you don't exactly need snipers due to the average range and pace of combat, and a semi auto already takes a "role" so to speak.

Your best bet would be RGA2.

>> No.2555406

You're posting on /a/: The Website, bro. The Archfaggot made 4chan so he could talk about anime away from goons.

>> No.2555408

no idea, but i can upload 6.20 (and 4.28) if you want

>> No.2555423

Dynamo you absolute madman

>> No.2555450
File: 206 KB, 960x820, 1410785348602.jpg [View same] [iqdb] [saucenao] [google] [report]


>tfw in the exact opposite situation
>haven't touched either project in over a month
>just been idling about playing other video games

>> No.2555537

>2 weeks ago
>spend money on new computer
>all I've played since is Doom, Wolf TNO and Half-Life 2

>> No.2555539

Didn't mean to trip, woops.

>> No.2555619

>The Archfaggot made 4chan so he could talk about anime away from goons.
And M.U.G.E.N was originally a Shmup engine. Your point?

Seriously I fucking hate the "it was originally for anime" defense.

>> No.2555620

nothing's really wrong with autoaim and in a lot of ways it makes the game easier but saying it makes a better experience because it sometimes just doesnt aim right is objectively artificial difficulty. i'm also bitter because of how many times it's made the rocket launcher kill me

>> No.2555624 [DELETED] 

Anyone have some GZDoom screenshots with lots of lights?

I want to see what some LUTs look like on them before I bother trying to get them applied to GZDoom.

>> No.2555625

nothing's really wrong with it outside of the chainsaw executions

also are the same guys who made that new wolfenstein game working on it cause thats actually one of my favorite current gen fpses.

>> No.2555626

Those first two are pretty valid since GZDoom requires OpenGL 3 and Wolf TNO has higher specs.

>> No.2555646

Basically a random anon fucking around with DECORATE. The big thing it changes is that no weapon is a hitscan anymore. The rest is all in the readme.

>> No.2555751
File: 637 KB, 320x240, no I really didn't care about losing health but I could do it better if I tried.webm [View same] [iqdb] [saucenao] [google] [report]

>nothing's really wrong with it outside of the chainsaw executions
oh no the dreaded chainsaw executions
i cant believe i have to stand in front of the guy and hold the left mouse button because that's totally not what i was already doing

>> No.2555774


The difference here is you're in control, you can stop chainsawing and back off whenever you want. With Doom 4's chainsaw it's more of an absolute thing, you're either cutting them down or you're not.

So it'll most likely be unusable on certain monsters and become even more of a situational weapon

>> No.2555786

Well on one hand it creates an awkward Monopoly 'stop and go' to the action flow, double-jump over here and then stand for a couple seconds watching the same chainsaw cutscene you've seen twenty-seven times already play out. And at least with the classic Chainsaw you could break off or side-strafe a little, allowing for attack avoidance if you're not in a blind bloody rush.

On the other hand it seems a lot of the Chainsaw and Execution anger mostly comes from the fact that it's an uncontrolled cutscene, in the sense of it being practically taboo among gamers on the net who proclaim themselves to have standards. I'm not saying that as a general thing towards all but it's just this general attitude in gaming towards practically everything remotely 'cinematic' now. I don't like it myself but I can tell at least some people aren't actually fully understanding the circumstances.

>> No.2555920

Thank you, and many earnest thanks to the anon who helped me last thread. I messed around with video uploading today and got it filmed. Still don't know how to make webms, though, and Fraps outputs to AVI which apparently doesn't like 720p or 60FPS proper.

>> No.2555984 [DELETED] 
File: 266 KB, 1280x720, 1405136110013.png [View same] [iqdb] [saucenao] [google] [report]

>read the comments on doom 4 vs classic doom videos

god, I fucking hate this fucktarded fad so much

what baffles me is the fact that most of these retards try to pass off as LE TRU DEEM FANS DURR just to get into the "cool kids who dislike doom 4" club and don't even bother playing any other mod or know shit about the community to begin with

>> No.2556026

>many earnest thanks to the anon who helped me last thread.
Still here!

>Still don't know how to make webms
Maybe I'm the worst person to talk about this kind of thing because >linuxfag but I do it all manually with FFMpeg, which is a command line encoding tool which was pretty much repurposed into a "convert anything into anything else" machine, but it's really powerful.

However, again, command line.

>Still don't know how to make webms, though, and Fraps outputs to AVI which apparently doesn't like 720p or 60FPS proper.
IIRC Fraps records raw AVIs, which means they're bloated and capture literally everything with no encoding.

If you can spare it I'd suggest OBS or something, or if you want to go full-on geek, you can get FFMpeg to record for you. (Hell, my recording software is just an FFMpeg wrapper.)

Holy shit it works! Now to complete the effect we can add a world/lightning entry in SNDINFO

But that might be asking too much.

>> No.2556060

¿Is Doom enjoyable with a controller (like the PS3 controller)? ¿It is easier or harder to play with? I'm looking to other ways to play it besides Mouse+KB, and I don't have a Bluetooth Keyboard for my cellphone (where I play now)

>> No.2556069

It's alright. I've beaten the Playstation port (THE BEST DOOM EVER - John Romero, creator of DOOM), and it plays fine. The shoulder buttons strafe and you won't have problems. Your thumbs will get worn a bit raw by the Playstation's rough d-pad though.

Also, we don't start sentences with punctuation in English.

>> No.2556075 [DELETED] 

Where do I get quakespasm ?
Sourceforge is still being a piece of shit.

>> No.2556109

LOL, al least I know enough English to be here. Thanks for the help, tho. I've though it was better to just use the analog sticks, but the shoulder buttons idea sounds interesting to try.

>> No.2556135
File: 17 KB, 430x305, tabwirgame2.jpg [View same] [iqdb] [saucenao] [google] [report]

I own a bluetooth cell phone controller that is modeled after the Playstation controller. It works just fine for Doom. Most ports allow you to change the control mapping to however you want so I'm sure you could use analog sticks.

Your English is very good by the way!

>> No.2556136

Except you don't "stand in front of the guy and hold the mouse button". How did you fail to notice the blue glow and "Press X to execute" ?

>> No.2556142

it would play similar to metroid prime or snes doom with the shoulder button setup.

how are you playing doom on a phone? are you dosboxing the old executables, or are you playing a specific app port?

>> No.2556182

Not that anon, but assuming he's playing on android there's D-Touch which has ports of GZDoom, Chocolate Doom, and PrBoom in it.

>> No.2556301

Oh fuck. Was it Okuplok90 that did UV Maxed Holy Hell's map 5?

>> No.2556324

>Good luck with that, thing is in doom you don't exactly need snipers due to the average range and pace of combat
I always admired Serious sam: TSE for making sniping fast and fun.

>> No.2556328

>doing repetitive task over and over again

>> No.2556340

i agree, hitting w, a, s, or d and occasionally mouse 1 at the same enemies for 21 years is boring as hell

>> No.2556343

I'm using D-Touch, like >>2556182 said. That app has the option to use analogs, so that's why I asked, but I'll try playing it like you said, for shits and giggles.

>> No.2556370

that's not the only reason I'm saying the auto aim is better though. auto aim basically forces you to get shots in places within an enemies range (rather than shoot rockets from places he wouldn't be able to hit you), normally at more direct angles, and you have to be closer within the range that the aim can pick up the enemies. This results in far more dynamic gameplay which I believe makes the game much better. I'm kind of bored of explaining this now tbh

>> No.2556443


Okuplok was known for liking slaughterwads, so if I had to guess, he indeed was.

Also the map01 playthrough is also gone; you know the one

>> No.2556451

Every time I went to Youtube for anything Doom-related, that damn video would be Recommended For You until I cleared all cookies.

I'm glad it's gone.

>> No.2556490

I kinda wish there was something like ZDL, that was designed around recording and loading up .lmp files

>> No.2556525

Now that I can post from my phone, is there a port of games like Blood, Duke 3D, and Shadow Warrior for Android available, like D touch?

I have a S3 and do not know if it is powerfull enought.

Also, where can I get D touch? Can't find it in the play store.

What are some good "Android playable" Doom wads?

>> No.2556553
File: 1.96 MB, 1360x768, knifegun.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2556590

How did you get hell knights in doom 1?

>> No.2556593

Loaded doom2 as a PWAD.

>> No.2556661


Because announcing a huge title and then immediately hushing all attendees and press in this day and age is exactly the opposite of what you do to make a spectacle, I can't believe I'm having to explain this to you.

Or maybe I can if we're having a "hss filthy casualsssss" conversation. You're out of touch, anon.

>> No.2556689

How come I can't get the Plutonia intermission messages to show when I play Plutonia in Chocolate Doom? They're just showing the Doom II messages.
Am I retarded or is this a common problem?

>> No.2556694

Are you loading it as an iwad, or as a pwad?

>> No.2556705

I made a shortcut to this location:
T:\doom\chocolate-doom-2.2.0-win32\chocolate-doom.exe -iwad ./wads/plutonia.wad

Did I do something wrong?
If I remember correctly it also did this when I played it in the Steam DOSBox version a couple years ago too. For the longest time I just assumed Plutonia had no original story

>> No.2556713

I just used cheats to skip to level 6 in TNT and noclip to the exit, and it just showed a Doom II message there as well

>> No.2556757

Thanks to whoever the anon was that pointed me in the direction of RGA/RGH yesterday. They were exactly what I was looking for. Much appreciated

>> No.2556762

you don't need to put it in prb+ folder nor write any command lines, just download demo, double click it, open with prb+ and it'll playback just fine

btw, besides a few select demos, almost none get uploaded to youtube anymore, I stopped uploading them when youtube turned to shit some years ago

>> No.2556774


You can ignore these posts now, I found a solution.

I don't know why, but when I use a .bat file instead of using windows shortcuts it works correctly. Weird.

>> No.2556848

probably because ./ refers to a different working directory between the two. if you'd put the full path to plutonia.wad instead of a relative path it might have worked better.

>> No.2556880

no one?

>> No.2556883

D-Touch moved to Amazon.

>> No.2556907 [DELETED] 

nigga why would you wanna play those games on you're phone lmao

>> No.2556941

>play TNT map01 -solo-net
>Cyberdemon in the outdoor area near the blue door.


>> No.2556967


For me, I keep getting that fucking Death Battle video.
I wish it was gone.

>> No.2556970

I just learned about this and holy crap is this different from UV.

If only more maps added monster spawns flagged as multiplayer.

>> No.2557005

I like that in BTSX E1M01, theres a Spider Mastermind waiting to great you by the entrance of the base.

>> No.2557019 [DELETED] 

>fun is objective

>> No.2557026

Any resources for a coding newbie who wants to learn DECORATE?

Modding has been something I've wanted to try for a long time but I don't know where the fuck on the ZDoom wiki I should start?

>> No.2557035

Look at the existing actors/weapons/enemies first, and then decide to make whatever sounds fun. A baron who fires a shmup-style storm of fireballs? A zombieman who teleports around, an archvile who instead shoots a huge flamethrower, etc.

And then learn as you do.

>> No.2557040


>> No.2557067

Okay so, anon from earlier.
If I want to have the player use an attack to interact with monsters in an AoE, how would I go about starting that?

>> No.2557079

>video games
>serious business
do you nerds ever reflect upon yourselves and what you're doing with your time? do you have any self awareness?

like seriously holy hell. it's just fucking VIDEO GAMES. You talk about 'fun' like it's a fucking science or some shite. I'm not sure you poindexters even know what "fun" actually is 'cause you sure as hell will never be the life of any party tbh.

>> No.2557089 [DELETED] 

tbh ur reading comprehension is garbo fam lol smh

>> No.2557095

rip house of wacky

>> No.2557097 [DELETED] 

Hey Faggot,

My name is John, and I hate you. You're a fat, retarded, no-life who spends every second of his day looking at stupid ass pictures. You are everything bad in the world. Honestly, have you ever gotten any pussy? I mean, I guess it's fun making fun of people because of your own insecurities, but you take to a whole new level. This is even worse than jerking off to pictures on Gawker.

Don't be a stranger. Just hit me with your best shot. I'm pretty much perfect. I was captain of the football team, and starter on my basketball team. What sports do you play, other than "jack off to naked drawn Japanese people"? I also get straight A's, and have a banging hot girlfriend (She just blew me; Shit was SO cash). You just a faggot who should just kill himself. Thanks for listening.

>> No.2557101

lolwut it was obvious what you meant nerd. you were using epic maymay arrows to reduce that other nerd's statement to 'fun is objective'; your point being that different people find different things fun. bravo. I knew exactly what you meant when I wrote my epic post. the tldr of it is tbh: ur gay as fuck lmao

>> No.2557105 [DELETED] 

tbh ur epicly gay bro lol #rekt

>> No.2557109 [DELETED] 

i know u r lmao :^)

>> No.2557179
File: 114 KB, 640x480, 1437593417.png [View same] [iqdb] [saucenao] [google] [report]

wow. fortunately, there's a plasma gun to deal with it.

i also noticed this.

>> No.2557184
File: 18 KB, 716x488, a4d9f59959d4f278a458c82b5a9483f5.png [View same] [iqdb] [saucenao] [google] [report]

Alright, for a test run I decided to make a chainsaw replacement that's a fastmoving fist with berserker qualities. I pick it up, plays the sound, and fires at the speed I want it to....but the damage is the same paltry fist damage.

Here's the code, where am I going wrong here?

>> No.2557198

I have a Quake related issue that I need help with. I have a copy of Quake Arcade Tournament Edition that I'm trying to get to run on my PC in ProQuake. I get the following error when I try to load it as a mod:

SZ_GetSpace: overflow without allowoverflow set

Does anyone know what to do about this?

>> No.2557206

Try replacing A_Punch with A_CustomPunch in line 20. that will allow you to set a couple of parameters, including the amount of damage it does.


>> No.2557214

Source of the pic?

>> No.2557245

it says
>consider this archvile in a cage high up a wall on tnt map15.
or did you mean something different?

>> No.2557267

The way the 'powerstrength' boost works is that a punch does 2x1d10 damage if you don't have berserk, and 10 times as much if you do.
Instead of having it automatically give you berserk, you could just make A_CustomPunch like >>2557206 said, and make it do '20 * random(1, 10)' damage.

>> No.2557278

Yeah, didn't even read the post, my bad.

>> No.2557308
File: 2.50 MB, 640x480, HE IS STRONG.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks for the help, this is the result.
It's shitty, but it's a start.

>> No.2557321

heh you went a bit wrong with that trooper at 0:10

still, nicely done. i wonder why A_Punch didn't pick up that you had PowerStrength? oh well, who knows.

>> No.2557357

is that smooth doom?

>> No.2557362

Anyone have a mirror download of BASSMIDI System Synth? It's down on their website.

>> No.2557443

To be fair, it takes a lot longer in Doom 4, even on basic enemies. As far as we've seen, anyways. And you are still in control of your movement in the originals.
I don't mind the change too much, but still.
>Except you don't "stand in front of the guy and hold the mouse button"
You do, though.
>How did you fail to notice the blue glow and "Press X to execute" ?
Those aren't for the chainsaw.

>> No.2557472

Yeah, didn't have my mouse on me so i was kinda flailing about
Yes. The monsters only file at that.

>> No.2557492

Hopefully they make the long executions only for heavy, boss-tier monsters like a mancubi or baron, and make special 'swish' executions for grunts and imps. Something to keep the pace going well.

And also stealing a revenant jetpack, since they're going to make jumping a thing.

>> No.2557501

So, according to the Q3 bot phrases from doom, and the pure existence of soulspheres, each soulsphere, megasphere, and godsphere are souls that doomguy consumes and keeps with him.

What do you think each of the different spheres are? Obviously, soulspheres are simply a human life, captured by demon magic. But are megaspheres simply stronger souls? Or are they the souls of people you knew, or are they particularly pure souls, or are they soulspheres with heavier enchantments on them?

And on that note, what are godspheres? Are they demonic? Or how are they different?

>> No.2557502
File: 2.86 MB, 640x480, IS HE STRONG.webm [View same] [iqdb] [saucenao] [google] [report]

Decided to fuck around with the weapon some more.

Now the fist shoots a railgun that deals a whopping 1 damage.

The fist still hurts like a bitch, though.

>> No.2557504

Oh. You do? They're not? I will have to watch the video again, more carefully.

>> No.2557506

I just kind of assumed it was all just demon magic.

I don't regard Q3 as cannon to anything.

>> No.2557507

>And on that note, what are godspheres? Are they demonic? Or how are they different?
other than a strange name for an invulnerability (cf. god mode) i have no idea

>> No.2557524

>Hopefully they make the long executions only for heavy, boss-tier monsters like a mancubi or baron, and make special 'swish' executions for grunts and imps.
I hope so too.
There was a moment where instead of doing a melee execution, doomguy just punched the fucker and that was the end of it. I wonder if that means that some executions are faster, or that we do have melee, even if it's just a quick melee button.
Yup. Normal glory kills (I think that's what they call them) require you to damage the enemy first, even "basic" ones. Chainsaw just instakilled them (I need to rewatch to see if that ammo counter it has goes down with each kill) but they only showed it being used against imps and shit, not the big monsters.

>> No.2557526

Is scoredoom still the best generic 'score keeping' mod when it comes to keeping personal leaderboards? Or is there something better/more updated?

>> No.2557542

Okay, I'm trying to get something to spawn, how do I force an actor to spawn something?

>> No.2557548

You put the A_spawnitem("itemname") function in one of their states.

>> No.2557549

I always assumed they were demonic. They've got lots of teeth and red eyes, after all.

Go to options, display options, opengl, texture options, and turn off the texture filter mode. Then they won't be blurry blobs anymore.

Also, in display options, you can turn 'rocket trails', 'blood type', and 'bullet puff type' to sprites or pixels, which is way better than the foggy smokey shit you have.

>Melee execution on cacodemon
>Tears out eye and stomps on it
I want this.

>> No.2557552


Though keep in mind, it might not spawn if there's something in the way, if it's a solid object. Similarly to the way you can abort pain elemental babies by getting all up in their face.

That's why I plan on making 'freed souls' in ProjectILE nonsolid when I'm back from my vacation. I'm testing the monsters with GMOTA right now.

>> No.2557562
File: 551 KB, 1364x768, piss out my goddamn asshole.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'm punching the air and nothing is spawning....
Any alternatives?

>> No.2557569

Oh, with weapons, you'll want to use A_FireCustomMissile


>> No.2557572

Yeah, I tried that earlier but I ran into the problem with the object not spawning. Is it possible to make the object nonsolid once it's spawned?

>> No.2557574

It might be easier to have the object automatically nonsolid.

Other than that, maybe look up A_SpawnItemEx?

>> No.2557582

Take a screenshot of your punch state anon.

>> No.2557586

the thing in the invulnerability sphere is actually the original lost soul, if you didn't know.


>> No.2557590

What I'm trying to do is have the fist shoot out a custom missile that inherits a rocket, and within the explosion, the frame right after the A_Explode, it spawns a monster out.

Explosion happens, monster doesn't spawn. My monster also has -SOLID, so I dunno how the fuck to force it to spawn

>> No.2557592

Try giving the missile a larger radius? Larger than the monster, at least. That way it'll detonate before it gets too close to the wall.

>> No.2557598
File: 2.85 MB, 320x240, tnt1solonet.webm [View same] [iqdb] [saucenao] [google] [report]

>>play TNT map01 -solo-net
>>Cyberdemon in the outdoor area near the blue door.
i tried this. it turned out not to be as troublesome as one might expect. this is my first exit, second attempt.

>> No.2557602
File: 2.49 MB, 640x480, fuck.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, so it spawns Revenants when shot at a certain angle, or sometimes when shot at eachother..?

I want to make it so it spawns them regardless of where it explodes.

I'll try that right now.

>> No.2557606

When it's done, you need to make smaller revenants and make the large revenants shoot missiles that make the smaller ones.

>> No.2557616

Still no dice...this is bothersome.

>> No.2557625

Try setting the monster's radius to 2.

>> No.2557628

>rapidfire punching spawns railgun shots or rockets that spawn revenants
...what are you trying to accomplish, exactly?

>> No.2557631

I was kind of flip flopping around for the sake of experimentation, but now I'm trying to have rockets that spawn Revenants.

I know, sounds indecisive.

So I tried radius 2 on the rev, now it's not spawning at all.

>> No.2557653
File: 2.86 MB, 640x480, it has begun.webm [View same] [iqdb] [saucenao] [google] [report]

ALRIGHT so after fucking around with the offsets a bit, i got it mostly working.

Every so often they will get stuck on walls but this is progress if I've ever seen it.

>> No.2557659

Make your rocket actor look like the IoS spawn cubes! Or tiny, tiny revenants.

>> No.2557670


>> No.2557672

You should change it into cute miniature pinkie demons, and make the rocket look like spawn cubes.

>> No.2557689

>Go to options, display options, opengl, texture options, and turn off the texture filter mode. Then they won't be blurry blobs anymore.
That doesn't effect particles. You're thinking of Options > Display Options > OpenGL Options > Preferences > Particle Style > Round

>> No.2557691

Whoops, sorry, you're right. I was thinking the monsters and stuff and forgot to specify that.

>> No.2557715
File: 20 KB, 100x100, tumblr_inline_nojzlrUGno1r3xpw3_500.gif [View same] [iqdb] [saucenao] [google] [report]


Here's the Revenant fist. It replaces the chainsaw.

Go nuts, It was a fun little way to test the waters.

>> No.2557717
File: 483 KB, 800x600, command.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks for reminding me I learned about pointers and then made a mod where you force other monsters to fight for you

>> No.2557749
File: 783 KB, 1920x1080, Screenshot_Doom_20150723_013610.png [View same] [iqdb] [saucenao] [google] [report]

When it said unreliable defenses it really meant it.

>> No.2557770

Googled the error.
>SZ_GetSpace: overflow without allowoverflow set"
>These error messages indicate various memory buffers overflowing, typically in the protocol. The
>major cause is too many things happening at startup, while playing or when loading saved games,
>typically occurring when playing on Hard/Nightmare skill due to more entities. Enhanced
>Win/GLQuake has higher limits and will print warnings when exceeding normal limits.

You're busting up some peculiar protocol limits somewhere. I have a hunch that either ProQuake does not raise the limits of these things (try a port that does, like FitzQuake or its successor, Quakespasm), or Tournament Edition is simply customized too much to be playable without MAME.

>> No.2557778
File: 510 KB, 2560x1440, 2015-07-23_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of Project MSX, how do I fix this graphical glitch? Also, why doesn't the reload key work?

>> No.2557781

HUD Scaling, turn that off.

Also, MSX's reload is separate of ZDoom's

>> No.2557783

I have no idea about the graphics, but MSX uses their own reload keybind.

>> No.2557790
File: 74 KB, 675x894, help.png [View same] [iqdb] [saucenao] [google] [report]

What WAD should I play?

I am over-saturated, I can't make up my own mind, this game is a handful sometimes.

>> No.2557791

Hexen: Deathkings of Dark Citadel.

>> No.2557792
File: 483 KB, 2560x1440, 2015-07-23_00005.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks m8s, reload works just fine now.
However the screen effects are still squashed, turning off HUD scaling didn't seem to help.

>> No.2557814
File: 439 KB, 1920x1080, 2015-07-23_00006.jpg [View same] [iqdb] [saucenao] [google] [report]

Kek, found the problem. Looks like the Project MSX HUD isn't optimized to work at my native resolution of 2560x1440. Kind of a shame that I have to ratchet my ingame res way the fuck down whenever I want to play it. Still, pretty fun stuff.

>> No.2557823
File: 87 KB, 106x147, [INTENSE RAGE].gif [View same] [iqdb] [saucenao] [google] [report]


Name: :: [BE] Montreal :: THAT NAZI MENACE
Pass: vrideo games
Wads: ww-nazis-v2.7.pk3, dbzone_v7rmk_k.wad


>> No.2557830


How about make all the hitscan weapons spawn Revenants? Just add the effect to the smoke puff.

>> No.2557834
File: 466 KB, 1920x1080, Screenshot_Doom_20150722_193050.png [View same] [iqdb] [saucenao] [google] [report]

Anon who made the weird brutalist cube level using music from Please Don't Touch Anything here.

Working on my second level! I haven't been splurging about it here because frankly, I'm terrified that I'm making horrible mistakes everywhere. I did have a serious question for you lads though:

Are there any other exceptional texture packs like cc4-tex? I really feel that I wouldn't have gotten this far or had this much fun without it.

>> No.2557837
File: 4 KB, 226x204, Doomguy_Confused.png [View same] [iqdb] [saucenao] [google] [report]

>those fucking nazis right at the spawn

>> No.2557838

Oh shit, that sounds easy. I think I remember a video that showed that but with Chaingunners.

Of course, that sounds a lot more manic than I'd wish for, which is saying a lot.

>> No.2557839 [DELETED] 


>> No.2557841
File: 61 KB, 195x133, 1407881388960.png [View same] [iqdb] [saucenao] [google] [report]


:: [BE] Montreal :: THAT WAS DUMB
Same pass

>> No.2557850

Is this level still in progress? It looks good, but some extra texture variety would make it look great.

>> No.2557854
File: 282 KB, 1920x1080, Screenshot_Doom_20150721_153238.png [View same] [iqdb] [saucenao] [google] [report]


Extremely still WiP. I'd say 30% finished if I had to throw a dumb number out. The theme is to only use black-to-white and some blue, with dashes of red. With lighting to ebb a lot of the grey towards purple. Using both Juke Joint Jezebel's album art, and the actual song, as inspiration while I work.

>> No.2557857

Who let /v/ in?

>> No.2557860

that's what i was wondering

>> No.2557935

While overdone, realm667 has some good purple textures in its texture repository.

>> No.2557998
File: 127 KB, 176x220, 1384344133957.gif [View same] [iqdb] [saucenao] [google] [report]

Hello, i hosted a Samsara Armageddon invasion server
Search for Space Jam at Doomseeker and have some fun.
No password because passwords are for dorks.

>> No.2558013

This sounds cool.
Is there a way to do it in ZDoom/GZDoom too?

>> No.2558049

Looks like Doom64

>> No.2558067
File: 40 KB, 244x248, Doomguy in love.png [View same] [iqdb] [saucenao] [google] [report]

That was a lot of fun to everyone who joined!

Got some suggestions for what to do next time so stay tuned!

I post the events on the /vr/ Steam Group in case you can't always be on 4chan.

>> No.2558072

I wish someone responded to you. Scoredoom seems all there is

>> No.2558135

I noticed the /vr/ group isn't linked anymore! It's http://steamcommunity.com/groups/vrdoom

Join for instant server announcements right to your goddamn shit-eating face.

>> No.2558137

>auto aim basically forces you to get shots in places

wtf freelook doesnt change this. this is like a basic mechanic of literally every shooter

>> No.2558139

uhh just pretend the rest of the sentence was in that greentext oops

>> No.2558208

Made a quick video of this shit because WEBMs are silent.

NOW I'm done with this.

>> No.2558210

no you're not
make the cyberdemon's rockets also spawn revenants

>> No.2558223
File: 1.93 MB, 450x338, 1433365063068.gif [View same] [iqdb] [saucenao] [google] [report]

>make the cyberdemon's rockets also spawn revenants
consider it done

>> No.2558253

Is there anything anyone wants me to prioritize here? I just realized how slow some features can be to implement, so I'd like to know what The People want.

>> No.2558260

Congratulations. You've made one 1/127th of Zdoomwars.

>hitbox maps
Oh yes. Oh fuck yes.

That means I can make a cyberdemon who is only weak to a core in his heart, and invulnerable everywhere else. Or make the hexen centaur's shield reflect projectiles but nothing else.

Hell, maybe even shooting guns out of people's hands. That would be cool.

>> No.2558271

what's that opengl bloom effect thing that looks decent? can't remember it's name

>> No.2558272

>Hell, maybe even shooting guns out of people's hands. That would be cool.

This is making me wonder if a Time Crisis or House of the Dead-style mod would be theoretically possible in Doom.

>> No.2558273

There are several. Perhaps ReShade is what you're looking for?

Alright. I'll start on that now, it'll probably be done within 6 months.

>> No.2558275

yeah that's it, thanks

>> No.2558298

i am a man of my word

>> No.2558312

TNT's Stronghold is probably the hardest map I've ever played that only uses trash enemies. Fun, though.

>> No.2558321
File: 40 KB, 119x151, Y3Nvev8.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2558334

May I have that mod please

I'm a sucker for infighting

>> No.2558380


I use it extensively for resources on my projects.

>> No.2558389

zone300, the maps are so small you will finish it in an hour or two.

>> No.2558415

>the weird brutalist cube level using music from Please Don't Touch Anything
was that called methadrone.wad or some such?
not sure which one you mean, i never have the game music on.

also cc4-tex collects together nearly all of the "good" texture packs that came before it, aside from specialised works like q1tex.

one thing it doesn't include is the gothic textures, i imagine because of the latter's irritating licence requirements that everyone still inexplicably follows to the letter. on the other hand, the gothic textures have a reputation of being severely overused, although frankly in my opinion cc4-tex surpassed that point long ago.

>> No.2558436

>the gothic textures have a reputation of being severely overused

Which is odd, because there's hardly any single player wads that use it. I can only think of Scythe 2

>> No.2558438
File: 63 KB, 640x480, Screenshot_Doom_20150723_081317.png [View same] [iqdb] [saucenao] [google] [report]

it would appear so, yes. the operative switch is "-host 1", meaning host a multiplayer game with one client.

>zdoom -host 1 +map map29
>[This] starts a solo multiplayer game on map29. The game will therefore start immediately with all multiplayer rules with just one player. A map must be specified.

>> No.2558440

which is excellent and you absolutely should play it.

>> No.2558453

Erik Alm's previous map, Eaeuro02
Courtyard Escape
Newgothic movement 1 (unsurprisingly)

...although, none of which come from the period the reputation originated (99-00)

>> No.2558463

Yeah forgot about Newgothic Movement 1 and Europa 2

Never played Courtyard Escape

Also forgot about this, though Crusades only really used them on two maps.

>> No.2558479

>Never played Courtyard Escape

it's one of those "escape the castle you've been imprisoned in" maps. but the castle is more like a fortified town, very spacious and mostly outdoors. there's all sorts of stuff in it like a jousting range, a banquet hall, a church and a graveyard and so on.

it's nonlinear, you can get the keys in pretty much any order, but it will often flood the place with crowds of monsters which include multiple archviles in open spaces on the higher skills.

it can be very tough but its one of the most fun maps i've ever played. i definitely recommend it to everybody -- play it on skill 2 if you don't care for plutonia or hr difficulty.


>> No.2558481

So basically it's a sequel to Brutal Doom, not a sequel to Doom. Well props to Mark I guess for being that influential.

>> No.2558495

Modern iD couldn't ever create a true sequel to the original Doom anyway. With how differently everyone interprets Doom, that's already problematic as it is, but it's just too 'old-fashioned' for modern demographics they'd aim a game towards.

Incidentally, Brutal Doom gained a lot of traction with said modern demographics. So after being forced to can their Call of Doom designs, it makes sense they'd take some liberal inspiration from BD. Because their own concepts and work fucking suck. It also doesn't help that they really emphasis the double-jump and ledge-climbing shit at exactly the same time Halo 5 and every other shooter is doing now.

>> No.2558497

There's nothing wrong with edge climbing anon.

>> No.2558502

It was meant to be taken as a whole with the double-jump comment in relation to things like Halo 5. Ledge climbing isn't bad, neither is double-jumping, but the FPS genre is having this trend now of high mobility with wall-running and double-jumps, and it just seems like Doom 4 took a terrible time to add it as a major feature.

>> No.2558504

>but the FPS genre is having this trend now of high mobility with wall-running and double-jumps
I really don't see that as a problem either. It's like the quake influence is coming back a bit.

Anything that promotes emergent gameplay or moves away from coddlefield type games in general is a positive in my book.

>> No.2558513

That's interesting.

>> No.2558515

a_spawnitemex will work with weapons as well.

>> No.2558545

>There was a moment where instead of doing a melee execution, doomguy just punched the fucker and that was the end of it. I wonder if that means that some executions are faster, or that we do have melee, even if it's just a quick melee button.

Maybe the finisher type depends on how long you hold down the button? Like you just tap it and he gets it over with quickly, but if you hold it down he does an MK-tier fatality?

>> No.2558556

There was an app to play Duke Nukem 3D on Play Store, but you had to pay for the other episodes, so try to DOSBox it. It may not run fast enough on your S3 though.

>> No.2558567
File: 132 KB, 800x640, CKkY7OzXAAEdQCh.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember the first mod I ever used was one for Quake that caused the axe to have a similar effect. Ah memories.

>> No.2558570


>Shit, I'll do it if you want.

is this kind anon still around?

>> No.2558653
File: 838 KB, 800x1188, 1401434545750.png [View same] [iqdb] [saucenao] [google] [report]

A friend told me to check out Knee Deep in Zdoom (been out of the wad scene for a while)

The level design is pretty neat, but the bullshit required to get to E1M9 is insane.
Six keycards, loads of backtracking to find randomly placed buttons, all that on top of E1M3 being a giant fucking maze?
No thanks. I almost lost the urge to keep playing.

>> No.2558668

I'd recommend playing Dark7, Ultimate Simplicity, Torment & Torture, and Thunderpeak instead.

KDiZD was an ambitious idea, but they forgot to keep the original's heart and soul intact.

>> No.2558674
File: 3.92 MB, 1920x1080, gzdoom 2015-07-11 17-41-34.png [View same] [iqdb] [saucenao] [google] [report]

>The level design is pretty neat
Play putrefier if you want to experience the absolute peak of architecture in doom.

>> No.2558680

Works like a charm, thanks m8

>> No.2558681

Looks nice, but it runs like ass and the actual gameplay is pretty weak.

>> No.2558684

>but it runs like ass
Well my pc is reasonably modern so it runs perfectly with all the bells and whistles of smooth doom and reshade.
>actual gameplay is pretty weak.
The switch hunting was pretty shit but I liked the combat actually. I feel like if it was readily apparent what the switches did it'd be much better.

>> No.2558687

Looks like Quake

So it sounds like Sunder. Nice to look at, but retarded to play

>> No.2558690


>> No.2558694

>So it sounds like Sunder. Nice to look at, but retarded to play
The problem is it's a hexen-style switch hunt with tons of locked doors. Otherwise it's very pretty and atmospheric, with okay combat.

>> No.2558695

Do you see this lads? We've finally found the one part of the ZDoom network code that works like a charm!

>> No.2558697


/dqhd on twitch, JCD 30NM ya know the thing

>> No.2558705
File: 383 KB, 673x885, 4783049+_52b20a88beea3e1a696169809547c4f9[1].png [View same] [iqdb] [saucenao] [google] [report]

>Larger update will be forthcoming "some time after TSP 1.3 comes out."

>> No.2558706

>Retarded to play

Someone doesn't like slaughtermaps.

>> No.2558714

Well, in his defense, not everyone does, it's very much an acquired taste.

>> No.2558731

plus sunder isn't just slaughtermaps. it's slaughtermaps with pretty-much-instant-death platforming sequences. in my opinion, these are worse than the monsters.

>> No.2558741

Holy shit, that weirdo Cyriak made a fucking Doom wad?

Jesus Christ this is on another level.

>> No.2558749


The best part is, it's actually really solid even if it does go 100% Slaughter towards a couple of the last levels and rather fucking obnoxiously steals your weapons a few times.

>> No.2558756
File: 372 KB, 1920x1080, Iy9MA0.png [View same] [iqdb] [saucenao] [google] [report]

>was that called methadrone.wad or some such?

Naw, Structure. I dropped it here and one other forum a little bit ago as "hurdur I made my first ever map", which only used two textures and no monsters. Unless you have a thing for super short switch hunts, it's not really that great.

>> No.2558767
File: 383 KB, 800x600, Screenshot_Doom_20150106_011953.png [View same] [iqdb] [saucenao] [google] [report]

It's really good too.
I mean, it's hard as a motherfucker, and as mentioned it gets pretty congested by the end, but it's so well made.

Almost 100% standard Doom 2 textures yet he manages to make it look fresh and beautiful.

>> No.2558795
File: 288 KB, 800x600, Screenshot_Doom_20150105_214905.png [View same] [iqdb] [saucenao] [google] [report]

Does not mix well with Shut Up And Bleed though.

>> No.2558856

Why is zandronum opening on the wrong monitor? It's not opening on my main monitor ;_;

>> No.2558910


vid_adapter 2
in console

Then go back to windowed, then back to full screen.

>> No.2558914

Alright, so I know there are a million suggestion forum posts, pictorials, charts, advice columns, newspaper ads, etc. asking for certain wads- and I have read almost all of them. But I'm having trouble finding a megawad with very linear, straightforward progression. Preferably difficult.

A majority of the wads I've been sampling all employ confusing, multi-tiered switch puzzles that require some tumbler-esque pattern or timed phasing that frustrates the SHIT out of me. I'm cool with looking for keys and stuff, but I like that at its simplest; hide and go seek. As an extremely unintuitive person (with a sub-par intellect and most likely LD) I would much rather just kill shit and walk right where the wad author wants me.

So rambling aside, does anyone have suggestions?

td;dr linear, difficult* wads without many puzzles or switch mazes

>> No.2558917

Great cheers

>> No.2558920

Not Doom, but you seem like you might enjoy Totenkopf SDL

>> No.2558934

I really like doom

>> No.2558935
File: 578 KB, 1920x1080, Screenshot_Doom_20150723_101703.gif [View same] [iqdb] [saucenao] [google] [report]

ha ha!
i'm using the doombuilders

>> No.2558976

I actually like the look of this.

might be cool. keep it up!

>> No.2558980

Looks slick.
Show us some more.

>> No.2558998
File: 384 KB, 2358x1080, Screenshot_Doom_20150723_104444.png [View same] [iqdb] [saucenao] [google] [report]


It's not nearly ready yet.

I'm having a lot of fun, but it's also devouring time.

>> No.2559009

I like how you're playing with colored lighting.
Also is that a cubicle with a computer on the left?

>> No.2559021

>Zandro 2.1.2 is out
Man, It's being updated a lot more than before. I'm ok with this though.

>> No.2559023

Congestion 384, the maps are so small they're not really more than one room so you'll never get lost. Pretty hard too especially if you play it on -fast.

>> No.2559063

Serious Sam

>> No.2559078
File: 292 KB, 1484x824, pKk47x.jpg [View same] [iqdb] [saucenao] [google] [report]


Yes. Area is way too tight, but I'm leaving it that way.

This is an old image because I'm too lazy to get the updated one.

>> No.2559080

That room really reminds me of system shock 2's level design.

>> No.2559104

Hmm, yeah, I see what you're trying to do, the staircase is too small for a railing to matter (in my opinion), and the railing sits too low.

The cubicles are a nice idea but they're all too small, you couldn't fit a chair in there, you'd be standing all day doing work.
The railings at the catwalk/platform are also a bit low, but this could be intentional to allow clearance for jumping down.

I'd suggest merging cubicles, like two cubicles make one cubicle, just for realisms sake.

>> No.2559107

Also to fill in, I think it genuinely looks great anyway, but the thing with injecting real life(ish) elements into Doom maps is that you always gotta account for scale.

>> No.2559116

>secret nazi offices

>> No.2559132

hmm, thanks

Zandronum 2.1.2

i also just found this:

Crispy Doom v3.0

(any other recent port releases?)

>> No.2559135

>double-jump and ledge-climbing
>every other shooter is doing now.
err what

>> No.2559138


Thanks. That was exactly what I was looking for!

>> No.2559139


When playing, the scale is proper - just deathly tight in terms of Doom. Fighting the Hell Knight in there is appropriately, Hell. The issue I have is when I make rooms in Doombuilder, I go "wow this shit is huge I got plenty of room to work in" - which is never the actual case. Thanks for the tips though.

The railing is for decorations' sake. I made sure to turn it's clipping off because you can't actually get up it otherwise without wiggling.


You would be really surprised just how hard people try to avoid swastikas when I googled "office cubicle layouts"

>> No.2559152

>the FPS genre is having this trend now of high mobility
Which isn't really wrong.

Doom is a highly mobile game, you can run faster than the best athlete of today, running around and dodging mid-air projectiles with your high speed is a perfectly legit strategy in the original game, and I hope that's something that gets considered for Doom 4.

>> No.2559157
File: 518 KB, 800x600, blood_shotgun reload.jpg [View same] [iqdb] [saucenao] [google] [report]

> dat swastaka in the original doom

good times


now I want to start modding too

>> No.2559161

>wanting linear levels

Just play Serious Sam or Painkiller. In those games, the only goal is to shoot enemies.

>> No.2559163

QuakeCon sale on steam.

>> No.2559167

besides ledge climbing, many AAA FPS have double jumping now

> titanfall
> CoD AW
> CoD Blops 3
> DOOM 4

it wouldn´t suprise me if the next battlefield title also has double jumping

>> No.2559170

Ten years since Chocolate Doom started:
Is that worth putting in the news post though? Not really...

>> No.2559171

>now I want to start modding too

Do it faggot. Pick up whatever the latest Doombuilder you can find (using gzDoomBuilder myself) and get cracking.

>> No.2559179
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


>we're starting to see old video game tropes starting to make their way back into modern vidya
>pistols with infinite ammo
>double jumping
>higher movespeeds

>> No.2559242

is there anything like a cowboy mod in da works?

>> No.2559250

did anybody ever get DoomED to work?

>> No.2559253

Gotta love when a sale happens, and I already own most of the stuff.

>> No.2559258

>Gotta love when a sale happens, and I already pirated all of the stuff.

>> No.2559259
File: 995 KB, 360x257, video games.gif [View same] [iqdb] [saucenao] [google] [report]

I asked last thread, but did anyone else take up the task of making a /vr/oom image database?

>> No.2559260

(That was a joke by the way. I don't know why I should need to point that out.)

>> No.2559262

We could just make a booru, being free and all.

>> No.2559270


of all people, Superluigieth did. it's on the DW thread, if you want to look it up.

>> No.2559271

i just use dotmoe and warosu, i assume like everybody else.

>> No.2559278


...it took two years for a nigga to come up with what you just said?

dude we should've done this since the folder came up to be!

I mean, just think about it

>> No.2559280

I like you

>> No.2559283

Good choice.

Can we make the background a subtle dark gray, and the text a bright gray? I find it's easier on the eyes than a bright white background.

>> No.2559285

could you give a link for that?

>> No.2559287

would it get maintained though? given previous experience with sites like vrdoom.weebly and whatever that moonrune site that replaced it i don't think it would last more than two weeks

>> No.2559289

I've made a booru for a different general and it's indeed possible to change the colors around for the text and the background.

>> No.2559295
File: 93 KB, 800x600, belmont-gets-invaded.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2559308
File: 43 KB, 636x358, splatter.jpg [View same] [iqdb] [saucenao] [google] [report]

Although there are many Castlevania inspired Doom WADs out there, you know what sidescroller would make an excellent base for a Doom mod?


Has this been done?

>> No.2559315

All I know is that one "cutting through enemy" sound used in DemonSteele is from Splatterhouse.

An actual mod based off of it though sounds fun. Could play like Action Doom 2.

>> No.2559316

Well there's a start

>> No.2559318

it's vrdoom, not vroom, you fucking mong

>> No.2559321
File: 18 KB, 410x189, vroom.jpg [View same] [iqdb] [saucenao] [google] [report]

No need to be rude, and it isn't set in stone

>> No.2559323

I think there was a first person Splatterhouse fangame someone made once, which used a few Doom resources.

>> No.2559326

>Has this been done?


>> No.2559346

So CoD and Titanfall. Wow so many games.

>> No.2559353

I literally get dick enlargment ads at both the top and bottom, with explicit photographs of penises and auto-translated text in my language.

>> No.2559356

There's a map in Realm of Chaos named Splatterhouse, probably just a coincidence though.

>> No.2559360

working on that

>> No.2559361

>Although there are many Castlevania inspired Doom WADs out there

There are?

>> No.2559371
File: 152 KB, 946x950, likedis.jpg [View same] [iqdb] [saucenao] [google] [report]

Apparently doomguy thinks it's neat

>> No.2559381
File: 389 KB, 1284x980, yellow orson welles in space.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2559384

SFW this time

>> No.2559390

But what about HDoom?

>> No.2559393

setting it to NSFW gives us >>2559371

>> No.2559397 [DELETED] 


>> No.2559402

So? Install adblock. Problem solved. I'd rather have a board you can actually post imp-tan on.

>> No.2559403


>> No.2559404

Sorry that was a reply for the board admin >>2559393

>> No.2559408

Orangestar doesn't like the idea

>> No.2559412

welp then SFW it is i guess

>> No.2559417 [DELETED] 

Get off my fucking board. Reeeeee.

>> No.2559421

That is not a very convincing rebuttal.

>> No.2559424

Fuck Adblock.

I run a website and that shit ruins revenue like nobody's business.

>> No.2559425


Thanks for the ideas, but I rather prefer the Doom engine's core mechanics and want to stick with them. If you don't know any wads like what I was asking for, then it is fine. I was only curious if someone could help.

>> No.2559426
File: 44 KB, 312x392, 1434712742359.png [View same] [iqdb] [saucenao] [google] [report]

>There isn't a DOOM pinball machine

>> No.2559430

Ever played Doom The Way ID Did?

>> No.2559435


>> No.2559436

It's only set to SFW so the ads aren't as shitty, we'll turn a blind eye to semi-NSFW stuff

>> No.2559439

01:51 PM - Dr. Amazing: /vr/oom doesn't like your opinion
01:51 PM - Dr. Amazing: :c
01:51 PM - Orangestar: if they want to post dumb sexy imps they can put it on their tumblr and send it to hdoomguy there
01:51 PM - Orangestar: fuck em
01:51 PM - Dr. Amazing: how about
01:51 PM - Dr. Amazing: They can post semi-NSFW stuff
01:52 PM - Dr. Amazing: and we'll turn a blind eye
01:52 PM - Orangestar: well i mean shit that was going to be my point
01:52 PM - Orangestar: 90% of imp-tan fanwork is sfw anyway because they want to post it on our blue-board here
01:52 PM - Orangestar: id post that pic of imp-tan leaning her broobles on that IV but im lazy
01:53 PM - Orangestar: but that pic was my point

>> No.2559441

That's actually not bad, noice

>> No.2559450



quite a couple of years behind, eh?

get ublock origin bro, it's far better

>> No.2559452


I'm pretty sure I downloaded it a while ago (because I have it on my HD), but haven't played through it yet. Would it be something worth trying?

>> No.2559468

Yeah I think you'd like it. It's good, simple fun in well designed levels. Stay away from Doom 2 The Way ID Did though because no one wants more doom 2.

Try "scythe" too, I haven't played it myself but heard good things about it.

>> No.2559472

>you will never find any information about the obscure shareware games that were on the wolfenstein 3D engine you played as a child

There was a haunted house one I think, a nutcracker one (was fucking weird) and some other weird one that was fucking trippy.

>> No.2559476

Sure, there are lots of different Adblocks. I didn't particularly mean the original one. Like how people still say "google this" even if you don't use one particular search engine?

>> No.2559478


Thanks man. I really appreciate it! I'm really not that picky, I just don't like getting frustrated and running around in circles for hours without any idea where to go....

Anyway, I'll check it out once I get bored with Congestion 384.

>> No.2559481

>haunted house
Sounds like Nitemare 3D

>> No.2559483

>Nitemare 3D

OH SHIT I think this is it, my dick thanks anon

>> No.2559484

YES this is it, I'd hug you irl if I could anon no homo

thanks mate

>> No.2559485

i really like d2twid, sorry you don't.

>> No.2559489
File: 600 KB, 1055x683, Screenshot_Doom_20150723_104444.png [View same] [iqdb] [saucenao] [google] [report]


About 40% there. I need to do a generator/power source room, a fancy lab that loops around back to the top, and I had an idea for snazzy teleport that leads into the next level.

If I went back one week and told myself "hey you're actually gonna make some progress on a map" with this picture, my old self woulda called bullshit.

>> No.2559490

>I just don't like getting frustrated and running around in circles for hours without any idea where to go....
oh. well, then please ignore >>2559485. i agree to avoid d2twid, it's got some confusing puzzles. on the other hand dtwid isn't entirely free of them either. (e2m5 in particular is very easy to lock yourself out of entire sections of the map, as i recall)

>> No.2559492

>those two cacodemons in the closet on the left
you're giving away all your monster traps anon.

>> No.2559494


FUCK. Oh well. A few teleport in while you move around the map too.

Some are silent teleports, too.

>> No.2559503

>i really like d2twid, sorry you don't.
Well I hate the original doom 2 maps (except the odd romero level or two) so it's not weird I guess. Luckily there there are thousands of maps out there with radically different design to please almost anyone.Us Doom fans are blessed.

>> No.2559513 [SPOILER] 
File: 1.52 MB, 1275x1920, 1437679270964.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, I am just agitated by years of good quality Doom fan art being deleted from these thread, for the crime of a visible nipple.

>> No.2559525

That image also has a visible other girly part though.

>> No.2559526

Langford, please...no...stop...!

>> No.2559530 [DELETED] 


Maybe if the art had any other purpose other than wanking.

>> No.2559541

Funnily enough, the new Unreal Tounament won't have doublejumping.
That could be it, yeah. Best of both worlds, if a straight punch gives you the same reward as a full on glory kill. If we have a Manhunt scenario, well it's still an improvement but I don't think people will like it as much.

>> No.2559548
File: 686 KB, 1280x1714, duum.jpg [View same] [iqdb] [saucenao] [google] [report]

>not giving the imp girl spiky nipples as a way to censor the lewdness

Source: OC

>> No.2559549

well quakecon just started lads


hoping to see more doom stuff in the next few days

>> No.2559554


they just confirmed a playable multiplayer alpha for everyone at quakecon


>> No.2559558


Think we'll get some gameplay footage?

>> No.2559562

for everyone? even for the people in the bring your own rig section to install? how will they stop that getting leaked?

>> No.2559567


what? no

they have their own section where you get to play it

I don't know how you came up with such idea

>> No.2559568

that's very cool, i like that a lot.
what's with archvile's hairstyle though, haha

>> No.2559573

oh, so it'll more like, queue for three hours (while bethesda shoves adverts down your throat most likely), to play for two minutes.

>> No.2559586

>what's with archvile's hairstyle though, haha
You mean the monster on the right? Is it even an archvile? It looks too muscular...

>> No.2559587

oh man
i hope we get more gameplay footage
another doom high resolution texture pack release

>> No.2559592

links broke daw.g.

>> No.2559605

the dthp guy gave the link like that
here's a forum link http://dengine.net/forums/viewtopic.php?f=3&t=875#topic

>> No.2559610

If advertising wasn't infuriating bullshit and NSFW boorus didn't have bullshit advertising with redirects and popups, adblock wouldn't be as popular as it is.

Either change or suck it up.

Who is Orangestar and why the fuck is his opinion weighed in on this?

>> No.2559646

I wish there was a complete download or link list for everything nash and lilwhitemouse made. Did nash ever release any big projects at all by the way?

>> No.2559647

Yes, agreed. I'm sorry >>2559424 but over a decade's worth of your predecessor webmasters allowing ever-more loud and invasive advertisements on their sites have soured users on internet advertising. Don't blame us/them for not tolerating that shit when we/they don't have to.

>> No.2559648

Any good maps designed around melee combat/berserk packs?

>> No.2559650

What, did LWM quit too?

She had a lot of interesting ideas.
Though I have to be honest, her 3D renders were all really terribly ugly, I never liked those.

>> No.2559674

>What, did LWM quit too?
oh no, just all her stuff is really high level and I'd like to play and and then dissect all of it in slade.

>> No.2559685

Oh, right.
Yeah, she could be quite the little wizard with coding too.

>> No.2559732

too lewd, and it's not really something you'd want to post on 4chan outside of /h/

>> No.2559795

I'm heading to Quakecon tomorrow or saturday. Will Doom be playable both days?

>> No.2559812


I guess; try your best at getting in there tomorrow.

>> No.2559820
File: 59 KB, 600x600, CKn8Lh9VAAALLGA.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 4 multiplayer has weapon loadouts. I'm not sure how I feel about this.

>> No.2559823
File: 11 KB, 256x224, [DISTANT RATTLING].gif [View same] [iqdb] [saucenao] [google] [report]


Oh this is so gonna crash and burn

>> No.2559830



swerved me hard

>> No.2559832

>crowd cheered when they showed the weapon wheel
>they still fuck us here

>> No.2559834
File: 48 KB, 422x422, 1406056143244.jpg [View same] [iqdb] [saucenao] [google] [report]

You might want to get there tomorrow, the alleged Doom multiplayer reveal will take place saturday from what I'm reading so far.

Also, related: how'd you know about the playable multiplayer alpha at QC? Either I've read through the article faster than I should and completely ignored it or has it been announced beforehand?

>> No.2559835

What is a weapon loadout?

>> No.2559837

Quick question on Sec. Officer from Samsara.

About how much ammo do his alien weapons carry each? Just in seconds or shots would be fine.

>> No.2559842

You get to choose two weapons and some secondary thing to begin each round/life/whatever with. According to fags, this is somehow "bad." As if spawning with the weakest weapon possible is a good thing.

>> No.2559846

make sure you make some photos and share them with us

>> No.2559848


It also means MP might enforce a 2 weapon limit, and map placed weapons come into question now.

>> No.2559849

>>crowd cheered when they showed the weapon wheel

speaking of things that LITERALLY never happened

>how'd you know about the playable multiplayer alpha at QC?

the same dude from the Bethesda conference came to the stage and gave the announcement, everyone sitting in the room got blue, red and yellow keycards that gave them the chance to play before anyone else in the event.

it seems that the same multiplayer alpha will be available to play in the next months for a random amount of people who registered the Doom beta code

>> No.2559851
File: 27 KB, 527x409, the baiter.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2559856


It's random.
You'll always have at least 70 shots.

>> No.2559858

M-maybe it's just a preset for this demonstration?
Maybe there'll be other options in the final product?

Aside from the fact that they didn't, there is literally nothing wrong with a weapon wheel.

>> No.2559859

>According to fags, this is somehow "bad." As if spawning with the weakest weapon possible is a good thing.

Uh. Yes, it is?
That's the entire point of learning the arena and figuring out paths in order to stock yourself up. Otherwise there is literally nothing stopping you from just spawning and w+m1ing into the next battle.

>> No.2559860

I've only got my iphone to take shitty pictures with so I probably won't bother.

I'll be sure to tell everyone how it plays though.

>> No.2559863

>You get to choose two weapons and some secondary thing to begin each round/life/whatever with
Oh, thanks. I've heard the term a bunch of times but never really seen a definition.

>> No.2559864

Seemed to work pretty fucking well for Doom and Quake.

>> No.2559873

have you ever played deathmatch on the original shareware episode? it is painful. the weapons are nowhere near the spawn points, you spend most of the round stuck with a pistol trying to avoid people.

>> No.2559879

Ah. Thanks. Do they increase if you run over multiple ones, or does picking up a new one just scramble the ammo count again.

Had a thought of stockpiling those 3 shot ball launchers for panic situations.

>> No.2559882

That's because aside from E1M1, the maps don't have special spawns for DM. E1M1 is fun as fuck for DM though and I can only call you the biggest of plebs if you think otherwise.

>> No.2559887

>speaking of things that LITERALLY never happened
>Aside from the fact that they didn't
Except they did. Not at the E3 Reveal but at the original Quakecon reveal. Someone livetweeted about the crowd cheering when it showed up.
>there is literally nothing wrong with a weapon wheel.
We're talking about the loadouts being bad. The weapon wheel is fine.

>> No.2559890

unfortunately the one time i was able to join a populated shareware doom server, the game had moved on to e1m2.

so i will take your word for that and stand corrected. i know e1m1 has extra stuff for deathmatch, like the button on the side of the pillar.

>> No.2559898


They "refresh" if you run over multiple ones, filling ammo back to full.
It's a little bit complicated and I love them for it so here's a bit of a breakdown:

Mechanically speaking, both of them have 77 ammo. Every time you fire, you have a random chance of consuming ammo (either 1/4 or 1/7, depending on which weapon).
In game, this just means the weapon is so alien, you don't understand how ammo or magazines work for it, so you don't know how many shots are left. You could have one shot or ten shots left.

>> No.2559907

Ohhhh. So that's how it works in both Marathon and Samsara for Doom?

Actually kind of a nice gimmick for alien weapons. You never know how much you have left because you have no idea how much the magazine holds in the first place.

>> No.2559908

We need to find out a few things:
A.) is this for multiplayer in general, or special matchmaking/playlist setups?
B.) are weapons on the map still there, and if so are they all the weapons, or power weapons?

It'd really undermine the entire point of arena combat if everyone can spawn with their favorite weapons and just sprint and W+M1 their way into the next firefight with little need for self-conservation.

>> No.2559910


In Marathon, it's similar but with a twist. You have a random chance to consume ammo, but you also pick up a random amount of ammo. Considering Enforcers are left and right, this isn't much of a problem. Since Samsara's uniques are more rare, I assume they always spawn with max ammo.

>> No.2559917

Alright, thanks for the info.

Was just wondering since that ball launcher is surprisingly powerful per shot, and holding both fires can clear wide crowds pretty well. The hitscan one though is perfect for stunlocking.

>> No.2559919
File: 262 KB, 1162x594, poke.jpg [View same] [iqdb] [saucenao] [google] [report]

THE /vr/doom-booru IS UP FOR BUSINESS
also if this could get added to the OP, that'd be perfect

>> No.2559925


quoted for truth

>> No.2559928

>It also means MP might enforce a 2 weapon limit, and map placed weapons come into question now.

Since there's nothing pointing to that, I'm going to assume it's going to work just like Quake Live which I'm ok with. As another anon said, running around with the weakest weapon while your opponents already having better weapons can be a pain in the dick. I know map control and item spawns are a part of arena FPS so one could argue that it plays into gaining an advantage over your opponent; however, I personally like intense fights with a variety of weapons. I don't like one side destroying the other side because one side got the first kill.

Clan Arena is my favorite mode so take that as you will. I'd prefer having all weapons instead of the weakest, but being able to choose two is nice. If they actually balance the weapons well, then they'll each fit into a certain role which means that even though there's a loadout option you're not going to have the gun for a given situation which still makes map spawns viable and needed.

>loadouts give more options
>map spawns are still viable
>I don't understand wanting less options so I'm calling those in opposition to my opinion fags

>> No.2559930

what about vroom.booru.org ? is that deleted?

>> No.2559935


Your optimism is gonna burn you bad anon.

>> No.2559937

>rocket launcher and plasma rifle loadout

>> No.2559939

I fucked up on that one but I don't know how to delete it

>> No.2559940

I somewhat agree with you.
You don't start with the other weapons, armor, or extra health, also ammo

>> No.2559961
File: 141 KB, 668x800, CKkUNuOWcAAqzoc.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2559963
File: 57 KB, 300x322, 1365467946595.jpg [View same] [iqdb] [saucenao] [google] [report]

>Clan Arena is my favorite mode so take that as you will.
Good to know that means your opinion is completely ignorable.

>> No.2559964

He's tripping balls of steel

>> No.2559967


This is some dogscape shit

>> No.2559970

I'm not sure I like that they let you choose 2, but eh.
Also we need to know what gamemodes they're in.

I don't mind it too much to be honest. One of my favourite arena shooters, ut2k4, had something similar in some gamemodes.
There's nothing pointing to that. The whole weapon wheel thing, in fact, points in the oppossite direction.
Fairly sure in the MP trailer there were guns on the map, but I could be wrong.
I don't think they would take out such an important part of the game.

>> No.2559976

If you think about it most Doom deathmatch maps are designed with a loadout because they spawn you on a shotgun. Although I suppose you don't get to choose; it's a shotgun, if you don't like that, tough.

>> No.2559982
File: 6 KB, 251x191, 1394297029279.jpg [View same] [iqdb] [saucenao] [google] [report]

>There's nothing pointing to that. The whole weapon wheel thing, in fact, points in the oppossite direction.

Have we seen the weapon wheel in MP yet?

>> No.2560003

Doom 4 MP hands on


Bare bones article but no mention of weapon pickups.

>> No.2560017

I mean Clan Arena eventually was a thing.
I get what you mean though.
No. We've seen how loadouts work in Quake Live though.
But you're right. Maybe we shouldn't assume anything yet.

>> No.2560019
File: 943 B, 16x16, squishy16 2 point oh.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone have a good idea for an icon? Has to be 16x16. I really want to use 88Alice's cacodemon (I call her Squishy)

>> No.2560020

shit broke already

>> No.2560021

> Multiplayer uses load-outs, each comprising two guns
>Two guns

>> No.2560028
File: 928 B, 16x16, anothersquishy16.jpg [View same] [iqdb] [saucenao] [google] [report]

another potential icon

>> No.2560030

Think of it as Quake Live. I'm not a fan of the shit and there's no mention of weapons on the map so it seems we only have health and armor pick-ups keeping us alive.

>> No.2560032

>I come here to reply to one post to point out something already discussed above

>> No.2560038


really liking that one

>> No.2560045
File: 911 B, 16x16, anothersquishy16.jpg [View same] [iqdb] [saucenao] [google] [report]

changed the colors around the edge on this one

>> No.2560049

Can you count the times he praised or just mentioned this game for not being a modern cliched knockoff of today's "competitive" FPS by stating and stressing out ad nauseam things we already know about the damn series?

Just mention whatever is that you played, those hammering remarks look like PR ass covering at its finest. This is probably going to suck.

>> No.2560060

kind of off topic. do any of you know how the fuck i equip DRLA armor/boots in DoomRPG? i can't figure it out

>> No.2560064

The RLA armor and boots are like items. And there's a specific keybinding to take them off too.

>> No.2560070

that's like, perfectly on topic though

>> No.2560074

Is there no goddamn way to alter the alignment of floor textures in Doombuilder? Seams are showing in what would otherwise be a neat little setpiece of a map (a burial chamber with heretic2/hexen2 textures).

>> No.2560079

You can change the alignment as far as i know on GZDoom builder, in the classic Doombuilder i don't know if there is any way

>> No.2560082

Not without ZDoom features.
Otherwise you'll have to make a separate flat which is aligned the way you want.

>> No.2560085

Having a black background makes black text unnoticeable until doing CTRL+A. I think it's possible to change that text's color, or you could also make the background a different but still dark color.

>> No.2560089

>people actually think there won't be weapon pick-ups in a Doom4

This isn't CoD. I can barely think of some fps that didn't have pick-ups unless there was some special rule set that made it otherwise.

>> No.2560091

they're probably going to get away with the loadout shit
most people remember quake mp, not so much doom's
and the fact that we have a full arsenal in sp will appeasse people

>> No.2560093

They SHOWED pickups in multiplayer during the gameplay compilation at E3, for fuck's sake.

>> No.2560097

Can GZdoombuilder maps only be played with GZdoom?

>> No.2560098

Anyone got the image explaining the differences between each Quack sourceport?

>> No.2560113

so did the recent versions of quake live, right?

>> No.2560115


there's a weapon pickup, about 4 seconds in

>> No.2560118


thanks dudes. i feel like an idiot because the answer was so fucking straight forward... but at least it worked.

>> No.2560124

What's a good default grid size to work with? The one in doombuilder is a little large for some objects.

>> No.2560128
File: 1.65 MB, 800x3848, so you wanna play some quake.png [View same] [iqdb] [saucenao] [google] [report]

The black background was a quick & dirty fix. I'm gonna give the CSS a more thorough once-over when I eat dinner and don't have to relay my information through Amazing.

I don't know if this is the one youre talking about but it's the one I made so I'm posting it.

>> No.2560129

Any source port can run a map made in GZDoom Builder after all the extension of the file is .wad, the only difference is that if you insert dynamic lights, slopes, etc it can only be rendered properly in a Source port like GZDoom or Zandronum in OpenGL

>> No.2560141
File: 37 KB, 1280x720, 1401041335697.jpg [View same] [iqdb] [saucenao] [google] [report]

That's the one I was talking about. Thanks.

>> No.2560151

Could I butt in?
After no leaks came out of quakecon I was anxious as hell to see what doom 4 was going to look like, and it really stuck in my head.

First time I've ever actually watched e3 live.

>> No.2560158


>> No.2560178
File: 373 KB, 619x587, 1391312582351.png [View same] [iqdb] [saucenao] [google] [report]

fuck, that looks awesome


you will post it over at ZD when it's done right

>> No.2560185

Man some custom maps for quake are so beautiful, they make me wish I could enjoy the gameplay more

>> No.2560198
File: 54 KB, 620x388, Larry_david_2002589b.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw lost but not sure if my or mapper's fault

>> No.2560203
File: 554 KB, 589x648, 1432450893117.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I just beat Doom II for the first time last night and now I plan to start on Final Doom. My question is, should I play through Evilution or Plutonia first? Which comes first in the canon? If they're not canon, then which one is harder?

>> No.2560205

plutonia is harder

>> No.2560215

Evilution should go first for the fact is easier than Plutonia

>> No.2560225 [DELETED] 
File: 66 KB, 672x124, 20150723180629.png [View same] [iqdb] [saucenao] [google] [report]

Looks like SFW vs NSFW just means "Do you want your ads to have dicks or furries?"

>> No.2560293


Thanks, I'll start with Evilution then.

>> No.2560328
File: 6 KB, 63x66, 1394977872286.png [View same] [iqdb] [saucenao] [google] [report]

Is it bad that I semi-know where that's from? I'm thinking yes.

>> No.2560367


What the fuck is a ZD?

Also, I got jumpscared by my own map, nearly gave me a fucking heart attack.

>Playtesting some triggers and balance.
>Health is a bit too low, I should put more, ammo's also a little tight
>Wonder if those silent spawns worked
>Open door in confined area

>> No.2560369
File: 41 KB, 506x381, iru42h49.png [View same] [iqdb] [saucenao] [google] [report]

Trying to run Blade Of Agony but I keep getting this error message. Any ideas?

>> No.2560376 [DELETED] 

I'd rather have wangs than furries.
I mean, a wang is just a wang, I have one, you have one, he has one.

I kind of would prefer to avoid seeing furries if I can help it.

>> No.2560382


Update your ZDoom.

>> No.2560389

By which he means this, not the usual download page.

>> No.2560391

I am running GZDoom 1.8.10, there is nothing to update to

>> No.2560394

So, /vr/ wad with cacodoomguy, flying doomguy heads, and barrels with legs when?

>> No.2560396

I have tried to use development builds before, but they will not work

>> No.2560401

You sound like a hasidic jew who refuses to board a bus because there's a woman on the advertising decal

>> No.2560410
File: 181 KB, 1268x712, executive-room-lobby.jpg [View same] [iqdb] [saucenao] [google] [report]


Did a reactor style room or something.

I'm running out of creative steam over there. Thankfully, all that's left is some big fancy muckasmuck lab and then this apeshit teleporter idea I have at the end, and then Level 1 of 2 be done.

>> No.2560413

Anyone have any recommendations for good survival horror-y gameplay mods?

>> No.2560418


Hideous Destructor if you can stomach how artificially difficult it can be at times. I sometimes abuse alternate HUD so I can see my actual health value, but once you get your nuts in deep enough, it can be fun.

Just don't play it on anything outside 90s WADs and easier levels. You absolutely cannot beat some maps with it.

>> No.2560434

talking with some guy that played quakecon
he says that indeed, the loadouts are 2 weapons + an active item (grenades and a teleporter thing) and that there are not other guns in the map except a gausse gun that is discarded after ammo is used. pickups shown are health, ammo, quad damage (we quake now) and the revenant pentagram

>> No.2560443

That's so incredibly disappointing. I thought they would at least give us a single weapon off spawn and force everything else to be a pickup.

>> No.2560474
File: 538 KB, 1280x720, Screenshot_Nocturne in Yellow_20150723_220332.png [View same] [iqdb] [saucenao] [google] [report]

Life is good when placeholder graphics start becoming not-placeholder.

>> No.2560491


Somebody was able to record some DOOM 4 multiplayer footage.

>> No.2560494

Looks like Quake Live but kinda surprising nobody is bunnyhopping like mad.

>> No.2560495

I told you this was gonna be Quake 4.

>> No.2560501

that movement speed seems so SLOW
it looks like a notch above halo movement

>> No.2560504

>flying doomguy heads
Beyond Reality exists.
The other one I wrote code for, but it was really sloppy.

>> No.2560506

Its the same movement speed as Quake Live, just that nobody thinks in Bunnyhopping.

>> No.2560508

Seems rather slow. I'm not sure if it's Quake 3 (intended) speed.
I hope we can bunnyhop at least.
Quake 4 was good.

>> No.2560513

>Quake 4 was good.

I kinda agree, but why call it Doom then and not Quake?

>> No.2560520
File: 72 KB, 640x480, doom inceptionism.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2560523


IGN on Doom's MP.

I have no idea. Maybe they thought we would get jelly or something.
But I think it's that quake fans would've been way angrier about the changes, particularly to MP. Doom has some more "creativity room" for them.

>> No.2560529


Forgive me for asking a dumb question, but how are people making these?

>> No.2560534

alternate title: dogguy

>> No.2560535


>> No.2560537

another dude is telling me bunnyhopping doesn't work, either

>> No.2560538
File: 17 KB, 300x300, 4b56490c-4874-45e5-b183-17459c30c856.jpg [View same] [iqdb] [saucenao] [google] [report]


Thank you, kind anon.

>> No.2560560
File: 74 KB, 597x449, duok nuckem.jpg [View same] [iqdb] [saucenao] [google] [report]

No problem anon

>> No.2560564

>he mentioned e-sports
oh boy

>> No.2560579
File: 2 KB, 101x140, 1406148806820.png [View same] [iqdb] [saucenao] [google] [report]

>What the fuck is a ZD?

literally zdoom forums nigger

>> No.2560595


well sorry jewbag I didn't know ZD stood for ZDoom forums. I thought it was like Zandronum or some other stuff

(you're actually an ok guy)

>> No.2560610
File: 965 KB, 1920x1080, Doom-feature-2.jpg [View same] [iqdb] [saucenao] [google] [report]


New screenshots.

>> No.2560621

>too lewd

>> No.2560626

Well it confirms the infamous little squabbles about 'piss filters' is mainly just a sickly yellow intended for Hell and the whole refinery thing. I mean I thought it was obvious enough but people don't shut about about color grading nowadays.

>> No.2560632

I wonder how much use will the machinegun have.
I like them, though.
And the refinery wasn't even ellow, it was warmer. Orange-ish.

>> No.2560638
File: 3.30 MB, 1597x967, hell.png [View same] [iqdb] [saucenao] [google] [report]


Fuck me those screenshots look amazing. This one looks like a fucking painting!

>> No.2560698


I like the cacodemons and the revenants

all the other monsters looks like trash though

>> No.2560721


If it wasn't Caco, I honestly couldn't tell that this was Doom. The monsters are even less reminiscent than they were in Doom 3, and what the fuck is going on with those hands/that weapon?

>> No.2560728

I think it's a side grip and trigger that loops in under the screen. I doubt it's the BFG, looks more like a supposed 'Gauss Gun' because the BFG doesn't look like that.

>> No.2560729

No bunnyhopping? That's ridiculous. I would hope that you could maybe still circlejump and go fast that way but I guess they probably took that out too.

>> No.2560730

you're literally a month late bro

>> No.2560782


Oh wow that looks gre-

>That spear

Oh ho ho, I see Mike's unused sword for GMOTA found a new life after all.

>> No.2560874

As long as we can figure out a way to omit anything without a NSFW tag. I came for demans and mad marines, not pron.

The fuck? Is that the new rocket launcher or a new gun? It looks kick ass.

Damn, what's that weird resin shit all over the place? Did xenomorphs migrate to hell? And is that the tower of Babel ala E2M8?

I wonder what doom 64's theme would be like in DOOM 4 style.

>> No.2560878


Holy fuck. These visuals are GORGEOUS. Maybe I might let the gameplay slide a little- these look kick ass. And there's always the modding community to make whatever mods they want.

I wonder if we'll get anything if it detects the classic IWADS on your PC? That'd be kick ass.

>> No.2560883

I hope I can run doom 4 in 320x200. This simply doesn't look pixelated enough.

>> No.2560885

You're forgetting that DOOM's snapmap has triggers/linedefs you can slap down in the map to control speed on the fly (which they showcased in the trailers there). This map's probably set to be that speed.

>> No.2560887

Really? I don't remember that.

>> No.2560891

Dreamscape Doom when?

DOOM 4 seems very quake-ish, so maybe some of the design team worked on Quake 1? It makes sense.

They likely didn't use quake becaue Quake is associated with H.P. Lovecraft, Arenas, and Strogg. Supposedly Quake 5 is another lovecraftian FPS.

And it looks like Bethesda might do something with Commander Keen

>> No.2560901

>Dreamscape Doom when?

hopefully never, i'm so fucking sick of seeing that dog

(i mean sure, it's an animal, he doesn't deserve the hate, but still)

>> No.2560919

it is possible to change flat alignment in Boom maps using scrollers, e.g. 246 scroll floor by displacement. it's a bit fiddly but it works.

>> No.2560957


>The most interesting weapon so far is the Static Cannon, a slow-firing beam rifle that recharges its batteries off of static generated by sprinting. In order to use the Static Cannon effectively, I had to sprint and aim for headshots at the same time. If you’re the type of player who uses a no-scoped sniper rifle as a crude one-shot-kill machine, the Static Cannon will be your kind of deal. Even worse, the Static Cannon slowly drains charge if you ever stand still. The message Doom sends to players is absolutely clear: this is not a game for stopping and thinking.

A movement powere railgun sounds really neat

>> No.2560963

>Commander Keen

holy shit, I was literally contemplating how awesome would it be if ID decided to completely revamp the entire series not too long ago

Imagine a platforming, open world type of game in the same vein as wind waker with splatoon-styled multiplayer

Fucking perfection. ID's franchises fit perfectly in the current gen and I can't be the only one who thinks so.

>> No.2560970

I think they specifically mentioned it in the snap-map showcase or something. Could be wrong, but I noticed -significant- movement speed changes when moving over specific spots. The early foundry and hell seemed to slow down specifically for cinematic views without interrupting gameplay, and the introductory of the cyberdemon or "Helbruts" (a nod to 40k's) was a quick snap-zoom up to the cyber. The cyberdemon seems like an incredibly iconic enemy, and probably wouldn't just show up for fights as a common enemy. I could, however, see in the full release, the cyber showing up and us NOT being able to fight him immidiately- having to run away until we find better guns.

Would you shit your pants if Doom 4's level progression was non-linear?

>> No.2560974

Nah, it'd just be a weird animated filter of the dreamscape over everything that makes it look like the doomguy's tripping on LSD.

>> No.2560978

In the MP demo (Not the rapidly flashing one. Maybe it was the snapmap part?) where 2 players are fighting between 2 wide stairs the second player moved way faster.

Also in the gameplay parts the girl playing was holding the walk button for cinematic effect (we have a walk buttong now, running is default)

>> No.2560979

>multiple new guns confirmed, including ones never before seen, and one which uses MOVEMENT as ammo

Now that's fucking new. Wonder what other nifty little toys we've got in there.

>> No.2560983

>Dreamscape Doom when?

That would be ludicrously fucking compute-intensive.

Although its just a IPython2 Notebook script, it requires the Caffe neural-network framework and uses OpenCV for image recognition. The only way to get adequate performance is to run under CUDA with an NVIDIA Kepler/Maxwell card. Development was actually done on Tesla K10s (like used on the Cray XK1 and Tianhe2 supercomputers.)

Now to capture each frame from GZDoom and apply the results in realtime, properly synchronizing the the games framerate?

Sounds a little difficult.

>> No.2560985
File: 74 KB, 1145x981, 26120687.jpg [View same] [iqdb] [saucenao] [google] [report]

One major question: will there be local coop, or even local split screen?

Pic unrelated

>> No.2560997

It's only for special weapons and powerups.

>> No.2561001

They let people play TDM and there are no basic weapon pickups. You have health, armor, ammo, special guns (gauss cannon i think was one of them) and the revenant pentagram thing (they only showed the revenant in the demo but in the snapmap trailer you can see yourself morphed into something else, with horns).

>> No.2561003

I have to admit that I feel like I will enjoy the piñata enemies a lot.

>> No.2561013

>These visuals are GORGEOUS. Maybe I might let the gameplay slide a little
You're an idiot.

>> No.2561018

We did Selfie Doom and ran Doom inside Doom inside Doom inside (you get the idea), so I don't imagine it would be impossible.

>> No.2561021

Texture packs would be doable, live-filtering this shit might be doable in, I dunno, a few years.

>> No.2561023

The only problem with this image is that they're not demons- they're Lovecraft-Styled Horrifying Shoggoths.

>> No.2561026

>Although its just a IPython2 Notebook script, it requires the Caffe neural-network framework and uses OpenCV for image recognition. The only way to get adequate performance is to run under CUDA with an NVIDIA Kepler/Maxwell card. Development was actually done on Tesla K10s (like used on the Cray XK1 and Tianhe2 supercomputers.)
so what you're saying is, it's optimized worse than a... damn if i were into modern vidya i could make a cool joke at some publishers expense here. but what you're saying is, it's ludicrously badly optimized.

>> No.2561027

This reminds me, there were rumors of quake 5 bein a lovecraftian shooter. I wonder how much they can differentiate it from Doom, monster design wise.

>> No.2561028

No it's terrible boring slog that way.

>> No.2561031

It's not rumors, Carmak directly said it.

"We went from the Quake 2 and the Quake 4 Strogg universe," he said. "We are at least tossing around the possibilities of going back to the bizarre, mixed up Cthulhu-ish Quake 1 world and rebooting that direction. We think that would be a more interesting direction than doing more Strogg stuff after Quake 4. We certainly have strong factions internally that want to go do this. But we could do something pretty grand like that, that still tweaks the memory right in all of those ways, but is actually cohesive and plays with all of the strengths of the level we're at right now."

>> No.2561053

I hope they can pull it off without it feeling too similar to Doom. They need to emphasize the gothic/lovecraft aspect REALLY heavily, and actually have a story, or at least a justification, that isn't literally the same as Doom's

>> No.2561062

>but what you're saying is, it's ludicrously badly optimized.
Well, yeah. Not necessarily due to bad design, however. Machine-learning is still a new, emerging technology. It is much easier for researchers to work out solutions in higher level languages built on top of established frameworks.

>> No.2561069


DOOM and QUAKE don't really NEED a story. It's literally:

"fuck demons are invading"
"fuck cthulhu woke up/pissed off cyborgs are attacking"

>> No.2561082

I disagree. Some in-game story is nice to contextualize the action. Otherwise people feel very disconnected from what's going on

>> No.2561096



>> No.2561190
File: 29 KB, 460x365, 351353513.jpg [View same] [iqdb] [saucenao] [google] [report]

This is a joke right?

>> No.2561193

If the demons can use advanced tech, why can't they put down a carpet or maybe get better at masonry?

>> No.2561703 [DELETED] 

yeah but nobody plays on those servers except maybe new players (of which there aren't any)

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