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2573346 No.2573346 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2565814
(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!

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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.2573351

ffs op

>> No.2573379

What is the best recommendation for a soundpack for playing regular doom?

>> No.2573394


PerKristian's HQ one. Basically the same stock sounds not compressed to shit quality. Top notch shit.

Music is 100% opinion, but if you feel the urge to do TNT, get Lorican's pack. Rig it for zDoom if you have to. Seriously, it makes it an entirely new orgasmic experience.

>> No.2573556

Is Brutal Doom too popular to make the list?

>> No.2573902

How do you feel about Guncaster?

>> No.2574036

Where's the news post?

>> No.2574037 [DELETED] 

Looks like there's been an update, I don't remember those shotguns.

It's been called a half-assed clone of Psycho, and I can see why, but I always laugh at "GREETINGS MORTAL ARE YOU READY TO BUY?"

>> No.2574043


Weapon recoil can be stupid at times, but it's fun to rampage around as a Dragon and beat stuff up.

>> No.2574053

Forgot to remove name, my bad.

Looks like there's been an update, I don't remember those shotguns.

It's been called a half-assed clone of Psycho, and I can see why, but I always laugh at "GREETINGS MORTAL ARE YOU READY TO BUY?"

>> No.2574065

I haven't played guncaster but that guy did the weapon sprites for trailblazer and goddammit I love everyone of them

>> No.2574068
File: 917 KB, 1027x1280, Blade of Agony Ending.png [View same] [iqdb] [saucenao] [google] [report]

>Obtain spear of destiny.
>Defeat boss
>Flee temple.
>Run right into nazis and get knocked the fuck out
>They take the spear.
>Wake up in a cell.
>see this sign.

Fuck, hope this will be finished soon. It's already fucking great can't wait until it's finished and refined.

>> No.2574090
File: 67 KB, 680x512, Devilish Grin.png [View same] [iqdb] [saucenao] [google] [report]

11th for spook

>> No.2574096
File: 26 KB, 500x211, 1420649083458.jpg [View same] [iqdb] [saucenao] [google] [report]

Superior version

>> No.2574117

What's with the filters?

>> No.2574118

What's with the caring?

>> No.2574124

I haven't seen Doom before with any filters like that, is it a setting in the sourceport you're using? Not that I'd use it

>> No.2574137


The latest SVN build.
and personally I think the filter makes the game look better. well this game in specific anyway it just kind of fits the more "Modern" feel of this mod.

I never apply those filters to original doom though.

>> No.2574149

Not exactly Doom, but what's the general recommended source port for Descent 1 and 2? Wanted to get into it.

>> No.2574151

Trilinear filtering is actually pretty damn nice if you're using exlusively high resolution sprites and textures. "high quality resize" however is shit imho.

>> No.2574168

Fuck Shadow Wood. Fuck it. Fuck it forever.

>> No.2574392

is there a wad file that emulates the PRBOOM+ demo HUD? I love that left-sided, simple HUD but wish I could use it in GZ instead

>> No.2574537

Why is Hexen's artstyle so much better than Heretic?
I played through both, and while Heretic was fun, the sprites felt too bright and colorful.
Hexen is really beautiful and kind of moody.

>> No.2574541

Where's the "Recent News" post normally right after OP?

>> No.2574563
File: 280 KB, 1600x900, Screenshot_Doom_20150729_183650.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, that anon that only just picked up map making has pretty much inspired me to stop being a pushover about it and try it out.

Anonfiles link is file/4fb55de2268122bf283ed1b6128a7e11

This is the first map that I've made generally as a test, you can probably see where I learnt and mucked around with certain things. I just want some thoughts on it, it's really small, and I hit a block when I got to this part of creating it.

>> No.2574578

oh god it's full of zdoomisms

>> No.2574579

because Hexen was made later and Raven had more experience under their belt (and/or they hired more/new artists)

>> No.2574582

a vanilla map, with mixed textures and flats, and untagged line specials, gahhhh

>> No.2574594

For future reference when it comes to making maps what should I really avoid apart from the "you walked up to a door here's a trap door behind you with a revenant" x10

>> No.2574596

Have monster traps with varied enemies.

Have them trigger a few teleports in areas the player previously fought in, not enough to turn it all into a slog but enough to keep some of the action going between places.

>> No.2574597

some of your doors aren't unpegged and so the side textures move up when you open them
also the map collapses in on itself because of the untagged line specials

>> No.2574605
File: 211 KB, 288x216, doom_collection.gif [View same] [iqdb] [saucenao] [google] [report]

Found my old Doom Collector's Edition disc and made an ISO. Here's a link :

Let me know if it works for anyone who does download, the 1st iso wouldn't install, but this one seems to :D

>> No.2574614

I was never much bothered by those.

>> No.2574618

iirc collectors edition was just D1 + 4th ep, D2, Plutonia and TNT.
so basically shit everyone has

>> No.2574621
File: 1.17 MB, 1804x832, 1437859375460.png [View same] [iqdb] [saucenao] [google] [report]


Well that was certainly unusual.

It's honestly basic to the point where if I was to lay into it, it'd be like kicking a newborn puppy. Flesh it out some more.

I'm down to my last room, barring some extra secrets and maybe a secret exit. Kinda hitting another block so I'm gonna let it simmer for awhile before I go and try to finish it.

I have a feeling people really aren't going to like the music I used either.

>> No.2574626

that's not something you have to avoid completely. just don't overdo it :)

for me, it would be, endless cramped mazes, slow lifts, doors that keep closing -- anything that holds the player up too much, in other words.

>> No.2574643


> got Rise of the Triad for 3 bucks yesterday
> install it
> start game
> E1M1
> dear lord, that fucking sound stutter
> game crashes

god fucking damn it

>> No.2574649

this has probably been answered but, what's the difference between doom1 & ultimate doom?

>> No.2574656


Ultimate Doom adds a 4th episode, besides that nothing else is different

>> No.2574669

Is there any port of quake that better than the others or is it pretty much all the same?

>> No.2574679


Like the Doom scene, it depends exactly on what you're going for.

>> No.2574687

I just want to play quake single player because Ive never played it before. So probably something equivalent to zdoom or gzdoom in the sense that its the doom experience but modernised.

>> No.2574697
File: 1.65 MB, 800x3848, so you wanna play some quake.png [View same] [iqdb] [saucenao] [google] [report]

I get to post this again!

>> No.2574702

Awesome thanks

>> No.2574704

Quakespasm for most accurate experience. Dark places for pretty shit

>> No.2574708

>I wonder why Doom guy was awake when it happened though.
He was on a "mission" from a superior officer. "Mission" i.e. "busy work".

He comes back and all hell has literally broken loose.

>> No.2574720

software vs glquake link seems to have died

>> No.2574728


>> No.2574734


>> No.2574735
File: 12 KB, 476x411, doomguy arms crossed.png [View same] [iqdb] [saucenao] [google] [report]

fucking atomicgamer shutdown

>> No.2574772

>slow lifts
I actually had an idea for an entire part of a map where a large arena area is slowly, slowly going down, and monsters keep teleporting in- and as it goes down, it opens up monster houses. So it's a fighting descension to the next area of the map.

>> No.2574774

So guys, should I play BSTX? Is the first episode all just purple bases or does the theme change?

>> No.2574784

this exists in various forms already (mm2 19, hr 31, etc.)

>> No.2574797

There are a few minor differences. E1M1 has the biggest one since it adds a switch in the green armor room that opens a passage to outside, which then opens the side of the computer room so the enemies can shoot at you.

>> No.2574832

the first link brings me to a belarus site

>> No.2574897

E1 isn't purple bases. But it is mostly techbases. E2 is mostly temple ruins. E3 isn't out yet.

>> No.2574915

I just went to Mega when I visited but the file is indeed taken down. Shit.

>> No.2574925

did you atleast check pcgamingwiki to see if there was anything to fix your problem?

>> No.2574937


Hope it does not turn into vaporware *knocks on wood*

>> No.2574958

its alright I managed to find the missing files on an abandonware site

>> No.2575028

Decided to try SUAB and Unloved. Atmosphere is working pretty well, but the overabundance of demons and randomly spawning zombies and goo monsters makes me think this is probably unplayable beyond nightmare.

>> No.2575045

Completely possible to get through everything up until the final stretch.

You need a Mine Launcher though, the run fails if you don't get one before the red key door obstacles.

>> No.2575050

Just started to play UltimateDoom via Dosbox. Tried on my wii, but said screw it. It's a computer game that can literally run on anything, so I did it on my computer, like it was meant to be.

It's alright, pretty basic, really. I-Is the best fun in the mods?

>> No.2575057

>Just started to play UltimateDoom via Dosbox.

legitimately why

if you want to go full 1993 use Chocolate Doom

>> No.2575062

I thought it was the main way to play Doom.

>> No.2575071


you also thought those 5 bucks were going to go to the original devs, but no worries, everyone commits mistakes every now and then

>> No.2575075

The fun is the level design.
But the combat isnt awesome without proper mouse controls.
you didnt even tell us how far you are

Also, Quake on Wii is fucking legit. The wii controls actually works fantastically

>> No.2575076

Just downloaded Dosbox, and Ultimate Doom for free.

If you don't mind me asking anon, what are IWADS? Do I NEED them? I'm reading the picture explaining how to play Doom, but I don't know what quite to do with the IWads after I download them.

>> No.2575079


there are several sourceports that give the game modern features such as better resolutions, modern W,A,S,D controls. etc. Some sourceports give off extra features such as colored lighting and effects, like in Skulltag or GZDoom.

I would rec using Skulltag because pwetty lights.

Here are some cool wads that show off the engine.

-BTSX series
-Scythe II
-Doom 64 EX

>> No.2575080

This meant for >>2575071

>> No.2575081



>> No.2575084

Ultimate Doom is an IWAD, so ya you have the IWAD.

You load the IWAD through something else like Dosbox but fuck dosbox.

I mean honestly, my first time playing Doom (last year) was with Dosbox and it was fine. loved the game, but it's way better with proper mouse controls. I assume Chocolate Doom supports it

>> No.2575085

skulltag is dead use zandronum instead it's the same shit

>> No.2575086


>>2575079 here

Iwads are the main game files, like Doom 1, Doom 2, and Final Doom

Wads are mods that modify the level slots and give you entirely new sets of maps.

>> No.2575089


Nu, Skulltag has pretty lights. Also BTSX episode 2 if you get there requires you to run both of the wad files using Doomseeker (it comes along with Skulltag so don't worry about trying to find and download it).

>> No.2575090

So for mods, you essentially just place the wad with the main game files to load them?

>> No.2575091

>Nu, Skulltag has pretty lights.

Zandro fucking does too.

>> No.2575092

zandronum has the same pretty lights though unless you're referring to something else

>> No.2575095

If we go by the releases of E1 and E2, I'd imagine we'll get E3 sometime in 2016.

>> No.2575097


I always just right click on the wad or mod file and select "open with" then choose my sourceport.

>> No.2575101


Seeing as how some contributors finally released their own projects, then yeah I guess 2016 could be the best guess.

>> No.2575102

Alright. Read the instructions too. Pretty damn useful. I should get a mouse tho. I'm stuck with a trackpad.

>> No.2575105

Any port with dynamic lighting has pretty lights.

>> No.2575115


From under that rock. Jesus.

Skulltag's Dead, baby. Any zDoom derivative, along with many other ports, can handle "pwetty lights" or whatever the fuck you called it.

>> No.2575120


I used the modern version of GZDoom once and I didn't like it, it ran too slow for me honestly.

>> No.2575121

Iwads are essentially the game files that runs on the game engine. An 'internal WAD' Think of it like the pile of resource files and levels for a doomesque game. Chex Quest is a doom clone, so it uses the same engine, but it has its own textures, maps, weapons, etc. So it has an IWAD. Hexen, Heretic, Doom Ultimate, Doom 2, Freedoom, Doom: TNT and Doom: Plutonia are some examples. Most wads actually require you to use an IWAD.

Mods come in a few forms. PWADs, pk3, pk7, etc. You pretty universally run them by either right clicking and selecting 'open with', or you can make a shortcut to the sourceport and run a (or multiple) parameter(s) of '-file runme.pk3', or you could use ZDL (A launcher program) to select whatever PWADs, IWADs, sourceports, mappacks, etc you want.

I usually drag and drop, myself.
I spent over a year making a mod by manually editing text files, and eventually found out about Notepad++. I felt like a genius when I later made a batch file to auto-zip up a test version of the pk3... and then found out you can drag and drop an entire fucking folder. Goddamnit.

Skulltag is outdated. IMO, Zandronum is best for netplay, while GZdoom/Zdoom are best for normal play.
I need to entirely rewrite my mod so that it runs on zandronum, mostly because I want to play it with friends.

>> No.2575127

What mod are you making?

>> No.2575128


What GPU, CPU, and what were you running?

gzDoom has a bit of a notorious grumpy streak with ATI/AMD cards, and zDoom's DECORATE as a whole really bombs out on slaughter maps.

>> No.2575130


Second note, if you're on a laptop, sometimes it defaults to the integrated GPU and not the actual GPU, which makes it quite awful for anything except vanilla.

>> No.2575131

Thanks guys, now I can enjoy Doom like you enjoy it. I downloaded one of the singleplayer source ports, and loading Doom 1 we speak...or Ultimate Doom to be specific.

>> No.2575137


Wasn't that just a typo? Or is it some memephrase I'm not aware of.

>> No.2575138


I have pretty low end hardware tbh from like 2007 but it shouldn't have so much problem handling a few light effects, which is why I prefer Skulltag compared to GZDoom. This is more of a problem with the recent editions of GZDoom rather than the older versions of it.

>> No.2575139

I'm this guy. Sound doesn't seem to be loading. What do?

>> No.2575141

I'm working on Project ILE. Now that I know what I'm doing, I plan on taking the entire thing apart, and start from mostly scratch.

I'm also toying with the idea of mapping for it, too, because I have plenty of ideas for maps.
I also plan on bullettime, because that's the best way I can think of to make use of the new 'no hitscans'. The mechanic I have in mind is that you gain 'adrenaline' by killing monsters, and you spend it to slow down time for everything but your own movement.

I hope you have fun!

>> No.2575143

There's a large amount of really stupid default settings so you may want to go over your options meticulously. If you're gonna use mouselook you want to turn crosshairs on and autoaim off, and I think GZDoom defaults to using some awful sprite filters.

Speaking of which, if you're using that particular port always load brightmaps.pk3 along with whatever else. And once you've completed the first episodes of ultimate doom at the very least you might want to look into a mod called "smooth doom" that more than doubles the amount of animation frames for just about everything without affecting gameplay or aesthetics.

>> No.2575145

Get GZDoom 1.8.10. It will run most wads except those that depend on the latest features and update very frequently. This means no DRPG or Hideous Destructor, but I think that's about it.


>> No.2575152

>It's alright, pretty basic, really
That was my reaction pretty much after playing through the first time. Yet 17 years later here I am. It may grow on you.

However, it also may not. Which is fine. Doom is at heart a very simple game in the sense that there is not many different things you can do. Move, turn, shoot, pick up things, press buttons. (Compare the number of different things the player can do in NetHack, say.) However that simplicity has infinite variety which is why I am still playing it so many years later.

>> No.2575153


You're welcome, also some descriptions of those wads I rec'd earlier if you want to play more.

BTSX - Series of megawads designed to push vanilla Doom to it's limits and it's an unfinished trilogy of episodes that take you through a mysterious planet/moon. The first episode takes place in a huge tech base complex, and the second episode takes you though gothic ruins.

Scythe II - Megawad that has some eye pleasing level design and some nice themes. Features two custom monsters in the wad.

Doom 64 EX - port by a guy that goes by the username Kaiser of the exclusive game for the N64. It was a whole new mapset with a focus on ambience and the environment. It features some of the more memorable maps of the 2.5 Doom series. You start out in Half-Life 1 esqe bases and end up in a Hell that's styled after Quake.

>> No.2575154

Where's the news post?

Anyways, the Quakecon matches are being uploaded:


>> No.2575162 [DELETED] 

some new guy posted this thread several pages early, misspelled the title, forgot the news post, and generally made a pig's ear of it.

hopefully he'll keep his itchy posting finger to himself next time and let someone who knows what they're doing to do it properly next time.

>> No.2575202

If you're on Linux and using ZDoom, you need to kill anything else that might be using audio, because FMOD is braindead, doesn't know about ALSA, tries to open /dev/dsp and refuses to do anything if it fails.

>> No.2575214

that sounds cool if you can get it to work

>> No.2575220

While I don't expect the final versions to be anytime soon, I do hope we get an update to the E1 and E2 betas at some point, too.

>> No.2575228

I already have a vague idea on it.
It'd involve scripting entirely different sets of states for every weapon and monster. Projectiles would gain a state that scales their speed down instantly.

Though the slow time wouldn't slow everything the exact same rate. It would slow the player's movespeed down to 80%, weapons slowprojectiles and monsters to 50%, and fastprojectiles to 30%. Oh, and it'd also slow down turnspeed and aimspeed to 50%,

I'm also thinking of adding in an oversped monster that's basically impossible to get a bead on until you slow time, after which it's still pretty fast but managable.

>> No.2575247

Hate to burst your bubble but I don't think bullettime works well in the doom engine at all. It can be sort of done, but I go for features that can be done proper instead.

>> No.2575258

Play Turbocharged Arcade or Black Warrior.

>> No.2575262

doomworld is workin fine though!!

>> No.2575271

I was talking about going into each monster and giving them alternate states that they use when time is slowed. Not doing that stuttery bullshit done via 'freeze/unfreeze every tick'.
I'm modifying every creature anyway, so I might as well do it twice.

Yeah, it was just an idea. I just really like the idea of saving up a resource like that over time by killing monsters, and I'm not sure how else to make use of the basic core concept of Project ILE- taking every hitscan enemy and make them not hitscan, and also fucking around with monsters to give them fun new mechanics. My personal favorite of these is the spectre phasing into another dimension to get away from you and phasing back in behind you when you aren't expecting it.

>> No.2575310

I didn't like the effect in either of those.

There's a lot you can do with projectiles. Give the player a melee attack that makes them +reflective for a few frames so projectiles can be parried for example, or make projectiles shootable like in doom 3 (it's possible right?). Also don't forget to mix things up with Floorhugger projectiles, rippers, maybe projectlies that lay burning or otherwise hazardous trails you have to jump over, etc.

I really like your spectre phasing idea, you should do all your behaviour alterations with the monsters role and personality in mind. Revenants could go berserk if hurt enough and get increased speed and a lunging ability but no missiles, imps could have a chance to enter a fleeing state from their pain state..

>> No.2575312



>> No.2575323

It is not a matter of liking the effect, it is showing that it can be done and customized enough to make it work however the creator would want it.

Look at them like a proof of concept rather than being executed properly.

>> No.2575327

So the first two BTSX episodes are in beta and not finished? Does that mean they will new have new maps or what?

>> No.2575426

I believe E1 and E2 are meant to have one new secret level each

Alongside many bug tweaks, E1's map17 is getting overhauled. And I believe E2 has a number of maps getting overhauls, too.

>> No.2575437

I dunno about that last slowdown idea, anything that messes with aim makes me sad

>> No.2575446

It actually is possible to make shootable projectiles. Some huge mod that replaced everything with Doom 3 model rips had it.

>> No.2575451
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google] [report]

>Visit my 82 year old dad today.
>Bring my laptop for reasons.
>The subject of old games I used to like comes up.
>We talk wolfenstein, medal of honor before finally coming to doom.
>says he liked it and used to be good at it to.
>decide to copy my doom folders over to his computer so we can play.
>Says he hasn't played in years and may be a bit rusty.
>does terribly at first but gets better as we go.
>Things start to come back to him like secrets even I forgot.
>eventually we decide to deathmatch.
>He completely destroys me.
>After he wins the match he literally leans over and says quietly into my ear.
>gg, no re.

My dad probably even browsed 4chan a few years back.

I blame it all on the fact that I should have BFG hogged romero style.

>> No.2575467

I choose to believe this happened.

>> No.2575503

Half of that is done, actually.

Imps are also ~magic~, so not only do they flee when they enter a pain state, they also throw out illusory imps to catch your fire instead. The illusory imps attack you with fireballs that don't actually deal damage, but they cause the screenflash and the pain sound.

Revenants are superhyperaggressive, but that's because they're actually possessed by spirits that hop into new bodies

I tested it with an alias, and it actually makes you feel like you're moving slower. It works pretty well

>> No.2575518
File: 117 KB, 570x558, 1434348170141.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2575520

I will as well, it's a sweet story.

>> No.2575523


ow shit, when was this?

>> No.2575528

Fuck me, Plutonia is hard.

I want to turn the difficulty down to HMP but my pride won't let me.

>> No.2575535

Have some inspiration


>> No.2575546


So, I should wait until episode 3 is out before playing through them all? Where do you think it will be set?

>> No.2575568

Good lord.

And I'm only playing on UV.

>> No.2575595
File: 31 KB, 470x400, castro.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw imagining ednerds impotent rage

>> No.2575601

I'm trying to remember the name of this WAD. It was some sort of comedy WAD where the text moves really fast and then you open up the console and it makes a joke about how the text is really fast. Anyone know the one I'm talking about?

>> No.2575602
File: 252 KB, 1280x960, btsx_e1.png [View same] [iqdb] [saucenao] [google] [report]

>So, I should wait until episode 3 is out before playing through them all?
Honestly breh, it's worth playing them now anyway because they're just so fucking good.

>> No.2575645 [DELETED] 

Gentlemen, prepare your anuses

>> No.2575653 [DELETED] 


Don't worry, just helping you out before the inevitable happens.

>> No.2575657

>hurt me plenty
fucking casuals

>> No.2575658

Yeah with Doom95 too if I remember correctly, though there was a variant release of this that included stuff like promo materials for Doom 3 before Doom 3 came out.

>> No.2575659

This shoudl be... interesting.
Are they playing the version with the shotgun testicles?

>> No.2575660

Try out WinROTT or GLWinROTT if you haven't yet, the version you got (guessing Steam) may just be using DOSBox.
Also in case you still have issues, do what this anon said >>2574925

>> No.2575662

best friends play demonsteele when
they already talked about it on a podcast

>> No.2575664

I think he's talking about new ROTT

>> No.2575668

Realy? That could be cool

>> No.2575683


You may want to have a look at the Descent X Rebirth source ports. They did me well thus far.

>> No.2575687
File: 31 KB, 250x251, 1390673832673.jpg [View same] [iqdb] [saucenao] [google] [report]


>that cutesy kirby music playing to that title card

>> No.2575710

They had better play some fuckin Pirate Doom
That shit's right up their alley

>> No.2575719

I actually tried that. Seems to run well enough, although setting up KB controls will be a bit since the default scheme feels like shit.

>> No.2575730 [DELETED] 


I bet you also have xkit too

>> No.2575735


I don't get it. Is this part of a YouTube URL?

>> No.2575737


Waaaaaayyyy too late to the party
The only reason that I'm subscribed to them is them playing bad pro-wrestling games

>> No.2575745


Oh yeah, I completely forgot about the initial control setup. Shit kinda confused me for a good 10 minutes at least but yeah, it does run well enough.


I've been subscribed to matt because of his shit-ass old YTPs on Street Fighter and other Fighting Game tie-ins.


>Shitty Pro Wrestling Games

You have good taste.

>> No.2575746
File: 223 KB, 1022x640, E1M1 Samus.png [View same] [iqdb] [saucenao] [google] [report]

>The UAC receives no response from Phobos or Deimos for several days.
>Not wanting to risk their own profits they decide to hire someone to check it out for them.

>They send bounty hunter Samus Aran to investigate.

I could see this happening.

>> No.2575751

It's the URL of the youtube video above it.

>> No.2575758

Brutal Doom confirmed for inventing source port features.

>> No.2575760

As much as I love The Living End. I have to say the Cyberdemon encounter was poorly put together. You can exit the level before he even gets a chance.

>> No.2575834


They should've thought of E4M6's final sequence before ever doing MAP29

>> No.2575865

Best way to experience Doom for the first time?
Just straight up vanilla, or is there a wad that combines and fixes vital things while keeping a vanilla-like experience?

The infograph didn't really help much.

>> No.2575874

Vanilla with a sourceport of your choice, or in GZDoom with Smooth Doom and software lightning mode.

>> No.2575879

Most people will say to use prboom or chocolate doom, but honestly as long as you use any source port and aren't jumping, it shoudln't be a problem. Play it without any gameplay mods for the first time. There is really no need for a fix for doom. On the topic of mouselook, I don't think enabling it will detract from the experience but others here might say otherwise

>> No.2575881

Alright, thanks /vr/.

>> No.2575887


I'd say go Chocolate first. Then experiment with ZDoom from there.

To be fair, my second experience with Doom full-on was Doom 95 way back in the '00s.

Even better, >>2575879. Regardless of the port, stay away from mods for the first time then work your way up from there once you finish.

On the topic of Mouselook in old Doom, I remember reading somewhere in Masters that Romero was one of the first people who preferred that control scheme (M+KB).

>> No.2575889

Just start with Doom and go through every episode. Stop at E4 if it's too much. Play Doom II until you get bored or frustrated.
THEN start digging through the infographic/onemandoom/etc.

>> No.2576013
File: 121 KB, 640x480, Screenshot_Doom_20121019_232342.png [View same] [iqdb] [saucenao] [google] [report]

What wads are you all playing? Finally got my ass to checking out Smooth Doom and I'm really enjoying it.

>> No.2576028
File: 534 KB, 1280x960, 3.png [View same] [iqdb] [saucenao] [google] [report]

I am fond of RGA2, and despite having played Alien Vendetta with it over and over I still see people on the server. As a side effect I have now gotten av20 practically memorized.

>> No.2576038
File: 76 KB, 397x400, Cacofield.png [View same] [iqdb] [saucenao] [google] [report]

Smooth Doom, Sunlust with DemonSteele, Psychic with Speed of Doom, Stronghold...

>> No.2576046 [DELETED] 
File: 87 KB, 503x520, Screen Shot 2015-07-30 at 1.27.14 AM.png [View same] [iqdb] [saucenao] [google] [report]

Can someone please tell me why /vr/ likes the doommonsters tumblr so much? The guy's clearly a horsefucker that should be outcasted for doing shit like this.
In the tags of this picture, he pretty much admits he's a brony.

And yes, I am willing to risk a ban for this.

>> No.2576048 [DELETED] 



>> No.2576049 [DELETED] 
File: 69 KB, 231x141, 1430530271509.png [View same] [iqdb] [saucenao] [google] [report]

Literally never heard of him.
I also am not a sperg that freaks out over ponies.

>> No.2576050 [DELETED] 

>The guy's clearly a horsefucker that should be outcasted for doing shit like this.
>In the tags of this picture, he pretty much admits he's a brony.

Who cares? As long as he also has material that isn't MLP related I don't see the issue since you can just ignore it. It'd only be a problem if people keep spamming the MLP stuff in these threads.

>> No.2576052

Don't even try to engage him. You arguably already fucked up just by linking his post.

>> No.2576059

they're each standalone megawads. in fact they're all standalone maps that can be pistol-started.

it has about as much story as Doom 2. possibly even less. the text screens are more an attempt to string together as many song titles as possible than to form a coherent story (it's been said it's more like the diary of someone going slowly mad)

>> No.2576061


So fucking what?

>> No.2576062

Would've been nice if map29 had tag 666 for Cyberdemons.

>> No.2576064


sorry, felt like I had to

>> No.2576076 [DELETED] 
File: 886 KB, 175x144, 1385415631592.gif [View same] [iqdb] [saucenao] [google] [report]

>The guy's clearly a horsefucker

>> No.2576078

more likely the other way round. Romero made map29 before e4m6. i imagine his hacking in e4m6's ending coming about as a direct result of his experience watching players cheese the ending of map29.

>> No.2576175

Captcha is failing repeatedly, anyone else getting this.

>Man, you're overthinking it.
Not really, most of it came from the Doom Bible.

>> No.2576182
File: 79 KB, 640x400, Heretic-Sabreclaw.png [View same] [iqdb] [saucenao] [google] [report]

Why are these things so fucking useless?

>> No.2576247

Anyone using g/zdoom on linux?

Everything works fine and dandy, except music (gun sounds, item pickups, death cries all work fine). I also know that midi playback on linux is sort of problematic.

I compiled myself the fmod library
I installed timidity+, openal and fluidsynth

But none of the above work, except OPL, which sounds like shit.

What do I need to make them actually work? For reference, I'm using alsa+pulseaudio.

>> No.2576254
File: 820 KB, 768x862, Screenshot_Doom_20150730_041411.png [View same] [iqdb] [saucenao] [google] [report]

I'm looking for any bugs, sequence breaks, crashes or the like.

Things I already know are an issue and/or won't be fixing:
>It's fucking small. Next maps won't be. Get use to claustrophobic combat.
>Every single door needs a pass over.
>Ammo and health are a little tight. It's not meant to be impossible, and I've been able to beat it on UV without secrets multiple times. Just be cautious.
>Any zDoom mod that has randomized enemies might not have the Cyberdemon disappear like it's suppose to.
>The music is a little loud. Some people might not like it. Full release will have a midi version optional, instead - Doom's sound font adds a lot of pizazz.
>Gen Room's Trap Door could be done better as to not break.
>Two areas look particularly lazy - the transition to the blue Gen Room and the T-Junction Hallway. May or may not spruce up later.
>Many ledges and desks have player-blocking definitions.
>If you have auto-weapon swap, you might get facefucked a few times.
>You can't normally 100% enemies because of a special friend.
>Double-Baron fight can be entirely skipped if you dodge long enough.
>A specific skellington has jumpscared me like four times, so there's your warning.
>Yes, it's a PK3 with CC4Tex thrown right in. Will combine later.

Things I really want advice on:
>Item/Monster Balance
>General detailing whoopsies that might have happened.
>How did the map make you feel, etc.

I've tested it with multiple gameplay mods, was able to complete it with all of them except an old version of qStyle which fucks up a keycard script. Insane difficulty mods like Hideous Destructor are not recommended. There's a lot of skellingtons.

Obviously meant for gzDoom. I'm not using any wacky gzDoom features, so it should work with old versions/Skulltag/Zandronum.

That's all. Have fun! (I hope.)


>> No.2576262

>Obviously meant for gzDoom. I'm not using any wacky gzDoom features, so it should work with old versions/Skulltag/Zandronum.

What features are you using that are of the gzdoom format?

>> No.2576263


Looks really good so far.

>> No.2576267


I have no idea. I started with some colored, point lighting and then ditched it because it was kinda shitty and not worth the effort. There's like a grand total of 5 slopes in the level, I don't have a lot of fun working with them.

Other than that - colored lighting, I guess? I mean it might work in zDoom, but I only ever tested it in gzDoom so I dared not give anyone false hope if I fucked something up drastically.

>> No.2576275
File: 207 KB, 1776x1000, Screenshot_Doom_20150729_235044_01.png [View same] [iqdb] [saucenao] [google] [report]

Playing half-heartedly I managed to get three keys before dying on UV. Time to get serious. Overall seems pretty good so far, health is a little light as you mentioned and the backpack secret is nice though I don't think it triggered as a secret for me.

>> No.2576290

You need a soundfont for fluidsynth/timidity. Which depends on your distro.

>> No.2576301
File: 187 KB, 1776x1000, aaa3.png [View same] [iqdb] [saucenao] [google] [report]

I hate it when detailing "pops" out of the wall and causes you to crash into it when you try to sidestep fireballs, like these water ducts. I'd make the waterfalls recessed rather than jutting out, maybe add some supports like the redlines show or just use invisible walls to prevent the player from moving into those little niches between the wall and the detail work. Taking unnecessary damage thanks to map makers making things ~^*fancy*^~ without concern to how it would affect player mobility goes beyond personal pet peeve and into full on stupid apeshit mode for me.

Also that's partially the fault of the stage being cramped and small too, but whatever.

>> No.2576334


I figured it'd happen as much. I plan to smooth out levels with blocking line defs when I move onto larger ones.

Then again, I also just beat my own map with Hideous Destructor on Grotesque, so it's definitely possible. I feel a few too many players rely on the pathetically easy dodging of un-aimed monster projectiles, so you have limited options to make it more interesting besides hitscan spam and tight quarters.

>> No.2576419

Sorry for the late reply but yeah, after I posted I read the man pages of both fluidsynth and timidity. I've got timidity running, but couldn't manage to get fluidsynth to work.

I wonder if bassmidi works on linux, too.

>> No.2576421

Bassmidi is windows only sadly. Fluidsynth needs its own soundfont which is usually in another package.

>> No.2576429

I configured fluidsynth too, manually edited the conf files, putting SGM-V2.01.sf2

Putting timidity in daemon mode made zdoom throw a fit and crash, fluidsynth straight up refuses to play anything, and makes zdoom crash after 5 seconds of nothing.

>> No.2576432

Weird. At least it works, eh?

>> No.2576518

on /vr/ ?

>> No.2576523


>Romero made map29 before e4m6

that's what I said. Imagine if Romero implemented that hack for Doom 2 first.

>> No.2576554

Hello guys, can someone please help me? There was a doom/quake/heretic wad that had no combat and the story took place on a series of floating islands inhabited by ethereal creatures and you were one of them that had just arrived. It was pretty dark and minimalistic with a lot of dialogue. I forgot the name of this wad, does anyone know?

>> No.2576562

to be more specific


tdm, ctf and duel playlists inside
that's foreverhood i think

>> No.2576569

fuck yea, seems like it. thanks!

>> No.2576590
File: 2.81 MB, 1920x1080, gzdoom 2015-07-28 23-24-42.png [View same] [iqdb] [saucenao] [google] [report]

I just can't get over how fucking good reshade is with gzdoom is if set up right

>> No.2576616

I only wish it didn't make my framerate die.

>> No.2576624
File: 3.27 MB, 1920x1080, gzdoom 2015-06-03 15-14-44.png [View same] [iqdb] [saucenao] [google] [report]

Only some of it's features do that. I only use Levels adjustment and minor bloom and it doesn't affect framerate much at all for me at least.

>> No.2576635

Fuck off is that Doom

>> No.2576637

yeah, it's doom with shaders

>> No.2576649

It's a really pretty wad with a pretty bad take on serious sam style gameplay called "The island", with some bloom and light levels adjustment from an opengl plugin called ReShade

>> No.2576690

What version of reshade are you using?

>> No.2576693

The Scythe run is starting soon on AGDQ so those who are interested.

>> No.2576708 [DELETED] 

>ever going near that whole shitshow or anything that's connected to it

I think I'll pass.

>> No.2576732

Your loss. It was a really badass run.

>> No.2576734

Why do Americans pronounce Scythe with a soft th ?

>> No.2576736

Bollocks, he used savegames!

Well okay yeah it was pretty good.

But still. He used savegames!

>> No.2576740

Apparently savegames are normal for fps games at this event, the Spear of Destiny guy just said

>> No.2576745

I could see that, especially since one can't just restart their run as many times as needed if they do a terrible mistake.

>> No.2576746

Just completed Knee-Deep in the Dead for then first time.

I've been playing Doom since I was young yet never finished any of the episodes for whatever reason.

Computer Station was probably the best level tbh.

>> No.2576752

>Computer Station was probably the best level
pretty much. i flip between this and Toxin Refinery.

>> No.2576765

Fluidsynth has it's own implementation inside (G)ZDoom. You have to point the internal Fluidsynth to your patchset by setting the fluid_patchset console variable.

>> No.2576779

>tfw at work

What's Scyhe anyways?

>> No.2576781
File: 171 KB, 800x600, time_gentlemen_please_doom_3.png [View same] [iqdb] [saucenao] [google] [report]

Question time!

What level do you dread most when playing through Doom again? Doom II?

>> No.2576782

Just played the first 3 episodes for the first time this week.

Was pretty frigging boring, didnt care for the enemies or the weapons. Items was a cool addition but didnt feel so necessary

>> No.2576785


>Ben there, dan that and Time gentleman please

Those are some of my favorite Adventure Games

>> No.2576835
File: 100 KB, 1024x768, large[1].jpg [View same] [iqdb] [saucenao] [google] [report]

/doom/ meet Adrian Carmack. He made Doom great along with John Romero.

>> No.2576836

"MasterEffect ReBorn 1.1.190 public beta"

>> No.2576848


>> No.2576856
File: 18 KB, 320x200, wall20.png [View same] [iqdb] [saucenao] [google] [report]

I wish there was more material and information on Adrian.
I also wonder what he's been doing for the past decade.

>> No.2576858

why does it do this static libraries garbage? thanks for the tip.

>> No.2576859

>I also wonder what he's been doing for the past decade.
He's making lovecraftian boargames games with sandy petersen. For real.

>> No.2576864

Years of braindamage caused by windows not having sane package management

>> No.2576876

He bought a hotel recently and I think that's it in the image.

>> No.2576904

The Citadel
The Chasm

>> No.2576928
File: 727 KB, 800x1300, Archie Finds This Vile.png [View same] [iqdb] [saucenao] [google] [report]

E4M1, by far.

>> No.2576935

i generally stop at The Pit. it's a good map for first time exploration but i find it slow and tedious for replaying

>> No.2576939



>> No.2576956

All of episode 4.

>> No.2576982
File: 429 KB, 633x758, 1418383544501.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no Archie gf

>> No.2576983

E4 still doesn't even count to me

It's not really bad or anything, I just can't accept it as the actual fourth episode of Doom 1

>> No.2576991

it´s the new one from 2012

I already have dark war
it´s fun

>> No.2577005

Generally the stuff post MAP 11. The quality after then gets real wild.

>> No.2577034


He did Fear without dying, so that makes it okay for me.

>> No.2577062 [DELETED] 

>i generally stop at The Pi

everybody stops at the pit.

[version]unless it's the psx version[/version]

>> No.2577063
File: 3.00 MB, 320x240, sc26-103.webm [View same] [iqdb] [saucenao] [google] [report]

yes, that was very inspiring. made me want to do it myself. and to my surprise it was a success.


>> No.2577068 [DELETED] 


>> No.2577078

>i generally stop at The Pit

everyone stops at The Pit.

on a related note, it baffles me how almost every level I absolutely despised in the PC version (master levels, I'm fucking looking at you) suddenly became actually playable in the PSX version

>> No.2577083

E3M5 is not fun, I really can not enjoy E3M6 at all.
E4M1 isn't very fun, E4M2 isn't fun at all, and so on for E4.

The Factory can go and suck a million dicks.
Industrial Zone is kind of a chore.
The Citadel is tedious, even in the cut down variant on the GBA port.
The Chasm I dislike and also like, depending on where in it I am.
Barrels Of Fun is nothing like it's name implies.
Courtyard is pretty drawn out.

>> No.2577157

Try making every room 3x the size for start.

>> No.2577160

>Courtyard is pretty drawn out.
i find this one of the best maps now, because you can just run in, let everything out, and watch the fireworks. the slow parts (the gstone/blood maze, or is it lava) are optional.

>> No.2577165

Well I can't think of anything, anyone got any mods or ideas to spice up a Doom 1 run?

>> No.2577168



>> No.2577170
File: 12 KB, 360x300, Doome1m4map10swastika.png [View same] [iqdb] [saucenao] [google] [report]

>besides that nothing else is different
as mentioned, the e1m1 secret is different.
Also, there are other differences, depending on what version of DOOM.wad you have. pic very related.

finally, some versions of doom.wad aren't compatible (ironically) with chocolate doom/crispy doom for some reason. Can't remember the command line dump, so no clue what exactly.

>> No.2577175

>pic very related
that isn't a difference between registered and ultimate doom

>> No.2577181

>why does it do this static libraries garbage?

I think that can be changed via a variable in CMake before compiling. Could be wrong. I would check, but my desktop is compiling an Android ROM right now, I'm on my phone posting this atm.

>> No.2577184


>> No.2577194


>> No.2577197

Shut Up And Bleed
Accessories To Murder

they're gameplay mods

>> No.2577202

shut up and bleed, accessories to murder
both are gameplay mods
i think there's a few neat mods in dark doom (at least a falshlight) that you could add on top of that

also, demonsteele's radio thing, for extra (midi) music

>> No.2577223

>also, demonsteele's radio thing, for extra (midi) music
i unironically love the shit out of this thing and have it on my autoload

>> No.2577230

Ah I see, well I tried accessories to murder and it didn't seem up my alley, generally I prefer to have smooth doom on instead of kooky gun mods.

I'm gonna try SUAB for something different regardless. Maybe look at dark doom. The heck is this radio thing though?

thanks friend

>> No.2577234

>The heck is this radio thing though?

I'm assuming he's talking about Demonsteele's "now that's what I call midi", which is almost 400 cheesy midis of different metal/rock music in a randomizer. Enter a level, it shuffles and selects a new song. Don't like it, type nextsong or hit a key and it shuffles to a new song. Want to hear the original music, type origsong or hit a console and it plays the level music. Want to hear a specific song, type song 312 and it plays that specific song.

It's a really cool combination of simple and effective, and is really easy to mod to include your own music. A few people have already released their own variants.

>> No.2577271

Well, he used to be pretty fat, for one, and now he's not, so that's good.

>> No.2577284

I wonder if he and Tom Hall ever buried the hatchet.

>> No.2577375

After watching the Spear of Destiny run from SGDQ, I'm not that sure if Doom is actually the faster game

>> No.2577379

Yo niggas.

I'm back in the Doom saddle following a hiatus of quite a few months.

Playing through BTSX E1 for the first time, UV of course.

On Map 12 right now.

It's really good but just wondering if it's gonna get harder 'cause so far it seems a bit too easy compared to the other few fan megawads I've played.

Is it gonna be like them where on ~map 15 it suddenly ramps it up a huge notch?

I hope so!

>> No.2577380

He's a big guy.

>black painted nails on romero

>> No.2577391
File: 478 KB, 485x600, 1415507621858.gif [View same] [iqdb] [saucenao] [google] [report]

aight, quick question

is it possible to edit the chaingun's firing sound separately so that it's different from the pistol? I'm trying to edit per_kristian's HQ sfx to do so and I just want to know if it's doable

Am I going to have to wade into the code or something? im scared

pic unrelated

>> No.2577395


yep, in zdoom you can set up a file called 'sndinfo' and then change the sound to something else. it is not that hard to do, really.


Get slade3, create a blank wad and go to town

>> No.2577401

Specifically, you want to replace weapons/chngun.
Eg: weapons/chngun DSNOTSHIT

>> No.2577413

Is there a way to have the alternate HUD with ZDoom but still have Doom Guy's face in the middle?

>> No.2577417


>> No.2577427

Yeah, it gets harder.

Is there something wrong with that?

>> No.2577445


Sup, fag.
Yeah, all mapsets generally get harder as you go on.
The BTSX curve is overall more gentle, though, since it's spread out across three (unfinished) megawads.

>> No.2577447

Yeah, it gets harder.
U.S Mustard Company is one of the harder ones (if I'm not mistaken), and also the most fun in that episode in my opinion.

>> No.2577468
File: 129 KB, 241x314, 1429571451559.png [View same] [iqdb] [saucenao] [google] [report]

Where are the .wad recommendation pictures? The one on the OP is not the picture I remember. Does anyone have other ones? I'm collecting them for future reference.

>> No.2577470


I think they should be in the booru

>> No.2577534

What's the consensus on Grezzo 2? I don't visit these threads often and I'd like to hear your opinions.

>> No.2577556
File: 140 KB, 598x768, dm2box-XL.jpg [View same] [iqdb] [saucenao] [google] [report]

Does know the link to the youtube video of doom music cover with Julie Bell doom 2 artwork?I really enjoyed the cover but cant find it anyhwere.

>> No.2577569


Glorified modern shovelware compilation turned into a playable thing

>> No.2577570

I just noticed the green thing coming out the back of doomguy in that picture.

Is it supposed to be cloth, or is it implying he got a hole blown in his back and then got better?

>> No.2577590
File: 94 KB, 325x244, 1430270071890.gif [View same] [iqdb] [saucenao] [google] [report]

>>2577391 (me)

im de bess mane, i deed et

thanks a lot for your help, anons. Had to edit SmoothDoom.pk3 in order to make any changes though, but it was well worth it.

>chaingun with SG firing sound
literally why didn't id do this is completely beyond me
holy shit it sounds so much better

>> No.2577593


Has no direction and is just a whole bunch of random things from wads slapped together without any regard for rhyme or reason.

>> No.2577602

Id say since you can see the cyberdemon has claws maybe it scratched his back.Also 'd like to see somebody draw that,just a cyberdemon scratching doomguy's back.

>> No.2577616

maybe since the cyberdemon has claws maybe it's implying it scratched doomguy's back.On that note I'd like to see someone draw a cyberdemon scratching doomguy's back.

>> No.2577621

Heh, I was exactly like you back when I played E1. Its pretty easy in the first two clusters (1-7, 9-15, 31), but the third cluster and final map (17-22, 24) can be somewhat challenging.

E2 is where I'd say it truly becomes tough, though. Be advised that Map31 is a league of its own, here.

>> No.2577629

>>chaingun with SG firing sound
>literally why didn't id do this is completely beyond me

I believe in Doom 1, the reason why the Spider Mastermind had the shotgun sound was because his chaingun was actually more powerful (fires 3 pellets per shot, instead of 1).

Chaingunners kept it cause they didnt want them to fire at the same speed as the player's chaingun, and felt it would be too obvious they fire slower with the regular pistol sound.

>> No.2577717


>> No.2577729

Are you sure about that, or was it just because they recycled the code for the Spider Mastermind for the Chaingunner and didn't bother to change the bullet attack sound?

>> No.2577739 [DELETED] 


>But we're really [working on] how we entertain millions of people on their couches everyday.
>on their couches

>> No.2577747

Is NAM any good ? It's on sale on steam and I couldn't find any opinion on it.

>> No.2577751



>> No.2577752

All of these interviews and press releases are saying the same things over and over. They seem to be directly avoiding answering the concerns that some people have.

>> No.2577794

Why not ? It doesn't seem that bad.

>> No.2577816

It really isn't. In fact, I think its quite underrated. A lot better than the Platoon TC and its Tour of Duty maps for Duke3D. I didn't pay for it.

If I were you, I wouldn't either. Hell, its a shovelware title. It was probably cheaper in a retail store in the Year 2000 than it is on Steam now. I'm guessing, I honestly had no idea it was on Steam. That surprises me.

>> No.2577824


How can you say with a straight face that a shovelware game not worth paying for isn't bad?

>> No.2577826
File: 838 KB, 891x1005, american bear.png [View same] [iqdb] [saucenao] [google] [report]

They probably have plenty of disposible income

>> No.2577843

Probably shouldn't have used the phrase "shovelware." I didn't mean it lacked quality, but rather it was a product developed and published quickly to make a quick buck. My apologies.

I wish.

You might want to checkout this pastebin if you are interested in the game: http://pastebin.com/thj5YnW7

>> No.2577950

This game is already such a gigantic piece of shit. It's so disappointing because I really thought and hoped that Doom 4 would be the game to take us back to the old days and begin an FPS renaissance.

>> No.2577975

I'll reserve my opinion for beta.

>> No.2577993

Doom 64 nao

>> No.2577994

I forgot how fucking dark it is. Can't see shit on stream.

>> No.2577995

oh shit i'd forgotten
thanks anon

>> No.2578002

it's partly the stream, it's usually brighter when grav streams it

>> No.2578012

Can't watch right now, sadly.
How long does it usually take for the vods to make it to youtube?

>> No.2578040
File: 615 KB, 1920x1080, idkwtfid.jpg [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ thinks?
I'm just starting with this mapping shenanigans, those are the avp2 jockey textures if you are wondering.

>> No.2578057


5-6 hours, maybe

>> No.2578060
File: 35 KB, 600x731, reloading for MEN.jpg [View same] [iqdb] [saucenao] [google] [report]

How come nobody ever made a Doom MMO?

>> No.2578070
File: 110 KB, 378x830, 1432859217778.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom MMO

BRB, vomiting.

>> No.2578073

I don't like that idea. One of the things that makes me enjoy Doom is the bad ass feeling it gives you being one guy taking on hell. Making it an MMO would completely take away from that, plus I don't find the idea of tutorial quests making me kill a billion Lost Souls for hours to be appealing.

>> No.2578078
File: 90 KB, 512x620, Lost_episodes_of_doom.jpg [View same] [iqdb] [saucenao] [google] [report]

What the jesus is that gun supposed to be, plasma squirtgun?

>> No.2578097

in addition i suggest you stop carrying weapons from one map to the next.

>> No.2578102

never played it. heard it's nonsensical unless you are Italian.

>> No.2578115

>never played it. heard it's nonsensical unless you are Italian.
There is an English translation, I believe.

>> No.2578128

Are those levels good or dothey suck?

I'm assuming the latter since most stuff pre - Alien Vendetta does have lower quality imo.

>> No.2578139

its chinese knockoff BEEG FUNNY GUN 90 000

>> No.2578143

the whole thing is constructed from 1995 PWADs which were mostly previously published. except the last two levels of episode 3, if i am reading this correctly.


>> No.2578148

I don't know why but I always find the box art to unofficial expansions really appealing.

>> No.2578149

Here it is: http://liquiddoom.net/pwad/jptr_v40.zip

>> No.2578152

thanks. i wonder why it has such a strange filename...

>> No.2578156

Did I misunderstood something about how this triathlon thing works or are there missing matches? DaHang vs Cooller only has Map 3, same with Fazz vs Evil

>> No.2578158

>Are those levels good or dothey suck?
Lost levels were made in 1994 by Chris Klie, and Bob Carter. I'd say for that time, they're okay, but generally haven't aged very well.

>most stuff pre - Alien Vendetta does have lower quality imo.
There's plenty of good stuff from 1996 through to 2001, though. Even 1995 had a few rare stuff that were ahead of its time.

>> No.2578159

That's because before Sybex picked it up and sold it commercially, the compilation was going to be named "The Red Spot of Jupiter."

They relegated that name for the name of Episode 3 in this wad.

Oh, yes, and this is a Doom 1 megawad, and was made around the time v.1.666 was out, so there is a glitch at the menu if you have Ultimate Doom, but otherwise, is all fine.

>> No.2578164

>so there is a glitch at the menu if you have Ultimate Doom, but otherwise, is all fine.
Scratch that, the liquiddoom link has the patched version, so all good.

>> No.2578180

>The Red Spot of Jupiter
i see, thanks.

anyway i've definitely played this before in some form or other, at least, i recognised e1m1 instantly. it's probably BF_THUD, i remember doing that a few years ago

>> No.2578187

is that based on comm satellite from quake II?

that level in particular was so fucking awesome on so many levels.

>> No.2578194

opinions on gzdoom exclusive wads?

>> No.2578196

not at all relevant to my interests.

>> No.2578197


Basically no different from Zandronum exclusive wads or EDGE exclusive wads.
Though I'm especially interested in GZDoom-focused mapsets as of late, I've gotten rather sick of the push towards PRBoom+ compatibility with everything.

>> No.2578201

well I was simply thinking of making two versions if it puts out too many people.
gzdoom version with all custom decorate, models and scripts. and basic version running on limit removing engines without fancy stuff

opinions on that?

>> No.2578204


The only things I actually think are interesting from that era mermento mori and that one underrated TNT megawad which iirc was made around the same time.

It just feels like a lot of mapping back then is bland, not much custom stuff, level design usually doesn't have a focus on aesthetics. (adding pillars or wooden beams on the sides of hallways make them look a LOT better), and stuff like the end battle always being an Icon of Sin Battle

>> No.2578207

i suggest to focus on one polished version than two lacklustre ones.

you cannot please everyone, so please yourself.

>> No.2578208


how big is the wad?

>> No.2578212

single BIG map

>> No.2578223

if you can do everything in vanillaplus or boom and still be satisified, then it seems your gzdoom specific stuff is superfluous to requirements.

on the other hand if you make a reduced version and it appears unsatisfying to you, then clearly the advanced features are necessary for the experience and you should not compromise.

>> No.2578227

and we get to an interesting point.
reason why I want to go with all the fancy stuff in gzdoom is atmosphere.
I want to constantly put pressure on player in a HUGE map with plenty of monsters, without it turning into a slaughtermap and without player needing to scavenge every single bullet.
sorta D64 mood, but with more up-to-date effects like models and 3d destruction and stuff.

limit removing map is doable, but I am only considering it because of how orthodox doom community is at times.

>> No.2578235

>but I am only considering it because of how orthodox doom community is at times.

Well, to be frank, this is a matter only you can answer. Are you interested in making an atmospheric and memorable mapset? Or are you more interested in how many people play it?
All creators have to deal with the divide of wanting to make something a specific way versus potential audience appeal.

Personally, I'd say stick with GZDoom, but I've never been interested in how many people play my stuff. Some people are more interested in how many people play their stuff and will stretch their work as wide as possible and break things down for the lowest common denominator. And other people want a compromise of both values.
In the end, though, you have to pick one.

>> No.2578238

well that is a good point.
I guess I will make limit removing version only if community bitches about gzdoom exclusiveness, I wanted to do gzdoom version first anyway

thanks for the input anon

>> No.2578243

the community is more likely to bitch about a map that demands a certain engine without reason. if you are clearly using the chosen engines features, and using them well, your work will be well-received.

(i may grumble a little about not being able to record demos but you can ignore that :) )

>> No.2578254

>Well, to be frank, this is a matter only you can answer. Are you interested in making an atmospheric and memorable mapset? Or are you more interested in how many people play it?

Another good point to bring up is that anyone who is interested in the map would just quickly download gzdoom anyway so it's not like he would be missing out on that many players. If someone absolutely refuses to use it then they probably wouldn't be that interested in the type of thing he's going for in the first place.

>> No.2578259

>the community is more likely to bitch about a map that demands a certain engine without reason.

I've found it interesting that this only extends to maps and not gameplay mods.
There are a lot of mods that could feasibly work on Zandronum with only a few workarounds, but obviously it'd be kind of a Dick Move to start pestering about this.

>> No.2578297

It looks really cool and I'd love to see a full jockey level

>> No.2578298

I quite like TNT, Plutonia, Memento Mori 1&2, Icarus, Eternal Doom, Hell Revealed, Talosian Incident, Requiem (Though only some maps), The Darkening E1&2, TVR!, Demonfear, Crusades, Slayer, Classic Episode.

>level design usually doesn't have a focus on aesthetics.

I can agree that 94-95 stuff often had bland and ugly aesthetics. And 96 was sorta transitional. But 97-01 really aren't as bad as you're implying.

>> No.2578314

Did anyone watch the Doom 64 speedrun for SGDQ today? It looked pretty cool since I haven't played it

>> No.2578315

It was a good run, sucks that about 15,000 plebs that left during the run couldn't appreciate what a great game it is. In their defense, the stream was dark as fuck.

>> No.2578364

They're made in 94-95, so that means it's pretty horrible.

>> No.2578371


>> No.2578475

It looked pretty dark

>> No.2578482


>> No.2578491 [DELETED] 

>the top thread on zdoom projects will always be regular day

>> No.2578508 [DELETED] 
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Great post

>> No.2578558
File: 58 KB, 800x600, Screenshot_Doom_20150731_145046.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2578669

Huh, I've got an AMD A8 in my laptop and GZDoom has only ever had performance issues with Doom:One.

>> No.2578687

that's the idea anon, I just hope that I can pull it off with the little I know about mapping and stuff

>> No.2578740

Make it a learning experience! I see you're already using slopes. Be sure to use vertex slope things instead of plane_align whenever you're doing complex angles like smooth mounds or pits.

And ask us here if you run into any trouble.

>> No.2578761

What wad?

>> No.2578784

You know, with a bit of tinkering, it would probably be possible to make a sort of open-world-ed DOOM MMO-styled wad of a sort.

Hard to explain, but you walk out onto demios/phobos/hell's terrain and shit- which also gives you sub-options for little wads/pk3s people have made, and also a subtle little tutorial on how to fiddle around

As of the remake of doom, people will be curious about the old one. Graphicalities aside or not.

>> No.2578785

It's from a jokemod I'm working on. Named Dikzak.wad. This part isn't finished yet though. I don't have a download link handy at the moment cause i am not at home. Sorry. But the demo should be findable in the archives.

>> No.2578787

Is having freelook on considered cheating or what?

>> No.2578789

I will anon, thanks

>> No.2578790


If you use it on map30 where it is imperative for you to follow a sequence in order to shoot the Icon, then yes.

otherwise, no

the big problem is using freelook in a port where using it makes you sick, such as zdoom.

>> No.2578793

>makes you sick, such as zdoom

What do you mean? Makes you vomit?

>> No.2578804

btw I'm using it for playing through Doom 1, should I leave it on or turn it off?

>> No.2578821

I'm playing Plutonia for the first time, and also pistol starting the whole wad. I just got through the start of Map10, and I've never felt so adept at Doom. Maneuvering the mancubi so that the revenants would aggro them and then leaving to take care of the cacos at the start with the arachnotrons felt like I finally grokked in-fighting.

>> No.2578829

short version: freelook in zdoom makes some horrible stretching effecs, pretty sickenig for most people

>> No.2578830

At the very least you should be able to make some sort of online adventure-like, similar to massive Warcraft 3 maps where you'd be able to change classes/level up/raid for nice gear. Easily like 3 or 4 hours of content if you're playing with a group of 3-4.

>> No.2578832

Ah I have noticed that but it doesn't make me feel ill. Which is weird because I used to be incapable of playing FPS games because I'd feel fucking dizzy.

Hate flickering/flashing lights though

>> No.2578842

>Hate flickering/flashing lights though
i remember someone here did a mod to remove that (for someone's mother)
you'll have to do some archive diving to find it, i think

>> No.2578847

That'd be noice, I find it disorientating and fucking unpleasant tbh

>> No.2578879
File: 2.86 MB, 960x540, blunoranj.webm [View same] [iqdb] [saucenao] [google] [report]

Hey guys. Sorry if i have posted this so much or if you have seen these webms on other boards. I just want to know your input on how you think this looks. I need to settle if i should go high res sprites or low res sprites like the original doom.

>> No.2578882

What is this for?

>> No.2578886
File: 2.93 MB, 4096x2048, sheet.png [View same] [iqdb] [saucenao] [google] [report]


I'm making a Doom clone type game in Unity.

>> No.2578887

That is the sexiest shotgun I've seen in a while. Good job, anon.

>> No.2578891

Something you should do is to make the screen -kick- by changing the FOV slightly upon firing.

>> No.2578896
File: 198 KB, 960x540, wat.webm [View same] [iqdb] [saucenao] [google] [report]


Thanks man. Feel free to use >>2578886
this sprite in a doom wad if you'd like.


Good input, will certainly do that.

>> No.2578901

You should also, and I'm not sure about the sound, but you should make it sound like god almighty slamming his thumb in the car door. Like the Alloy Cannon in the new X-Com.

>> No.2578903

Angle looks weird. Feels like the gun should be a bit lower, it takes up too much visual space right now.

Please don't do this, it's the worst shit. Add some screen shaking or self-resetting muzzle climb, but don't fuck with the FOV.

>> No.2578948

> getting motionsick while firing a shotgun
this is the worst

what program did you use to make this shotgun + animation?

thinking about making my own doom wad with custom maps and custom sprites

>> No.2578950
File: 920 KB, 400x226, 2spooky.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Dark Doom.
>Have Dark Ambiance mod.
>end of level screen music is replaced by a radio emitting interference.
>Suddenly and irrevocably become spooked

Fuck why does radio static or interference scare me so much?

>> No.2578964
File: 27 KB, 600x287, doom1.jpg [View same] [iqdb] [saucenao] [google] [report]

It's too centred when pumping.
Try having it go to the left side of the screen as to not block the player's view too much.

>> No.2578976

>Fuck why does radio static or interference scare me so much?

Because it means something, somewhere, is wrong. Even if it's just your radio settings.

>> No.2578986

It's funny too, the darkness and even the brooding ambiance doesn't even scare me. It's just that fucking radio static between levels.

>> No.2579003

The smoke effect coming off the barrel could use a bit of tweaking. I think hi-rez is fine for this; it's not like you're actually making the game in the Doom engine.

>> No.2579009
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>> No.2579036
File: 21 KB, 120x25, hypeisnotreal.gif [View same] [iqdb] [saucenao] [google] [report]

I thought that they confirmed advanced mod tools?
Here they say that mods are only going to be made through Snapmap ( around about 11:10).
Are they toying with us?

>> No.2579037

Are the Heretic and Hexen manuals available anywhere in PDF?

>> No.2579040


A fun combination is HD, plus Dark Doom, plus a good ambiance pack, plus a map set focusing on small levels with cover and small enemy counts.

You will learn to fear again. Except that it can quickly pass on into frustrating, and stock HD sounds leave a lot to be desired. That said, Level 30 is just pants shittingly terrifying with the right pack (due to heartbeat sounds) and the text that comes up.

>> No.2579042


Pretty sure at some point they confirmed full SDK for PC. Snapmap is going to be more like a complex for-fun snap editor like Timesplitters had, probably combined with some freeform stuff ala Forge.

>> No.2579045

,maybe they can't make their minds up.

i suggest you ignore everything until it is released.

>> No.2579046


common user-made ones; 'normie' mods, if you will.

people seem to forget that we couldn't had access to doom's source code for 4 years. now let's watch as people will call it 'blunder of the century' because we won't see day 1 full TCs

>> No.2579056

>It's just that fucking radio static between levels.
Weird. Perhaps some early childhood trauma, so early only your hind brain remembers it.

>> No.2579060
File: 24 KB, 492x475, 1431072910749.png [View same] [iqdb] [saucenao] [google] [report]

My half brother worked on the Doom film. Said it was a pile of shit and apparently the director was a nutcase.

>> No.2579064
File: 80 KB, 620x827, it could have been okay i swear.jpg [View same] [iqdb] [saucenao] [google] [report]

At what point did the project go to shit?
I've heard that it was originally supposed to be about demons and shit, but it all got cut.

>> No.2579065

Dunno, doubt he knows either he wasn't involved in the story or anything

>> No.2579079

I am playing Plutonia for the first time.
I know I am not a very good Doom player, but holy shit, these levels are outright retarded. Unreachable Archviles that attack you from places you can't see, literally dozens of enemies thrown at every step in simple corridors and huge rooms for no reason.

>> No.2579082
File: 30 KB, 310x266, 2015-07-31 13_27_41-(1) _vr_ - DOOM SIXITY FOUR - Retro Games - 4chan.png [View same] [iqdb] [saucenao] [google] [report]


he got to know the cast or something?

also, this fucking captcha man

>> No.2579092

Probably not tbh but I need to talk to him about it more.

I don't really want to say what his role was because any cunt on here can just find his imdb page.

>> No.2579098


My brother worked on the Doom game.

>> No.2579102

My dad worked for Nintendo

>> No.2579106


~secret insider~ info here:

it'll ship most likely with idstudio and there's talks of 'open sourcing' the engine but to what degree no one has decided on, it's still fairly up in the air

snapmap is a shitload more powerful than they let on though, you can do a surprising amount of scripting/programming with it

>> No.2579112


My dad IS Nintendo

>> No.2579114
File: 1.83 MB, 200x200, 1404823334472.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2579119

Keep practising! You can beat every Plutonia map on UV from a pistol start with no deaths or saves.

>> No.2579121
File: 259 KB, 600x644, carmack spooky.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm going to need some proof.

>> No.2579132
File: 474 KB, 1920x1080, Screenshot_Doom_20150731_204732.png [View same] [iqdb] [saucenao] [google] [report]

I chose a level at random to start with a pistol on Hurt Me Plenty and it was MAP16: The Omen. I struggled with the 20 revenants and 30 chaingunners, but to be honest it wasn't that bad.
Now I'm trying to do it from the beginning and this part in MAP02 is already killing me...

>> No.2579147

For Hexen:

>> No.2579148

>I chose a level at random to start

that is actually what i did here a couple of years ago, i made a list of all the maps, and chose randomly from it and crossed out maps as i beat them and posted screenshots of the intermissions.

map16 is one of the smaller ones and pretty nasty. ironically the bigger maps in plutonia are often slightly easier.

map02 is also quite tough especially when you don't know it, all the hidden buttons and a fairly obscure route don't help, you can run out of ammo easily and find yourself in a situation more difficult than it needs to be.

>> No.2579151

There's an invisible bridge, by the way.

>> No.2579154

You don't really need insider information to know that.

>> No.2579219

He also said you're waifu is a shit

>> No.2579250

yeah, don't let the hell knights spectres and lost souls out early. you run out of ammo and then die jumping into a pit full of sergeants and chaingunners


>> No.2579251

>that av
>that idgames placement
Man, I don't like playing shitty wads but this has me curious about it now.

>> No.2579258

>but this has me curious about it now.

Why? It's going to be the same as every other. Starts off promising, looks cool, then degenerates into dumb shit.
It's the exact same as every other single one you could try.

>> No.2579264
File: 145 KB, 1060x1000, mid_sneeze.jpg [View same] [iqdb] [saucenao] [google] [report]


>those 16 deep hexagon cut outs

Nothing deboners me faster than lazy floor cut-outs as an attempt at detail. Wonder how that wad ends though.

>> No.2579267

Go ahead. You don't have to report back.

>> No.2579271 [DELETED] 

Links already deleted

Go shill your crap someplace else.

>> No.2579282

it's not even a new level, it's a year old

>> No.2579291

so i learned which buttons to press, survived the pit, then got caught by a crusher


>> No.2579303
File: 131 KB, 800x600, Screenshot_Doom_20150725_220250.png [View same] [iqdb] [saucenao] [google] [report]

I'm back, and slightly more helpful now.
The Cheetahmen part you're seeing there is part of an Arcade within a secret level that parodies clan Head Quarters style maps.
The same arcade cabinet can be seen in MAP06 of the demo, albeit purely decorative and still using it's old style.

I might make this level available earlier, as the idea was to have people add their own rooms to the HQ, to make it seem more like a real clan base, that has been abandoned. But I'll post about that once I actually reach that point, and if I haven't changed directions once again regarding the mod in general.

If you're still interested
It's a twelve level demo. It might not have the cheetahmen section but enough other strange and unusual situations to get your psychedelic fix, without entering Terry-tier seizure inducing territory. Like a troll dungeon, infiltrating the NSA and a Immoral Cumbat section in a secret level. Complete in black and white.

Shitty jokewad, play at own risk.

>> No.2579308

>There are a lot of mods that could feasibly work on Zandronum with only a few workarounds, but obviously it'd be kind of a Dick Move to start pestering about this.
The main issue with moving things to Zandronum isn't coding stuff differently, but testing them online and knowing some of the quirks of the engine which are different than G/ZDoom. It's easy to test things in singleplayer but way more involved to test things in multiplayer.

>> No.2579312


>> No.2579325


And this right here is quite the issue with terryfags. Ultra-knowledged with GZDoom modding and coding compared to most people, yet they still use it for 2000-ish jokes that weren't funny in the first place.

One can only hope they drop some and start doing actually cool stuff.

>> No.2579352

finally got it. even though i've done this map before it still took like a dozen tries


>> No.2579404


there's nothing wrong with terrymodding, who cares if people do a few joke maps here and there?

>> No.2579407


>picking the spider like it's fucking nothing

george you absolute madman

>> No.2579412

>there's nothing wrong with terrymodding

when they promote stuff like >>2579251 where there's not a single indication of actually being a terrywad, then yes it is. you're wasting the user's time for downloading a piece of crap with no meaning

>> No.2579424

Guys, are there any megawads that take advantage of GZDoom's basci features like slopes and pointlights? I'm not talking full blown out GZDoom like Cold as Hell.

>> No.2579450

>reelism will never update again in your lifetime

>> No.2579468

>there's nothing wrong with terrymodding
there's nothing wrong with blowing out people's eardrums, overwriting their configs, and locking up their machines?
>who cares if people do a few joke maps here and there?
jokes are funny. terry wads are not.

>> No.2579492

...are there any scoring mods out there for Doom other than scoredoom? I hate the way it makes you use an outdated version of GZdoom and I also can't figure out how to get it running without the ugly ass "bonus pack monsters".

If anyone could point me in the right direction that would be great

>> No.2579509

Played DOOM II for 4 hours on steam, went to play today and the screen was tiny. I tried changing the dosbox file but nothing seems to be working, any suggestions?

>> No.2579512


I don't care if someone does a few jokemaps. I like jokes. I like joking around. I even like jokemaps.
But like every other available mod, I'm going to judge it by its strengths. And if it wants to be a jokemod, the joke fucking sucks.

The joke with this is that (I assume) people think way too hard about mod/map quality, and it's trying to subvert this by starting out with something cool and then turn into utter shit.
The problem with this joke is that intentionally trying to make something shit means that, well, if you succeed then you just have a pile of shit that isn't fun, funny, interesting, or entertaining.
It's not funny. It's shit.

>> No.2579519


Use a sourceport.

>> No.2579540

Remove the packs from the skins folder.

>> No.2579549

> idtech 5 is free to download

>> No.2579563
File: 26 KB, 312x750, 1399177505769.png [View same] [iqdb] [saucenao] [google] [report]

>there's nothing wrong with terrymodding

>> No.2579570



Whats that then?

>> No.2579572

>The joke with this is that (I assume) people think way too hard about mod/map quality, and it's trying to subvert this by starting out with something cool and then turn into utter shit.

i think it's much more simple, the joke is that you've ruined someone else's fun.
it's a strange joke because no-one except the author finds it funny.

>> No.2579592
File: 44 KB, 640x403, zq3bk.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm attempting to tweak the shit out of the configuration for current GZDoom. Any extremely resource-intensive WADs you guys know of to test with?

Looking for ones with extremely complex level geometry, rather than lodsof GL graphical effects or NUTS.WAD. WADs like pic related (Planisphere 2 - http://www.doomworld.com/vb/thread/61701), or the more recent wads by Eternall.

Thanks in advance.

>> No.2579623
File: 8 KB, 125x153, 1433937653552.jpg [View same] [iqdb] [saucenao] [google] [report]


so apparently this will become a thing

>> No.2579639

Got a feeling this is gonna get canceled. Seems like something someone who barely modded would attempt thinking it's way easier than it really is.

>> No.2579642


You missed the half TC someone did in zandronum

>> No.2579647

The island and Putrefier are the two prettiest gzdoom wads out there.

>> No.2579651

Did Id intend that each map be played with only a pistol to start?

>> No.2579653

Romero did
Sandy had something else in mind

>> No.2579654

If it doesn't feature Doomguy blasting those faggot ass animatronics with the SSG I'm not interested.

>> No.2579657


Friendly reminder that it's been 10 years and nobody has completed a Doom 3 total conversion.
And we got a fucking (now there's TWO) FNAF conversion months after the thing was released.

>> No.2579663

The only WAD I have ever, ever played besides the official Doom games is Knee-Deep in ZDoom.

What are some must play WADs?

>> No.2579667


My god you poor thing

Also, anything from here

>> No.2579674

Oh, I totally forgot about that pic. Thank you.

All the multiplayer maps are DM, though. Are there any custom maps designed for coop in Doom? I know it might sound stupid because most singleplayer maps will work for coop, but I'm imagining some maps in which you really need a partner for activating switches, solving a puzzle or something.

>> No.2579676

Oh yeah! I always meant to play that, as I loved his other WAD, Valhalla.

>> No.2579686

Why would you want one?
Isn't LoS enough?

>> No.2579690


Oh my god no. Your health never regenerated on Doom 3

>> No.2579694

Probably because fighting three enemies max in a dark hallway for hours until you reach hell doesn't sound like fun.

>> No.2579696

Putrefier is a lot better imho, and also pretty much the best looking map in all of doom. Bit of a hexen style switch hunt but at least its a single level. I recommend software lighting and smooth doom along with it.

>> No.2579706


did you even watch the gameplay footage in the OP

it's literally the god damn original game running on doom 2

>> No.2579714


Well, we could also, you know, copy the enemy designs, the weapons and textures, and recreate the game but with a proper classic Doom-styled mapset and classic Doom gameplay.

>> No.2579719


Ah, great! So it's actually a full blown accurate recreation on the Doom engine!
It takes 17 years for someone to emulate Doom in Doom and 4 months to port a cashgrabbing jumpscare game.

I luv ya Doom

>> No.2579727

The full development kit, RAGE's mod tools had the same name.

>> No.2579729

Weirdest question of the month

Is it possible to pull off a Doctor Who mod?

>> No.2579734 [DELETED] 

> doctor who
> not doctor whooves

it´s like you have never been to /k/

>> No.2579741

Maybe, but The Doctor wouldn't make a good player character. Perhaps if you played as a UNIT soldier.

>> No.2579745 [DELETED] 

Different guy.
I have. A lot. What the fuck is Dr. Whooves?

>> No.2579748 [DELETED] 

His /mlp/ counterpart.

>> No.2579750

Err, no. Every level was balanced to be doable from pistol start, so that people who die and don't use saves, are not at a major disadvantage.

>> No.2579765
File: 96 KB, 301x290, 1422278995270.png [View same] [iqdb] [saucenao] [google] [report]

How much saving is acceptable?
I usually try to save only at the start of each map. I make an exception only if I died too much, and don't feel like starting the whole level over, in that case I save before(or after) the part that's giving me trouble.

>> No.2579779
File: 91 KB, 897x1495, doomguy joins the army.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doctor Who mod
>play as the daleks

>> No.2579780 [DELETED] 

Why is some /mlp/ thing even brought up here?

>> No.2579820
File: 78 KB, 865x643, EMERGENCY SITUATION.jpg [View same] [iqdb] [saucenao] [google] [report]

the same reason why someone would even try to attempt to justify terrywads

>> No.2579845

I personally try to avoid using saves altogether, only resorting to them if the level ends up being too long and too hard to have the patience for restarting the whole thing.

But, as long as you aren't saving every 20 seconds, there's nothing wrong with saving.

>> No.2579849
File: 631 KB, 1023x639, Dark Doom.png [View same] [iqdb] [saucenao] [google] [report]

>Dark doom + HD texture pack and Doom 64 enemies and weps.

I have seen what lurks in the darkness, and what has been seen can never be unseen.

>> No.2579852

Whatever feels comfortable to you.

If you feel comfortable playing a level beginning to end with no saves, then that's your acceptable level.

If you have to quicksave after shot because you can't handle it any other way, then that's your thing.

>> No.2579854

You could also just download Darkdoom, Demonicron and Eriguns and have a much better experience.

>> No.2579858

Did you download the ambient music pack too?

>> No.2579987


Shitposting. Duh

>> No.2580032

If the devs didn't want you abusing saves then they wouldn't have let you save on command in the first place. Just use how much you're comfortable with.

>> No.2580039

so guys

what are the best looking megawads besides BTSX?

>> No.2580042


UAC Ultra
Deus Vult 2
Survive in Hell
Anything by Ribbiks

>> No.2580047

Chillax ** even though it's a damn near impossible slaughterfest of a wad **
Scythe II
** Push **

>> No.2580050

Oh, ** doesn't work as spoilers. Darn.

>> No.2580053

Hellbound if you want more realistic looking maps. Its city levels actually feel like cities.

>> No.2580090

Isn't UAC Ultra like 7 maps or so

>> No.2580093

Chillax is just stolen maps with more monsters mindlessly thrown in. Get phmlspd instead.

>> No.2580096

UAC Ultra is 11 maps.

>> No.2580097


You should try it either way

>> No.2580104

Ah, thanks
I'm not the OP of the question, just trying to clarify something to him

>> No.2580110 [DELETED] 

off-topic, but it's "" and "/spoiler]".

>> No.2580128


is not Hellbound mostly techbases?

>> No.2580138

It's divided into 3 "episodes". With deaths at the end of each one. 1st one is mainly urban building levels, 2nd is a mix with canyons,cities, and corrupted techbases. And the 3rd episode is all hell levels.

>> No.2580146

It has some city levels in the middle

Anyhow, I personally wouldn't recommended Hellbound. Looks nice, but it fails to deliver in the gameplay side of things, IMO.

>> No.2580152

I will admit it was a slog in that one map with the massive array of teleporters and floors, but the rest is pretty good by my standards.

>> No.2580156

I found it to be a slog in far more than just one map, but eh. I did like some of the early levels, and the final map, though.

>> No.2580158
File: 3.07 MB, 4013x2466, dead screen.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2580238

I just noticed that the snapmap thing has a graphics meter. Makes sense since all your creations should be able to be shared on console.

So consoles have effectively gimped PC modding. Goddamn.

>> No.2580371 [DELETED] 

>beautiful doom

I was promised beautifulness

what is this garbage

>> No.2580386

Honestly, I don't really care for Doom 4 anymore. It seems like they're spitting into the face of the old fans, and want the Halo audience instead. Fallout 3 and Dishonored 2 look more promising.

>> No.2580389

Fallout 4*

>> No.2580392
File: 23 KB, 178x270, fuckyeahnigger.jpg [View same] [iqdb] [saucenao] [google] [report]

>beautiful doom

literally the only thing even remotely salvageable from this garbage is the SSG, and even then they somehow managed a way to make it something completely averse to the mod's namesake

again why should I even bother with this crap over smooth doom

>> No.2580393

will it run on ganoo/loonix?

>> No.2580394
File: 134 KB, 1920x1080, Screenshot_Doom_20150801_141817.png [View same] [iqdb] [saucenao] [google] [report]

How do I get up there?

>> No.2580397

if i had to guess i'd say the yellow patch on the left is an unraised staircase and there's a button somewhere you have missed?

>> No.2580403

I agree, can't wait for Fallout New Vegas 2

>> No.2580413

>Honestly, I don't really care for Doom 4 anymore
IMO if you ever once cared at all you're on the wrong board. i'm totally sick of having to hear about it.

>> No.2580434

Geez. Sorry that I once cared before they began announcing that its going to be shit.

>> No.2580438

speed of doom (darkwave's maps especially)
slaughterfest 2012 (some of it at least)
community chest 4

>> No.2580439

it's a bit more than just phmlspd these days. but everything else you said is true. crowds of 30+ archviles are common additions.

>> No.2580440

Plutonia 2 (Mainly the maps by Gusta)

>> No.2580441

all i'm saying is this is not, and never was, the place to talk about it.

>> No.2580445

i admit my initial statement was harsh and i apologize for that.

>> No.2580447

I agree. But I was replying to someone else.

>> No.2580452

Eh, its alright. I'm apologize for continuing discussion on doom 4

>> No.2580456

Why is it that everyone who uses "IMO" always ends up saying the dumbest shit?

>> No.2580467

why is it that everyone who wants to spew vitrol about doom 4 comes to /vr/ to do it?

>> No.2580482

You shitposted off topic and and were rightly called on it.
You have no response other than to attack your opponent's turn of phrase.
Sit down.

>> No.2580484

You do spoilers as spoiler written inbetween [ ] and close a spoiler as /spoiler written inbetween [ ]

>> No.2580485
File: 197 KB, 329x396, ^_^.png [View same] [iqdb] [saucenao] [google] [report]

That was literally my only post in the thread.

>> No.2580486

>Why is it that everyone who uses "IMO" always ends up saying the dumbest shit?

Not sure if true all the time, but it certainly appears to be true with your dumb post.

>> No.2580489

Please explain how someone who cared about Doom 4 at all even if they never even posted about it here should not be allowed on this board and how it's dumb to disagree with that retarded statement.

>> No.2580492

One hint: Abuse the rocket launcher. And the large amounts of Invulnerability Spheres.

It's perfectly possible to beat the par time of 35 seconds!

>> No.2580494

I already discussed that with him in a civil manner. Didn't need you're help.

>> No.2580495

Technically anon, this isn't the place for DOOM 4, because it's not a retro game.
Now, it's probably being way too anal to say that all discussion of it is bad, since this is the DOOM general, and if you want to be really technical, this whole thread belongs on /vg/.
Still, DOOM 4, modern game, not technically /vr/.

>> No.2580496


>> No.2580497

i agree that was overly harsh and already apologized for it. please see >>2580441 >>2580445

>> No.2580501
File: 48 KB, 334x243, 1384942292100.png [View same] [iqdb] [saucenao] [google] [report]

I'll agree that Doom 4 discussion doesn't belong. I just don't like the idea that anyone who cared about it in the slightest even if they didn't post about it on here shouldn't be allowed on this board.

It's alright I was a dingus who responded before seeing your apology.

>> No.2580567

I'm liking the wad so fat however I feel that aside from Babby's First Map the levels are way too generous when it comes to ammo and health pick ups.

>> No.2580576

Today a gentle 45 years old fan of doom died, let's post some mod in his honour.

Please /vr/ don't troll, at least this time.

>> No.2580586

Who died?

>> No.2580590


My cousin, he was an old retro gamer and pc enthusiast.

>> No.2580594

I'm still learning what is fair and what is bullshit and screwing around with difficulty settings. Thanks for letting me know.
Could you tell me what levels could have their difficulty boosted and such?

Regarding Babby's First Map, it will be moved to a much later Mapspot in the full version. The pacing is all over the place in the demo as I just threw the finished levels in a partly random order, thus having easy maps after harder maps and the other way around.

Have you managed to find the secret levels yet?

>> No.2580598

Damn. My condolences bro. Stay strong in such hard times.
Sorry for my shitty English, It's not my first language. I just really wish you the strenght you'll need.

>> No.2580604


Thank you.
He really loved doom.

>> No.2580608
File: 428 KB, 1920x1080, 2015-08-01_00019.jpg [View same] [iqdb] [saucenao] [google] [report]

>Have you managed to find the secret levels yet?

Nah I' haven't found any yet and am only at map 6 right now.

Anyway as far as ammo and health placement goes a perfect example of what I'm talking about is the Wolfenstein portion of map 6. Nearly every corner has the large health, shotgun, and chaingun ammo pickups laying around. I'd recommend only having like two or three in that entire section in non secret areas and then putting the rest into secret areas.

>> No.2580618

Sorry to hear. May he rest in peace

>> No.2580624

That's coincidentally the first map and section you can find a secret level in. Just check every single wall in there. The second secret level can be found from map 8 and requiers both some switch hunting and finding the right route in a series of teleporter rooms 2,2,1. If you know the flat names

Thanks for the advice. I'll move stuff around right away.

>> No.2580630
File: 31 KB, 150x146, 1364439667216.png [View same] [iqdb] [saucenao] [google] [report]

>Thanks for the advice. I'll move stuff around right away.

Thanks for listening. Also I don't know if it was intentional or not but the map where you gotta use the computer to open the door and then travel through a maze of toxic waste doesn't have you take damage even without the suit.

>> No.2580632

Going Down
Unholy Realms

>> No.2580635

Oh, fuck. That was a stupid oversight. Thanks for telling. I'll dive back in the demo wad and check for other mistakes, and prehaps upload a fixed version later today.

>> No.2580686

Okay I've just started out using custom CVAR's. Feels scary but it should be really useful.

Also the structure of my pk3 is getting pretty complex now, but hopefully it should make sense and not be a clusterfuck of cross-references. Speaking of which, I've seen some shit that makes BD look like OCD perfection in comparison when I've opened up some mods in slade.

>> No.2580702

it took a while for me to use custom CVARs, now I regret not using them sooner since it gave a lot of flexibility that I never had previously

depending on what you're working on, try and separate as much stuff as possible into sub-folders. it was much easier to organise my shit when I switched from WAD to PK3

>> No.2580719

>depending on what you're working on, try and separate as much stuff as possible into sub-folders
Yeah I realized I had to do that pretty quickly. I made a system for easily replacable scaled high-res fonts which served great as an excercise.

Especially for learning the importance of having multiple textures.something lumps.

>> No.2580753
File: 181 KB, 800x600, Lewis finds his piers, but is met with rejection. Just like always.png [View same] [iqdb] [saucenao] [google] [report]

Version 1.2 of the DIKZAK Demo is released!
Download Link should be the same:

>Gave the difficulty a much needed boost.
>Fixed the toxic waste maze in MAP05, so that it actually damages you.
>Changed the Cheetahmen 2 Arcade Machine in MAP06 to it's updated look. Still doesn't work though.

A lot.
>Actually finish the Cheetahmen sections for both MAP06 and MAP36 that's not in the demo.
>Start working on MAP34's replacement for the SFW version.
>Fix Zone 2 and the strange Dark Succubi glitch while playing Nightmare in MAP34's normal version.
Ask permission to use sprites so I can start working on the HDoom parody section of MAP34. Having the female imps run away in disgust of your appearance instead of jumping on you like a pack of hungry wolfs.And think of something else to replace the parody if permission is not granted.
>Stop writing such huge walls of text with every release unless something actually interesting gets changed.

Have Fun!

>> No.2580757

The update's online. Just tell me what you think of the changes, and what else needs to be done to make it a good joke wad. I'll be off to work now, so I'll probably respond a lot later.

>> No.2580760
File: 445 KB, 528x516, 1433951983757.png [View same] [iqdb] [saucenao] [google] [report]

Already downloading. Will let you know what I think after I get my beauty sleep so I can blossom into an elegant neckbeard.

>> No.2580772

Sorry to hear it, that is far too young to go (I'll be that old before I know it)

What were his favorite maps/mods?

>> No.2580824
File: 106 KB, 1024x683, The facepalmer.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy fuck Baby's first map is so accurate.

Honestly makes me lose a little faith in humanity.

>> No.2580928
File: 62 KB, 405x720, 1438428680405.jpg [View same] [iqdb] [saucenao] [google] [report]

>the dark bit on halls of the damned

Don't like this tbh

>> No.2580980

Sorry to hear that m8

>> No.2580985

oh yeah you're going around you can't see a thing and then a baron you didn't know was there comes up behind you out of some monster closet you didn't hear open

>> No.2580990
File: 315 KB, 1454x659, 109_max.jpg [View same] [iqdb] [saucenao] [google] [report]

It's the only part of that map I like. I like dark and spooky areas with close encounters.

>> No.2581007

That part always reminded me of Wolf3D for some reason.

>> No.2581029

Stop seeking approval from people you don't know or really care about and do what you want. I assume you are an adult when I tell you this.

>> No.2581084
File: 100 KB, 250x250, 1400145334178.png [View same] [iqdb] [saucenao] [google] [report]

>playing dungeon synth whilst playing Doom

>> No.2581108 [DELETED] 

Just completed The Shores of Hell now tbh

The levels felt loads different to the first chapter, different designers? A lot harder definitely and a lot more difficult to navigate.

>> No.2581130

E1 was primarily John Romero, with M4 being Tom Hall and John Romero, and M8 being Tom Hall and Sandy Petersen
E2 was Tom Hall and Sandy Petersen for M1-4, and M7. Sandy Petersen for M5 M6, M8 and M9
E3 was primarily Sandy Petersen, with M3 and M7 being Tom Hall and Sandy Petersen.

>> No.2581142

Note that all levels with Tom Hall credits were only started by him, but weren't finished before he was fired.

>> No.2581152

Why was he fired?

>> No.2581160

Many disagreements with John Carmack, alongside a lack of enthusiasm resulting in lower quality work.

>> No.2581183

Why is Heretic so easy? Enemies are barely dangerous; they are slow, their projectiles are relatively slow and there are no hitscan enemies.

>> No.2581242

Any WAD out there with levels that aren't too linear, but aren't excessively huge empty open areas with no real objectives? I don't mind backtracking at all; in fact, I loved Knee-Deep in ZDoom.
And/or WADs that make use of jumping/crouching.

>> No.2581257

E2M6 always spooked me to be honest.
In particular the dark maze.

>> No.2581264

Plenty of maps in BTSX tend to be nonlinear, without resorting to "sandox" layouts.

>> No.2581283

Is BTSX a sequel to another megawad?

>> No.2581306

That's what the flashlight mod is for.

if you want to know how to find it it's bundled with dark doom if you just want the flashlight just discard all the other files and only take the file called something like "dd_flashlight.wad" or something.

>> No.2581309

It's alright, there are actually quite a lot of night visions goggles or whatever they're called scattered around the map, I just seemed to have missed them when I was first in the dark bit.

>> No.2581339

There are two episodes of it out (and one WIP), each of them a complete megawad.

>> No.2581345

Sailorscout's remake of Containment Area
Vrack series
Deus Vult II maps 19 (which is essentially Vrack 4) and 21 (the hell cathedral map), and of course the original DV
Vela Pax
Memento Mori map28, still one of the best "old" maps ever made. Maybe a bit too sandboxy for you.

>> No.2581394


>> No.2581412
File: 128 KB, 1366x768, Screenshot_Doom_20150801_213509.png [View same] [iqdb] [saucenao] [google] [report]

Well that's end of BTSXE1 niggas.

It was pretty good but I've played better. The aesthetic, while nicely and lovingly detailed, wasn't so much my thing, just from personal preference. It did give me some Quake 2 nostalgia though which was sweet. I always play my own music when playing megawads because I hate the shitty amateur custom 'music' that people make. At one point I played the Quake 2 + its expansions OST and it fit perfectly.

From memory I rank what I've played like this:

Scythe 2 > Scythe > Alien Vendetta > BTSXE1 >= Plutonia 2

The Scythes were my favourite by FAR though and I'd like to play more like them. I really fucking loved what Eric Alm did with its gameplay. Any suggestions? Cheers.

>> No.2581421

You've played UAC Ultra right?
Agreed on scythe 2 though, it's really damn good.

>> No.2581426

>You've played UAC Ultra right?
Nope! All unofficial stuff I've played is listed there. What is it?

>> No.2581429

yeah if you don't like techbases e1 drags on a bit.
e2 is different. old ruins and temples and such.

you can play all of Alms other earlier works, eaeuro*, One Bloody Night, etc. he has maps all over the place in various compilations (try End Game, and oneweek.wad), and of course there's Scythe X. you might also like to check out the works of Tango who openly admits to ripping off Alm's mapping style! and does a pretty good job of it.

>> No.2581434


>you might also like to check out the works of Tango who openly admits to ripping off Alm's mapping style!

Mayan Mishap is a pretty good start, it's one of the most recent wads he did

>> No.2581437

>and of course there's Scythe X
Is this Scythe 3? Is it done? Iirc it's a work in progress.

Alm is just... fucking genius man. The Scythes are the greatest single player FPS I've ever experienced.

>> No.2581446

two complete 5-map episodes exist.
however that's all we've had, since 2007 or so.
he may yet surprise us but i am not holding my breath.

>> No.2581508

GMOTA deserves a cacoward just as much, if not more, as Demonsteele.

It really doesn't get the dick sucking it deserves.

>> No.2581509
File: 188 KB, 640x480, 126431_b46c9ac7.jpg [View same] [iqdb] [saucenao] [google] [report]

>Slough of Despair


>Jimmy Carr said: "I grew up in Slough in the 1970s; if you want to know what Slough was like in the 1970s, go there now".

>45.7% White

>> No.2581516


Honestly I feel like it doesn't. Not yet at least.

Shit's not done, balancing's still pretty fucked, and Blaz is a bit of a mess weapon wise.

The worst part is I can't really fix Blaz without doing some drastic overhauls, which I ain't doing.

>> No.2581528

it won the inaugural Golden Boner award for gameplay mods. with good reason.

>> No.2581536

Why not both? They're both really good mods.

>> No.2581543

>Nope! All unofficial stuff I've played is listed there. What is it?
It's half a megawad with a comfy techbase theme, feels like btsx combined with scythe2. All the levels are just the right size and length.

>> No.2581616

that's London for you.

>> No.2581617
File: 199 KB, 385x349, YEAH NIGGA YEAH.png [View same] [iqdb] [saucenao] [google] [report]

The new version of Internal Conflict is out, and they (the dude making IC and a few of his friends) are testing out the new versions at night on zandronum.

A lot of things were fixed, and now it's a lot more engaging and actiony instead of campy. Instead of regen ammo you start with full ammo in weapons 1, 2, and 3; each kill now unlocks a new weapon for that round: 4, 5, 6, and 7. It seems that once you unlock weapon 4 you keep it for the rest of that map.

>everyone now starts with their use-able item (invuln armor for zombiemen, death decoy for revenant, armor for mancubus, super dodge for imp, super summon for archvile, etc.)
>each kill refills your first 3 weapons and gives you 1 item use and 1 secondary item as well as unlocks the next weapon
>Lost Soul is now a super dangerous allaha jihad
>Archvile main attack fixed, also impossible to just spam monsters all day everyday, but you start with that 1 special summon and full regular summons
>It's slightly harder to spam landmines as Zombiemen It still won't save you
>Some of the maps got minor fixes to various lifts/switches

The new changes are fantastic for preventing camping since the player with more kills will have more weapons, more options, and probably will do more damage. I think the server is still up, and if you haven't played it before then now would be a great time to start; especially with all these new changes. Plus, the maps (most of them) are fan-fucking-tastic.

I know I'm always down to play.

>> No.2581618

Slough not London m8

>> No.2581619

So what WAD changes the game to the next level to the point it no longer looks like DOOM?

>> No.2581620

>Shit's not done, balancing's still pretty fucked, and Blaz is a bit of a mess weapon wise.

Explain this whole sentence in detail, please.

>> No.2581621


>> No.2581627

yeah london doesn't have nearly as high a percentage of whites ;)

>> No.2581631

so anybody here play the ghouls forest trilogy? was it good or shit full of repetitive jumpscares?

>> No.2581632

adventures of square
any alternative IWAD really

>> No.2581635


Shit's not done: Shit as a whole is generally unfinished and not at the state commonly referred to as "done".
Balancing's still pretty fucked: The balance between weapons is not in an admirable state and can only be described as "fucked".
Blaz is a bit of a mess weapon wise: Blaz's weapons are not clean, and are in fact very dirty and probably could use a bath. That Blazter needs a lot of polishing. Preferably by a pure, virtuous maiden.

>> No.2581639

London is about the same.

Not sure why you're acting like I would care though.

>> No.2581642

>Shit's not done: Shit as a whole is generally unfinished and not at the state commonly referred to as "done".
i don't recall much missing from 0.9.9, but it's been a while since i played it

>That Blazter needs a lot of polishing. Preferably by a pure, virtuous maiden.
heh reminded me of that comic with the space pirate girl.

>> No.2581647

>this whole post
That was like dumping dirt into mud to make things clearer.

>> No.2581648

it was meant to be a joke. hence the combination of symbols at the end, which are common convention on the web to mean "the previous statement was a joke".

>> No.2581653

No really?

Don't worry about it m8

>> No.2581657

i guess what you're saying is "please post the TODO list"

>> No.2581664
File: 532 KB, 2676x1741, Q6xA2.jpg [View same] [iqdb] [saucenao] [google] [report]

>Preferably by a pure, virtuous maiden.

Lord knows there's not really a limit. Medieval-fantasy girls are almost always hot.

>> No.2581665
File: 53 KB, 800x600, Screenshot_Doom_20150801_214806.png [View same] [iqdb] [saucenao] [google] [report]

Last thing I'll post about it for today. These enemies are coming along nicely. They work just as great as in the real game. Intentionally. Three done, Seven more to go. Can't wait to start on the Apeman!

>> No.2581672


I need to finish up monsters, implement Blaz's voice. And I feel like the mod is still pretty unbalanced because of some of the subweapons.

And finally I feel Blaz is a mess due to how convoluted his weapons are, like most people aren't aware that you can throw the sword, the life drain effects, etc.

I could just be too hard on myself though

>> No.2581691



>> No.2581695

>like most people aren't aware that you can throw the sword, the life drain effects, etc.
you just need better documentation. add more help screens. zdoom can do that right? you can have as many as you want?

>> No.2582025

Because he wanted to make silly kiddy games and not work on a dark game like Doom. He was also goofing off during work, playing pranks and generally being an annoying cunt rag all day long.

>> No.2582502

Sorry to hear that man, we all have close relations with Thanatos. Let us relate and I will show play this vid for you in his honor. I am sure he was a real hero.


>> No.2582930

>So You Want To Play Some Fucking Doom? (v5)
Wasn't a v6 in the works?

>> No.2582952


Yeah, but I've been busy with other things.
And let's be honest, it's not like there's a massive demand for it. It's not supposed to be an end-all-be-all source of information, just a nice "hey here's a batch to get you started with things".

Still, if you really want it, I can see if I can crack it out next week or so.

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