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2635305 No.2635305 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2625430
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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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.2635306


[08-23] Anon map release: Vanillic Acid

[08-23] Anon mod release: MBF HUD for ZDoom

[08-23] Anon map release: Toxic Base

[08-22] Going Down bugfix update

[08-22] Simple Mutators: no hitscanners, toned down revenant fire, and more

[08-19] Don't Be A Bitch Remastered: 33 T/LMS maps updated for better DM play. Designed for Eon Weapons

[08-19] Discovering The Essence Of Doom

[08-19] Demonsteele: Sun Shihong beta test
https://www.dropbox.com/s/xi94i3p550grunh/ssh.pk3 (load both, plus mapset)

[08-18] /vr/doom community wad: Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

[08-16] RIP, Ty Halderman, /idgames maintainer, Boom co-author, TeamTNT leader

[08-16] Torr Samaho: "I merged Zandronum with GZDoom's head"

[08-14] The /newstuff Chronicles #478

[08-13] X-Com mod released (unfinished, for modders)


Please reply to this post with news.

>> No.2635313

So who's going to make ATHFDoom now that the show just ended?

>> No.2635326

I'm not really familar with modding, are there any mods like Hexercise or that one Heretic mod that just buffs weapons for Doom? The modding community for doom is so much larger than both of those combined and all I see is completely game mechanic overhauls for miles around.

>> No.2635328

>I'm not really familar with modding, are there any mods like Hexercise or that one Heretic mod that just buffs weapons for Doom?

You could throw a stone and hit at least ten.

>> No.2635331

I've tried looking around but I keep finding stupid shit that adds iron sights and assault rifles. I just want some beefier original DOOM weapons is all.

>> No.2635332

here is something I did for a part of my map.
a maze that is a part of map progression, and you can find exit easily in two seconds of entering it. exploration of maze leads also to a secret area with armor, player should have little problem finding the secret since imps were shooting from that place earlier. but there is also a catch
if you just keep exploring, you will end up in a room that will lock you out.
and the only way to reveal exit is to enable crushers with a switch.
there are 8 of them, and you pretty much have to walk through all to reach exit.
did I mention its 64 unit wide maze?

how evil am I?

>> No.2635339 [DELETED] 

depends how hard they are to pass

>> No.2635342


The problem is that everyone has a different mindset of what being "beefier" entails. Hexercise is excellent, but it takes so many liberties--it's a complete gameplay overhaul, even just by making the weapons more satisfying and fun.

The question is just how much you want to deviate, and where.

>> No.2635347

depends how hard they are to pass - if it's a guaranteed death sentence you're just going to piss players off, if not it might be interesting the first time, but may reduce replay value of level, etc. OTOH if it's avoidable with prior knowledge and you can still get 3x100% without having to visit the trap then you can make it as evil as you like

>> No.2635350

Can I just say the Cacodemon is adorable? I see these threads all the time and love when you use the cute pictures.

>> No.2635351

Ya Hexercise definitely changes the game by making it a lot easier, but using it with the wrath of cronos mod balances it out a little bit I think.
Really I just want something similar to the Heretic mod, a couple new weapons that aren't just OP and are actually somewhat balanced and not just IRL assault rifles and pistols, and upgrades and alt-fires to existing weapons. In hexercise the whole revamp I was okay with because vanilla hexen combat is kinda boring to begin with, Doom is a lot more sound it's combat so I don't think it needs such overhauling adjustments.

>> No.2635356

these are fast crushers, so making a step too far is not a death sentence. its meant to add tension to player since I am using that green gargoyle on wood wall texture for moments where I fuck with player.
>pit just lowered?
a gargoyle
>platform with keycard just raised?
guess what, it has gargoyle on its sidedefs
>door just closed off exit?
another gargoyle.

and this part with maze is an example, going too far into maze traps player in room where crushers must be activated to reveal exit. original entrance is blocked by gargoyle

I like developing themes through my maps, in half life 2 maps I always used various birds that are in game, and few players actually caught onto that and kept their eyes peeled.
crows for example meant danger, and amount of them was proportional.
pigeons were secrets, seaguls were safe spots. when my mate was testing one of my maps, he stopped playing as soon as he saw dead seagul and few crows sitting on tree above it. he noped the fuck out.

>> No.2635371

i like the idea of creating a link between some innocuous visual element and gameplay consequences.

>> No.2635419

I want to learn how to use Doom Builder 2. Is the tutorial on their page enough or I should look out anywhere else? Also, where would I get some inspiration to create a map?

>> No.2635424 [DELETED] 

your second question suggests you do not have any inspiration to map, in which case i wonder why you want to learn a map editor?

>> No.2635428

your third (not second) question suggests you do not have any inspiration to map, in which case i wonder why you want to learn a map editor?

>> No.2635454

>[08-23] Anon map release: Toxic Base
see also >>2634078

>> No.2635463

Get GZDoom Builder instead, as its still gets updated. You can do vanilla and boom format maps with it fine.
I haven't read their tutorial, so I'm not sure, but give a read anyway I guess.
Scythe series, Alien Vendetta, and Plutonia are probably good places to get inspiration.

I think he meant he wants to know a good source for inspiration. Something to get ideas from. Not that he wants inspiration to convince himself to map.

>> No.2635484

>[08-23] Anon map release: Toxic Base

Just did it.

Quite a nice map, last room with the two archies was a cunt.

I feel like the lighting could do with being touched up a bit, but nice anon.

>> No.2635495

Thanks, based anon.
I meant what >>2635463 understood.

>> No.2635498

Can Scythe be played 'properly' or is it just 'go fast'

>> No.2635518

mostly you can take as long as you want. the exception is map28 which has to be exited before a timer expires. however, you'll probably find you don't need very long for most maps, as they are small, although there are couple of exceptions, notably map30.

>> No.2635541

Well you should start out with Smooth Doom. Personally I find that's all the standard doom arsenal/monster roster really needs. Play it with the doom64 skin option and SSG gibs turned on.

>> No.2635543
File: 2.85 MB, 320x240, sc01asslowaspossible.webm [View same] [iqdb] [saucenao] [google] [report]

i mean you can play it like this if you want


1:51 try to avoid nearly getting barrelled by the dying shot of the final monster alive

>> No.2635547

You can play at your own pace. Map28 being the exception, though its only hard on UV.

>> No.2635567

>its only hard on UV.
this is true. but for the first time player, before you know the route and what to do, it can be pretty frustrating regardless of skill level.

i know it took me a few attempts to "get it", and then watching a demo, to really appreciate it. going by posts in previous doom threads i am far from the only one.

>> No.2635592

I don't know why but that webm made me laugh

>> No.2635595
File: 58 KB, 720x720, 1401087209209.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw want to play Doom 64 but it seems too scary for me


>> No.2635606

intentionally terrible play can be entertaining. but quickly becomes hackneyed.

>> No.2635613
File: 48 KB, 310x368, emerl.jpg [View same] [iqdb] [saucenao] [google] [report]

>Always underestimate how much a Revenant's homing shot can curve.

>> No.2635625

I've been playing like that through doom 1 2 and now TNT though, is it bad to bother killing enemies, and I should just leg it to the exit instead?

>> No.2635629
File: 538 KB, 1920x1080, Screenshot_Doom_20150824_121526.png [View same] [iqdb] [saucenao] [google] [report]

Coding some hit detection for a sword. The idea is that the if the arcing projectile (will be invisible of course) hit something the sword goes CLANG and plays it's animation backwards step by step.

Problem is: it doesn't die when it's warped inside of a wall. How come? Is there a projectile flag for that?

>> No.2635631

Play how you feel.

Unless you're speedrunning, I don't think you should feel pressured to hurry to the exit

>> No.2635634

It's not scary as much as it feels really unwelcoming (thematically I mean, the game is great). It's kind of like system shock, you feel very alone even when you're wrecking shit.

>> No.2635636

I felt like that in Doom 1 at first but the spookiness wore off and you end up feeling like a god mowing down armies of monsters.

>> No.2635649

IMO, Doom 1 was only ever spooky in E2M4.

>> No.2635651

I found E2 spookier than E3 tbh

>> No.2635652

Its fun dodging them in levels full of windows, only to have one sneak its way back to you.

>> No.2635656

Music choice was probably a big factor to this, too.

E2 had spooky/moody music on 4 maps (M2, M4, M6, M8). Where as E3 only on 1 map (M4).

>> No.2635659

yeah i mean the fact is you win by triggering the exit, whatever that might be (switch, line, killing a certain monster, etc.). everything else is optional, the game doesn't care if you don't get all kills or secrets, you just get smaller numbers on the intermission screen

>> No.2635660

same for me except s/E2M4/E2M6/
that dark maze with barons creeping up on you, shudder

>> No.2635664


Fuck that was a spooky map.

>> No.2635685

>[08-23] Anon map release: Vanillic Acid

Firstly, a bunch of things that could use fixes:
-The .wad file has a space in its name, this is a no-no for a wad intended to be vanilla compatible.
-Chocolate Doom crashes the moment you open the door to the shotgun room, upon using Chocorenderlimits it seems the STEP4 texture on the raised ledge is causing problems, I don't know how to fix this.
-The switch that lowers the lift to the shotgun can only be activated once, if you miss the lift you can never use it again.
-The secret sector where the backpack is is too small/close to the wall, it doesn't activate unless you fall off the ledge toward the blue key, in Zdoom I was wandering around trying to figure out where the last secret was.
-"That room" was so jarring, I didn't know what it was meant to be after I left it and looked at the map, I think the teleport would look smoother if the destination was moved back against the door, currently you jump forward a bit and lose bearings.
-On one of my tests a zombieman wandered into "that room" and disabled the one-use teleport linedef, maybe block monsters from walking on it? (thankfully map was still completable due to the "co-op" red key)

Besides the technical uses it's a nice little map, I liked all the details that gave context to each room (the closed doors in the crate room, for example), and nice touch with the light beams coming in from the windows! I feel like the north room leading to the exit door could use a bit more decoration though, as it feels a bit bare in the upper portion. Maybe put something against the wall next to the pinky demon in the southeast corner?

Gameplay-wise I played on HMP, and ended up not using the Plasma Rifle at all due to having plenty bullet ammo over at the end. I think you're right that you could've had more enemies teleport in on the way to the exit. Also, having all the monsters in "that room" start facing away from the player was a good idea, makes it fair.

>> No.2635763


What I don't like about Doom: One is how it completely misses the point of what his (alleged) source of inspiration achieved. The only original parts of the project go to show how much amateur his mapping skills are.

A fun fact: He did a gameplay video with Brutal Doom, and then a few gaming websites posted his mod, while claiming "how weird and out of place Doom looks with modern FPS tropes". I shit you not.

>> No.2635809

>The .wad file has a space in its name, this is a no-no for a wad intended to be vanilla compatible.

Shit, I'll remember that next time. Thanks.

>Chocolate Doom crashes the moment you open the door to the shotgun room, upon using Chocorenderlimits it seems the STEP4 texture on the raised ledge is causing problems, I don't know how to fix this.
I had a vague suspicion it had something to do with that. Maybe using textures like that is a big no-no in pure vanilla limits?

>The switch that lowers the lift to the shotgun can only be activated once, if you miss the lift you can never use it again.
I'll fix that. I never went up there more than once.

>The secret sector where the backpack is is too small/close to the wall, it doesn't activate.
I didn't have this issue on my zDoom, but I'll play with it.

>I think the teleport would look smoother if the destination was moved back against the door, currently you jump forward a bit and lose bearings.
Got it. Old style Doom teleports are weird to work with.

>On one of my tests a zombieman wandered into "that room" and disabled the one-use teleport linedef, maybe block monsters from walking on it? (thankfully map was still completable due to the "co-op" red key)
Hey! It worked out at least. I'll put a monster-blocking Linedef. I totally forgot that of the two teleports (monster only and teleport), that plain-Jane tele allowed monsters too.

Thanks for the advice! I'll fix it up and call it done so I can go back to work on my other project.

>> No.2635813
File: 372 KB, 1920x1080, Iy9MA0.png [View same] [iqdb] [saucenao] [google] [report]

>I meant what >>2635463 understood.


Is your friend. It's how I got myself to make my first ever map, even if it was just a dumb gimmick bloated with mp3 audio.

>> No.2636054

Borrowing a topic over at Doomworld; what's the (legitimately) weirdest thing the community has ever done (or seen) in Doom?

>> No.2636067


Grezzo 2.

I'm a man who has both done and seen many things in video games. And even a few questionable acts in real life. Never has a mod made me feel so uncomfortable and slightly nauseous, but also on some other level, impressed at the amount of work (stolen or not) that went into it.

>> No.2636078
File: 128 KB, 381x611, knight_templar_battle_weary.jpg [View same] [iqdb] [saucenao] [google] [report]

hey guys test this for a minute
(super wip, requires GZDoom)

You start with the weapons, but the one new enemy you have to summon by "summon archer" in the console.

The sword has a little plasma ball effect to show it's hitbox in the game world, but you can disable it by changing it's sprite in decorate.

If anyone can figure out why the sword/flesh sound only plays occasionally when a monster is hit I'd be greatful.

>> No.2636091
File: 636 KB, 1366x768, two weapons to surpass metal gear.png [View same] [iqdb] [saucenao] [google] [report]

most recently, pic related

>> No.2636103


ZanZan? That's from the late 90s!

>> No.2636104

I'm going with Impse for historical reasons -- it happened not long after I began lurking the community, so was the first truly WTF community moment and most memorable for me.

>> No.2636108

Thanks! Had fun making it.

>> No.2636113

My first encounter with Impse was in April 2009 on Skulltag, 4 months before the final version of Jumpmaze came out, only a few weeks after I had started playing ST, and about a year since I started playing Doom. The "main" Jumpmaze server at the time had cheats enabled for a day and someone was spamming "summon impse" in console all over the map. It caught me off guard but I managed to laugh it off.

>> No.2636126


Gaming journalists are retarded, film at 11.

>> No.2636159

That gay furry dating sim.

>> No.2636162


That ain't even on top 10.

>> No.2636198

I kinda feel Deus Vult II should have just been a 4-6 level minisode. Even as an unfinished megawad, it looks like the author ran out of ideas.

>> No.2636238
File: 2.98 MB, 683x384, tacticool technologies.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2636239
File: 6 KB, 466x106, Get Psyched!.png [View same] [iqdb] [saucenao] [google] [report]

Its time to plow through hordes of twenty fuckzillion aliens again, this time with Epic 2.

[BE] Montreal :: Epic 2 Bug Hunt!

this version includes general improvements to melee, kicking and other small bugfixes and changes to the xenos and weapons.

>> No.2636265
File: 53 KB, 575x378, hoptotheside.jpg [View same] [iqdb] [saucenao] [google] [report]

As an admittedly mediocre Doomer, I've always found that a hop to the side and getting right back behind the missile works great. It can curve, but I don't think I've ever seen it successfully pull off a 180 degree turn.

>> No.2636313

>dodge at the last moment
>shot loops around
>smacks revenant who fired it in his bitch face
I don't even know if it does damage, but it's satisfying.

>> No.2636317

Unfortunately this actually can't happen. Projectiles aren't allowed to hit their shooter. You can fake it in DECORATE, though.

>> No.2636319

Projectiles will clip through the monster it came from

>> No.2636323

I play mods more than vanilla...

>> No.2636329
File: 6 KB, 640x480, "Here, have some revenant balls." "Not today, Romero!".png [View same] [iqdb] [saucenao] [google] [report]

i think this is what i do.

suppose there is a missile coming towards you. position yourself slightly away from a wall (on the left in the diagram).

it's important to start a slight distance out from the wall to leave enough room on the other side of you for the missile to pass

then as it's about to hit you, run forwards towards the missile and simultaneously strafe towards the wall. then the missile will curve around behind you and hit the wall harmlessly.

the forward run seems to be important; the missile's curve is far more likely to keep up if you only strafe left or heaven forfend try to run backwards away from the missile.

as you get better you can do it without stopping, just run towards the missile, gently drift away from the wall to lure the missile out, then hard strafe towards it just before collision

>> No.2636364
File: 2.93 MB, 683x384, who's agitated now you piece of shit.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2636373
File: 47 KB, 184x184, a happy relaprlepaly christmas.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2636382

The near-universal adoption of the "megawad" as the default project scope is one of the worst things to ever happen to the Doom community. Not even kidding.

>> No.2636386

New Bethesda blogpost: Honoring the Legacy of Doom


>> No.2636404

>New Bethesda blogpost
Is this newsworthy or just part of their marketing

>> No.2636409

The latter, absolutely
Still thought it was worth a post, even if not a spot in the newspost

>> No.2636413

I agree so much.

>> No.2636418

this is utterly pointless. Three and a half minutes of platitudes

>> No.2636426

>even if not a spot in the newspost
oh, right. your use of the backlink suggests otherwise.

>> No.2636438

It's kind of ambiguous isn't it. "Reply to this post with news" - does that mean reply to this post to submit things you want in the news post, or just reply to this post to say "just leaving this here, not necessarily a reply to the ongoing conversation"?

>> No.2636443

Looking at the archies, looks like the How Doom Combat Will Test Your Skills post (an actually interesting one) was only ever posted once, never in the news:

Seems like the monsters have windups for heavier attacks. We saw this in the demo but some seem to have missed it (revenants rocket barrage, zombie/that new monster's laser, imp's bigger fireball). Also, Nightmare was confirmed (probably everyone knew/suspected about it) though they didn't say what it changes.
News post only says "Please reply to this post with news."

>> No.2636472
File: 137 KB, 512x386, muh sights.png [View same] [iqdb] [saucenao] [google] [report]

Always liked that rifle graphic, though the sights always bothered the shit out of me.

Needs a muzzleflash too.

>> No.2636494
File: 561 KB, 750x650, 10235[1].png [View same] [iqdb] [saucenao] [google] [report]

I was going to say "someone should make sprites out of the D3's archvile model" but fuck that. It looks like the archie is wearing a bootleg body suit of himself.

And to think that at some point these were hi-res graphics.

>> No.2636497

Oh god it looks like some halloween costume.

>> No.2636501

There's no muzzleflash because it's supposed to be suppressed, I just don't have sprites for that nor the artistic talent to make them.

>> No.2636514

Suppressors don't necessarily hide the flash (though they definitively dampen it).

At least add some smoke, like the weapon actor fires out a little translucent gunsmoke actor which rapidly dissipates, it'll look cool in rapid fire.

>> No.2636521
File: 539 KB, 1366x768, Screenshot_Doom_20150823_233534.png [View same] [iqdb] [saucenao] [google] [report]

just finished innocence: the new technology yesterday. it has a three plutonia-like levels in terms of difficulty & the rest is like ultimate doom on uv in terms of difficulty. my question is, which mini/megawads have levels that have that some sort of balance that are piss easy & which levels make you rage quit immediately?

>> No.2636537

>News post only says "Please reply to this post with news."
okay, I will try to reword it for clarity

>> No.2636581


The thing with doom 3 is that it relies heavily on bump maps.

That model on pic related only has the colormap that is essentialy grey. And really fucking plain.

The sum of all color, bump and specular maps, rendered, may result in something better, but hardly spriteable.

>> No.2636590

This is just PR bullshit.
>the fans say it feels like doom
>what do fans want?
>capturing original
>we're totally fans you guys!

>> No.2636604

I said it before and I'll say it again: never fuck with someone who can run endlessly at 60mph.

>> No.2636685

wtf is this homo shit OP?

>> No.2636696



>> No.2636716


Can't agree enough.

Even if you have the coolest shit, it gets tiring after 30+ maps. This goes in triple for authors or static small teams.

Going Down! is real fuckin' neato, but you kinda want to be done with it by 20 maps in, even though they're all tiny and bite sized.

>> No.2636728
File: 112 KB, 255x231, 1422756303524.gif [View same] [iqdb] [saucenao] [google] [report]

>Post yfw 1% Health

>> No.2636732
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>> No.2636734
File: 100 KB, 250x250, Doom Sweatguy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2636736
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>> No.2636737
File: 67 KB, 680x512, Devilish Grin.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2636746
File: 77 KB, 351x351, end it.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2636765
File: 136 KB, 480x480, 1424109419410.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2636770
File: 2.17 MB, 540x304, 1438194480347.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2636778
File: 494 KB, 500x256, agnt.gif [View same] [iqdb] [saucenao] [google] [report]

and then a hitscan appears

>> No.2636780
File: 32 KB, 605x146, 1421246100534.jpg [View same] [iqdb] [saucenao] [google] [report]

>1% health
>only way out is through a damaging floor
>no radsuits

>> No.2636782
File: 785 KB, 257x193, 1427703029444.gif [View same] [iqdb] [saucenao] [google] [report]

If a game that = doom + quake (doom graphics & gameplay, full 3D), would you buy it?

>> No.2636785
File: 27 KB, 420x322, 1292795161790.jpg [View same] [iqdb] [saucenao] [google] [report]

1% health is my real life berserk pack

>> No.2636787

>1% health
>Rad suit
>Walk on damaging floor
>Damage leaks through

In a perfect world that's what Doom 4 would be.

>> No.2636790

What if I'm working on one right now and I'm trying to check for demand?

>> No.2636791

Then I hope it comes out good.

>> No.2636798


Good luck. Considering the recent onslaught of "retro" FPSes trying to be "like Doom", you'll have a lot of bitten cynics.

>> No.2636807

It will.
>Proper modding with good scripting, not hacks
>Radiant/Hammer style level editor, fast & simple
>Generates sprites from 3D models, no need to flip pixels by hand

I know what you're saying. The ones I've seen are getting it wrong. Like that one with the acid blood that totally kills the pace.
Gameplay-wise my core is based on this article, and mini-maxing it:

>> No.2636810

Y'know I wish there was atleast one more matrix game made for next gen like 360 or PS3 that gen.

There's so much potential but the games we got weren't bad, they just could have been better.

Path of Neo a best.
Although I probably shouldn't say that since nowadays the scenes where they dodge bullets would probably be quicktime events because fuck you


>> No.2636815

>Generates sprites from 3D models, no need to flip pixels by hand
Hey, is this theoretically possible to do at run-time, i.e infinite rotation "sprites" which can have actual shadows cast on them?

>> No.2636816

I want to get into FPS games, but I don't know where to start. I really enjoyed Metroid Prime, so I'd like to find more games with a similar setting and atmosphere. The closest thing that came to mind was Quake II, which I'm downloading now. From what I saw of the game, it reminded me of the versus mode in Metroid Prime 2.

I've already tried Doom and Duke Nukem, but couldn't get into those series.

Any recommendations? Maybe something that involves robots in space stations.

>> No.2636818

That's what I did.
Tho I haven't tested world shadows.

>> No.2636824

That sounds pretty cool, what's the performance like?

>> No.2636830

I only prototyped it so far, haven't implemented the optimization draft I have. In theory after optimization it should be as fast as regular sprites, if not better because of efficient texture bin packing and big texture atlases.

Btw it can do full sphere of sprites (up and down too).

>> No.2636831

>That's what I did
Fuck YES. I've had the idea of doing this for a long fucking time and haven't even seen anyone else do it yet.

You don't suppose you could post a render of some really simple object like a bunch of spheres and squares using this method? Or even better a webm.

>> No.2636836 [SPOILER] 
File: 6 KB, 137x244, 1440458929264.gif [View same] [iqdb] [saucenao] [google] [report]


If you want Metroid Prime-esque, then check out Powerslave EX, see if you can find a surviving download. It was a great Metroid Prime game before Metroid Prime even existed.

If you want robots in space stations, then check out Descent and DXX-Rebirth. Prepare for vertigo.

>> No.2636841
File: 29 KB, 300x300, bruce-lee-300x300.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw managing a difficult situation while almost dead
>mfw maneuvering and slaying like a slick motherfucker
>mfw reach exit room and health is waiting for me as a reward

>> No.2636842
File: 140 KB, 1920x1080, 1352064532084.jpg [View same] [iqdb] [saucenao] [google] [report]

if you are just starting with FPS series go for original Half-Life, it will remind you of Prime.
its dirt cheap on steam, or you can just pirate it.

if you like the idea of exploring unknown alien world, you may want to try Unreal. now I am talking about normal unreal game, not the "tournament" version, while its great, its not a singleplayer game and you will get shredded by veteran community.

another game you may like is S.T.A.L.K.E.R. Shadow of Chernobyl.
either buy it or pirate, when you pirate make sure you patch, and dont instal any mods, you gotta taste the vanila first.
then prepare for spooks, vodka, jamming weapons and bandits in tracksuits

>> No.2636843

Yeah I agree.

>> No.2636846

*full sphere is important for full 3D

I do have an old demo on YouTube of the first successful run (Been greatly improved since):

>> No.2636848

Really nice work. Would it possible to have the amount of rotations restricted to emulate a storage restriction?

>> No.2636852

Already implemented in the current version.
Angle snap size (rotation), raster size, and animation frame rate are controllable.

>> No.2636867

Quake II is fun, even if there's fags who shit on it.

Why couldn't you get into Doom?

>> No.2636873
File: 1.15 MB, 1920x1080, Screenshot_Doom_20150819_115901.png [View same] [iqdb] [saucenao] [google] [report]

Damn, it looks just as good as I expected it would. Really wishing you the best of luck with this.

Will the game world also be mosaiced or whatever you call it?

>> No.2636878

not sure what you mean with mosaiced.
If you're talking about level design, I want to have something abstract that will support the gameplay.
If you're talking about setting or plot, I don't have anything specific for now.

>> No.2636880

When he said mosaiced I was thinking pixelated.

>> No.2636885

Yes, I mean pixellated. I said "mosaiced" because that's what photoshop calls the effect, my only reference point. As in, will the game world be rendered by through the same pixel filter your models/sprites use?

>> No.2636886

Sounds great if it works flawlessly! Have you got an animation demo?

>> No.2636894

Oh, ok. That could either mean low res textures or no texture filtering. Filtering will be configurable, and textures aren't decided yet.
Either way the goal is to make the game look good. Whatever will look consistent with the sprites.

I don't have any good model to make animation demo (only free models with basic animation that comes out bad).

>> No.2636912
File: 270 KB, 800x600, flesh wound.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2636929

Why doesnt someone just make Doom 4 in the Quake 1 engine

>> No.2636935

well why dont YOU do it smartass?

>> No.2636938

Does anyone have a mod that displays enemy health like a healthbar or a number or something?

I just want a mod that shows enemy health and preferably nothing else.

I just like to be able to see how many more shots it's gonna take to kill my foes. I feel more comfortable in this knowledge.

>> No.2636942

Why would you willingly degrade the graphics?
I'd want doom 4 fixed up with proper mods, not a fan recreation.

>> No.2636946

Because I'd like more than 50 polygons per monster.

>> No.2636975

Let me clarify I just want a mod that displays enemy health and changes nothing else beyond that.

>> No.2636991


Just get Kyle873's DoomRPG. It does that, and the *few* other changes it makes are hardly noticeable.

Hope that helps! :)

>> No.2637002

>It does that, and the *few* other changes it makes are hardly noticeable.

You are a fucking liar.

>> No.2637005

PrBoom+ has an option for healthbars

>> No.2637029

I use Gzdoom though.

I was looking for a healthbar mod that would be easily compatible with other mods or just for vanilla uses.

How retarded do you think I am anon?

>> No.2637031

>or just for vanilla uses.
That's why I recommended PrB+

>> No.2637046

does PrB+ Support smooth doom? Because that's honestly what I aim to use it with.

that or beautiful doom.

>> No.2637050
File: 868 KB, 2048x1232, feels bread man.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw beautiful doom will never have unfucked auto-aim
>tfw smooth doom will never have brightmaps
Why is nothing perfect

>> No.2637059

Nope. Those don't count as vanilla.
Fairly sure the Beautiful Doom dev said he wanted to remove the autoaim requirements. But I haven't kept up with development.
About Smooth Doom. Don't the default brightmaps work? Or the modified ones? In any case, I wouldn't discard the possibility of them being added.

>> No.2637062

Smooth Doom adds a bunch of inbetween animations that don't have corresponding brightmap frames. Seems like someone would have to sit down and create the "missing" ones.

>> No.2637090

A question for you guys: how are music files defined in Doom 1? Are the intro/intermission names hardcoded? Does this mean the game just looks for D_EXMX.MUS or is it defined in some other lump?

>> No.2637137
File: 788 KB, 1920x1080, Lo Wang.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a (G)Zdoom type of source port for Build Engine games? I'm trying to play Shadow Warrior but the Redux version has fucked up mouse aiming and I just can't bear it anymore.

>> No.2637143 [SPOILER] 
File: 18 KB, 480x360, 1440469865062.jpg [View same] [iqdb] [saucenao] [google] [report]

>Thats a nice WAD you got there, wanna let me help you to improve it?

>> No.2637154

You want this:


Since it's been reverse-engineered, don't expect high levels of accuracy/stability. This is definitely the best you're ever going to get until 3D Realms coughs up the game's source code.

>> No.2637173

>until 3D Realms coughs up the game's source code
You mean Shadow Warrior's source code was never released? Why? I thought only Blood was a Build Engine game that didn't have its source code released.

>> No.2637182

Duke3D was the only 3D Realms game to have its source code released as far as I know. Since SW shares a lot with D3D's code it wasn't as crazy as writing new game logic from scratch (Blood).

>> No.2637203

>Duke3D was the only 3D Realms game to have its source code released as far as I know

Shadow Warrior had its source released long ago.


>> No.2637210

Oh, wow. Then I guess people just don't bother.

>> No.2637215
File: 761 KB, 610x582, dream team.png [View same] [iqdb] [saucenao] [google] [report]

You guys are just reminding me how much I want to see pic related in a crossover buddy cop movie.

I'm sad now.

>> No.2637258

that depends

>> No.2637263

Anyone else working on a map for the /vr/ project? I've started on one and making reasonable progress (I think). I did start with zero experience outside of tutorials though so there's a 1994 vibe.

>> No.2637287
File: 14 KB, 80x80, Th-They're Everywhere.png [View same] [iqdb] [saucenao] [google] [report]

How I usually end up

>> No.2637294

what wad is that

>> No.2637295

What location is your map based on?

>> No.2637296


It's a drawing.
It's not a wad.
Why would you even ask that?

>> No.2637305
File: 61 KB, 640x480, Chapter 03 Reprisal.png [View same] [iqdb] [saucenao] [google] [report]

Not a wad, Marathon chapter screen. (Maybe next time I'll bring at least a pistol.)

>> No.2637312

I was roaming around looking for Doom shit to download and this triggered me quite a bit:


Laughed at the comment almost at the bottom that rekts him though.

>> No.2637325
File: 2.59 MB, 350x280, iH7bEdP7JYvSy.gif [View same] [iqdb] [saucenao] [google] [report]

>Pst yfw 100% Health

>> No.2637327


You're a dumbass, because that's a good article and the poster was an autist.

>> No.2637337 [DELETED] 

I'm a dumbass for realizing the guy who wrote it was a retarded fuck-toy hipster who thought he was some knower of arcane knowledge because he made a doom map? Lol, go fuck off. The dipshit had no idea what he was talking about, you 16 year old, and I doubt the cunt even read a single page from the Doom Bible to see what the original design philosophy behind the game was, or to see where the inspiration came from.

Tempest being an inspiration for Doom? Lol, you're a fucking nitwit.

>> No.2637348

>I'm a dumbass


>> No.2637350

the old FPSes that grognard mentions are all totally dog shit.

dactyl nightmare: https://www.youtube.com/watch?v=v6t69mp0ZhE
exorex: https://www.youtube.com/watch?v=j0SmB0i9Ato
starglider: https://www.youtube.com/watch?v=eJVldpx04V8

we should thank our lord jesus christ every day that if these are the first person games that came before doom, that doom didn't draw any inspiration from them at all.

>> No.2637352

The guy is right though. Doom is unique in that your mobility is your main defense against everything. Hell you can flat out outrun every projectile except for missles, plasma shots, and mancubi fireballs.

>> No.2637357 [DELETED] 

>Doom is unique in that your mobility is your main defense against everything

Yes, he makes very obvious statements. And also ones that are laughably naive.

>hurr let me shitpost to support myself, that'll work

Nice work junior, done sucking off daddy yet?

>> No.2637360
File: 400 KB, 488x519, Decaf is for faggots.gif [View same] [iqdb] [saucenao] [google] [report]

look you faggots, rather than bickering over stupid shit, let's argue about the real problem:

Where the fuck did these chaingunners come from and why are we not genociding those hitscanning bastards

>> No.2637361 [DELETED] 

>we should thank our lord jesus christ every day that if these are the first person games that came before doom, that doom didn't draw any inspiration from them at all.

Look out, it's the guy who wrote the article! Kek

Nah, just Catacombs 3D, Wolfenstein 3D, Hovertank 3D, Maze War, and Ultima Underworld: The Stygian Abyss came before DOOM.

Not that any of those ever had any meaningful impact on the gaming industry, or the first person genre right?

>> No.2637367


Just don't bother with this retard.

>> No.2637368

>Dactyl Nightmare

Literally kill yourself.

>> No.2637369

>having trouble with hitscanners
They are easy to fend off.

>> No.2637370

And Old-Timer McGee doesn't even mention any of those, except for the Catacomb 3D games, which he only mentions in order to describe them as "realistic". Uh, OK.

>> No.2637372 [DELETED] 

Or this one.

>> No.2637375


They're a huge pain in the ass, and they're one of the biggest things that kill me.

Mainly because I'm caught at low percent and I get sniped in the asscheek from across the map. Damn those guys suck

>> No.2637378


oh god it's already happening

>> No.2637392

It looked like he was pointing out that FPS games have been around a lot longer than the guy who wrote the article thought they were (which they were).

It's funny how the guy who wrote the article said the game feels like all those shooters he mentions, but then makes his "Arcadia Demade" map fucking barren.

These kinds of replies are LITERALLY always talking about themselves. If there was ever one kind of poster I'd wish I could punch through my monitor.

>> No.2637395

did u just call yourself a dumbass?

>> No.2637401

Use the rocket launcher to fire and forget at them from behind a corner. Their wind-up animation will play as your ammunition is heading straight for them.

>> No.2637416


>> No.2637420

Fava Beans?

>> No.2637423

I signed up for MAP31, so Secret Nazi Moon Base (on the basis that someone else claimed the Lunar Landing).

The layout is a vertical swastika with the player starting in one corner. The whole thing's in Wolf textures with SS troopers and pinkies. I've put up support pillars so you can dodge between cover. Also in the middle there's a huge pillar to block firefights across the middle and keep ambushes working.

In each corner of the swastika (except the one you start in) there's a door to a short techbase-type area with more varied enemies. Only one starts unlocked. At the end of each one there's a key to unlock the next area but getting it releases an arch-vile into the swastika to resurrect the SS troopers and pinkies.

Once you've beaten all three doors, use the final key on a switch near the middle to open up the big central pillar, revealing the exit and a cyberdemon.

So far I've built the main swastika and the first section (a computer maze). I was planning to make the other two something nukage-y and something dark and strobey with spectres.

>> No.2637431

>but then makes his "Arcadia Demade" map fucking barren.
to be fair, he was copying a level from a modern FPS, so it made sense

>> No.2637448

>the game just looks for D_EXMX
this is correct. the names are hardcoded, unfortunately.

>> No.2637452

That doom level was made by the exact same guy who designed the bioshock level, IIRC.

>> No.2637453

this kind of attitude and insult-throwing is not welcome here.

>> No.2637457


and just like a modern title the final release was full of bugs which were never patched ;)

>> No.2637459

Hey, Arcadia Demade wasn't that bad. I've seen far worse maps in Hellbound.

And Bioshock 1 and 2 are pretty decent games, despite not living up to the System Shock series.

>> No.2637470

anon do you know how quotes work
they aren't just maymay arrows

>> No.2637474

>this kind of attitude and insult-throwing is not welcome here.

Then the shit-bird shouldn't of replied to me the way he did, IE, defensively and immaturely, as if he wrote the fucking thing.

The maps in Hellbound are beautiful, the problem is that they lack pacing for shit.

Nah, I'm pretty sure the fuck-offed faggot just called himself a dumbass, since I know he wasn't referring to me, someone who's objectively more intelligent than him.

>> No.2637485

Shadow Warrior has a very small community, from what I've noticed. Even smaller than Blood's, funnily enough.

>> No.2637487

>The maps in Hellbound are beautiful, the problem is that they lack pacing for shit.

I should've phrased it as
>I've played far worse maps in Hellbound.
Cause thats what I meant.

Though IMO, Hellbound's visuals are hit and miss for me. Some levels have very odd texture combinations.

>> No.2637492
File: 158 KB, 256x302, 1346126235755.png [View same] [iqdb] [saucenao] [google] [report]

/tv/ and /v/. What are the odds.

>> No.2637494


okay we've acknowledged he's a useless poster, now let's just ignore his dumb ass.

>> No.2637510

>Then the shit-bird shouldn't of replied to me the way he did, IE, defensively and immaturely, as if he wrote the fucking thing.
>disagreeing with you means he wrote the thing



I dunno, I kind of find him cute in a sort of "petulent toddler" kind of way.

>> No.2637519
File: 438 KB, 1360x768, Screenshot_Doom_20150818_220002.png [View same] [iqdb] [saucenao] [google] [report]

Still working on Map05


>> No.2637539
File: 165 KB, 640x480, Scythe_titlepic.png [View same] [iqdb] [saucenao] [google] [report]

>Samefagging your jerk-off posting this hard because of how raped you were
It's okay, I'll go get some tumblrites to help defend your sore ass.

>okay we've acknowledged he's a useless poster, now let's just ignore his dumb ass.
>says the useless shitposter saying nothing of value
Congrats! You can off yourself in the tub now.

>/tv/ and /v/. What are the odds.
Oh wow, you can cross-reference tripcodes! Look, he's at elementary level now!

But whatever, keep crying about you have absolutely nothing left to say about my criticisms other than irrelevant abusive ad hominem.

The thing with large maps like the ones in Hellbound is, they have to be interesting. Making them simply to impress with scale is very hard to do.

>> No.2637562

I think megawads are fine if they have a loose story, and the mapper/team behind it are capable to ensure consistency. Stuff like Scythe series, Alien Vendetta, Speed of Doom, and BTSX are Megawads done the right way.

But I am sick to death of megawads that are just a Collection, or merely based on a concept. They almost never give me the incentive to play them from start to finish, and always result in me just cherry picking maps to pistol start. These types of megawads could have been released Master Levels style instead, and nothing would be lost out of it. Stuff like Community Chest series, 1024 series, 10 Sectors, and Five Rooms of Doom are Megawads of this kind.

>> No.2637567 [DELETED] 

>multiple people can't possibly be calling me a douchebag! it must be the SAMEFAGS!

nah m8

>> No.2637568

What wad is this? The pic alone looks cool.

>> No.2637569

Stop giving him attention and report him. How hard can it fucking be?

>> No.2637572

iirc, a port of GBADM (gameboy advance deathmatch maps)

>> No.2637593

How crazy.. I remember playing the gba port when it came out and not thinking much of it. I certainly never bothered with its deathmatch option.. how good could it have really been lol

>> No.2637614
File: 25 KB, 300x225, 5.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mfw 100% Health

>> No.2637621
File: 43 KB, 240x372, lowhealth.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2637623
File: 16 KB, 240x348, goodhealth.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2637657
File: 138 KB, 887x665, ap3301010470crop-8fda2a7beed9e41c8aa00e814731636bb841c06d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2637661
File: 46 KB, 400x458, 1425546233068.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2637673

Report and ignore guys

>> No.2637702
File: 32 KB, 327x323, 1439318171565.jpg [View same] [iqdb] [saucenao] [google] [report]

The janitors haven't been responding in a timely fashion to reports for a while now.

>> No.2637709

Would be better if they weren't so uniform with the looking.

>> No.2637716

I received a warning for reported a thread that was basically some guys fanfic about a RPG he wanted to make. The thread got deleted anyways. I don't think there's a janitor here all the time.

>> No.2637719

Is marrub in here? I can't into git commits because I'm still stuck in the 90s, but have a little fix for GLOOME for you.

The 1680x1050 resolution on 16:10 monitors doesn't work under OpenGL mode under non-Windows systems. The fix:

Line 107 in /src/posix/sdl/sdlglvideo.cpp
For some reason { 1600, 1000 }, is listed twice, so this should be replaced with ( 1680, 1050 },

Thats it. I'm temporarily using a 16:10 monitor, so that is why I noticed. I normally use my television as my monitor, which is 1080p, but I was using it to watch TV.

>> No.2637723
File: 135 KB, 1412x826, progress.png [View same] [iqdb] [saucenao] [google] [report]

crusher-satyr anon from earlier

some progress on map, its vanilla comp and constantly tested with chocolate doom

balancing idea I had
for every 10 monsters place 10 healthpoints on map.
so if map ends up with 300 monsters, put 300 hp worth of health pickups

easy difficulty: 20 hp and 20 armor for 10 monsters
normal difficulty: 10 hp and 10 armor for 10 monsters
hard difficulty: 5hp and 5armor for 10 monsters

feedback/ideas on this?

>> No.2637724

Also, I think the current gzdoom master needs this too, which is weird, because it used to have this line. Not like it would hurt to not have it. Zandronum still has it.

>> No.2637735

that seems pretty stingy, but obviously i'd have to try it. of course it depends on a lot more than purely population count as to what damage you'll need to heal; monster type, placement (whether you're likely to see it before it can damage you - an imp in a large space is unlikely to damage you at all, but being teleported into a small closet with one right next you is likely to hurt) etc.

>> No.2637738

I am balancing this map with my skills, as in I consider myself below average when it comes to doom, so all testing in chocolate is done on HMP with all monsters and items spawning.
UV is meant to be hard difficulty, not normal.

>> No.2637750

I think it should depend on which monsters are used, not just how many of them.

I mean, what if the map was just 10 cyberdemons?

>> No.2637752

Surely it depends on what the monsters are, not on the quantity, as >>2637735 said. Maybe you could balance it to the total monster HP instead (use the Doom wiki) but like >>2637735
said, it depends on placement as well.

Personally I prefer the IWAD method of balancing by altering the number of enemies present rather than altering the health & ammo present but that's just changing the nature of the problem.

>> No.2637789

Thanks, I thought there was some reason for that when looking at the code since it was in mainline. Fixing now.

>> No.2637793

Ah, wait, I already removed that duplicate. For some reason the commit that I merged removed 1680x1050, so I'll be adding that now.

>> No.2637805

another anon here
what do you think of having obj support for modeldef in gloome? is it doable?

>> No.2637809

Is that really official art? I thought that they had Craig Mullins doing the still artwork. Did he not do the in game work?

>> No.2637823
File: 2.98 MB, 320x240, VanillicAcid-0922.webm [View same] [iqdb] [saucenao] [google] [report]


FDA for vanillic acid in 9:22, misses one monster which seems to be stuck in a teleporter, gets all secrets (i had read the previous comments about some of them)

this was very good, looks nice without being horribly overdetailed, i like the scenery views.

gameplay is okay, mostly shoot from the doorway kind of stuff. the helltrap was a good idea, it might have killed me if the monsters weren't looking in the wrong direction. the two barons by the exit aren't much of a threat.

as for bugs as the other fellow mentioned >>2635685 there are a few single-use lines that should be repeatable, the shotgun lift as he said, and the four lines that teleport the imps to the entrance hall, were those i noticed. in vanilla compatibility the lines get used up even if the monster doesn't teleport upon crossing it.

also another vanilla compatibility issue, you will notice in the demo there are two stimpacks which have levitated up onto the top edge of a switch (sector 152) because they're too close to it when a nearby sector moves. somehow later they fell back down again, which is rather unusual for this type of bug.

simply moving some of the items around up on the ledge would fix this, but i think the best idea may be to rotate the switch and move it back against the wall, since you can quite easily press the switch from below (unless this was intentional).

>> No.2637857
File: 2.94 MB, 320x240, VanillicAcid-0434.webm [View same] [iqdb] [saucenao] [google] [report]

>>2637823 (me)

here's a boom complevel demo for vanillic acid that gets 100% kills. i am pleased with how well punching that hellknight by the lift went. i also allow myself to get mauled by a baron in order to spend less time waiting in the exit cage.

another issue i noticed: if you're going quickly, as i was here, the green armour secret is easy to fly over and not get credit for it.

>> No.2637864

I don't really see why you would want that, but I suppose it might be doable.

>> No.2637865 [DELETED] 

>>Chocolate Doom crashes the moment you open the door to the shotgun room, upon using Chocorenderlimits it seems the STEP4 texture on the raised ledge is causing problems, I don't know how to fix this.
>I had a vague suspicion it had something to do with that. Maybe using textures like that is a big no-no in pure vanilla limits?

this is most likely the medusa error. STEP4 is a texture made of more than one patch. you can't have multipatch textures on the middle texture of a two-sided line, it will freeze up the game or crash it.


>> No.2637868

>>Chocolate Doom crashes the moment you open the door to the shotgun room, upon using Chocorenderlimits it seems the STEP4 texture on the raised ledge is causing problems, I don't know how to fix this.
>I had a vague suspicion it had something to do with that. Maybe using textures like that is a big no-no in pure vanilla limits?

this is most likely the medusa error. STEP4 is a texture made of more than one patch. you can't have multipatch textures on the middle texture of a two-sided line, it will freeze up the game or crash it.


edited to add/emphasise that every source port since boom fixed it, it's a vanilla problem only.

>> No.2637923

Google wasn't turning anything up for me so I figure someone here may be able to help me. Me and a friend were trying out some Brutal Doom deathmatch through zandronum and were having an issue. Whenever we spawn and sometimes randomly we won't be able to move. We just mashed jump and crouch and tried moving until it worked. Happened every time we spawned. Anyone know a fix?

>> No.2637925

We are using the latest v20

>> No.2637946

I guess he wants to use the myriad of free random objects in .obj format available on various sites. Converting to md3 works fine for me though

Anyway unless you haven't seen it already, please take a look at and consider implementing:

..and possibly the same features for actors spawned by a FastProjectile through it's MissileType (trail) function.

>> No.2637970

Requesting hdoom gifs and webbums

>> No.2637984

>damaging floor is a tiny sector
>chance i could survive running over it
>die anyway

>> No.2638006

So, is somebody going to ask the tough question to Kinsie or not?

>> No.2638048

Why don't you do it nigga?

>> No.2638057

Thanks for clarifying. This leads to my next question, does vanilla Doom (even older revisions) support extra levels after the 9th per episode? I'm not talking about a 4th episode, I'm talking an extra secret level, like EXM10.

Also, are modern doom editors backwards compatible with the aforementioned older revisions like pre-1.6?

>> No.2638070


because I don't have a forum account?

>> No.2638084

Well there was the sewer level in the xbox version that came with Doom 3 that was technically E1M10. But pure vanilla I have no idea.

>> No.2638126

The mapslot E1M10 or E1M0 is not supported by vanilla. I believe the xbox version used its own source port for this.

>> No.2638142

Jedi Knight II Touch is free for limited time.

Not sure if /vr/ enough but eh.

>> No.2638148

indeed, it seems impossible to -warp or idclev to maps numbered higher than 9, at least in chocolate doom.

>> No.2638168


Tough question? What are you talking about?

>> No.2638187


people were wondering if they were going to be able to play the new update of Reelism on pre-2.0 GZdoom

>> No.2638189

I see, thank you. I also asked if common map editors are backwards compatible with early vanillas, is that the case?

>> No.2638204

Outside of maybe some 1994 editors that ran on DOS, I doubt you'll find anything that'll design maps for versions earlier than 1.9

>> No.2638220

Welp, and there isn't a fast way to make them compatible, right? I wanted to make some cool WAD that ran on my 486 but I might as well set up a modding environment there. Do you know which one of those 1994 editors is the best or was at least the one with most care put into?

>> No.2638226

what the fuck
plutonia 2
first level has mancubi

>> No.2638231


you're playing a user-made wad, specifically made for the hardest iwad of the bunch

be glad that plutonia-style maps don't rely on slaughter gameplay (with the exception of ONE map, of course)

>> No.2638232

so does plutonia map01. what's your point exactly?

>> No.2638234

wait did it? it's been a while

>> No.2638237

there aren't any fundamentally incompatible changes to the wad format though.

>> No.2638296

Can someone get me up to date with Doom 4? I haven't checked anything out since the first trailer because sites that would report on it are all shills that would mask any and all shortcomings.

>> No.2638310

try asking the non-retro games board?

>> No.2638364


>> No.2638376
File: 2.11 MB, 382x369, 1358607351296.gif [View same] [iqdb] [saucenao] [google] [report]

>Kama Sutra map 20 and 21
>On Complex Doom
I hate playing with mods and then the map decides to throw a curve ball the player, it's like the curve-ball is made out of solid steel and was accelerated at 7000mp/h.

>> No.2638401

Plutonia 2 is a hard sequel to an already hard Plutonia. What did you expect?

Just be glad they didn't put Arch-viles in map01 like the original did.

>> No.2638403

>I hate playing with mods
did you actually mean this? because there's an obvious solution - if you hate playing with mods, don't do it!

>> No.2638418

the two in the original aren't particularly nasty either

one is up on a ledge and although it keeps resurrecting a chaingunner you can more or less ignore it if you don't hang around too much

the other is released from a trap when you grab the super shotgun. but there's plenty of cover in the room, from the crates, and, of course, you'll have a super shotgun.

i think the one that teleports behind you when you pick up the red key on map03, blocking your escape, is much nastier than both of these.

>> No.2638436

I don't hate playing with mods, I just hate playing with mods and then the map cranks the difficulty up, it's pretty fun watching a BFG soldier destroy every other enemy while trying to kill me or using a necronomicon on flaming revanent (forgot it's name) and watch it blast and punch a bunch of enemies to death.

>> No.2638439
File: 117 KB, 636x603, I'm UAC.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm UAC.

>> No.2638442


It's pretty good.

>> No.2638449

Didn't one of the maps in Fava Beans get remixed for MM2?

>> No.2638453


Maybe it's because I've only got 5 hours of sleep, but I'm not sure what you're referring to.

>> No.2638458


memento mori 2

>> No.2638460

I find some gameplay mods like Brutal Doom to be fun when playing WAD's that are strictly just new levels and not TC's or partial TC's.

>> No.2638467
File: 120 KB, 991x454, ko2e0mw2.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, right. I played the first one, but it's on my "to play" list.

>> No.2638516

yeah, either 24 or 31, i forget which

>> No.2638520


There's a weird, tingly feeling when you get to watch other people play your map. I'm gonna bring it up to true vanilla compatibility and fix the bugs people brought up, add more warp-ins after the hell room.

>> No.2638525
File: 882 KB, 1269x584, DOOM IN 3 DEEEEEEEEEEEE.png [View same] [iqdb] [saucenao] [google] [report]

>Picked up Risen3D

>"ooh doom with 3d models this oughta be neat."



>> No.2638528
File: 81 KB, 960x540, DOOM-4-1.jpg [View same] [iqdb] [saucenao] [google] [report]

Btw is anyone here excited about the new Doom? Yes it does look awfully modernized and the executions will get repetitive, but I am gonna try it out.

Do you think it will get godly mods like the real Doom, or is will it be another modern FPS with the Doom brand slapped on it?

>> No.2638540


My confidence in it is zero.

>Romero Status: MMMMMmmm gone.
>Cyberdemon design: fucked alien Serious Sam garbage.
>Editor Status: Kiddy-tier memory-limit locked garbage that will be fun for consoles, but won't even remotely offer any real power or creativity.
>Actual Editor Status: Maybe later. (cough cough Rage)
>Chainsaw Status: Delegated to sticky QTE kills.
>Multiplayer Status: Looks promising actually, but will die out in probably a year or less.

etc etc

>> No.2638541
File: 522 KB, 2048x1536, 0125141610f (2).jpg [View same] [iqdb] [saucenao] [google] [report]

signs point to godly but like you said repetitive. just like doom3

I cant imagine it will have as much replay ability as the first 2

>> No.2638550

That revenant has a cute cartooney face.

>> No.2638590

So far it looks like it'll be Halo meets Painkiller. Not sure if want.

>> No.2638596

24, as the start of that map resembles greatly with the start of fava beans e1m7

>> No.2638598

As someone who grew up with Half-Life and went backwards to discover Doom source ports, enjoyed Doom 3 co-op and currently enjoying Resurrection Evil, I can clearly see the issues with Doom 4 but I am willing to give it a chance and just play it as-is just like with Doom 3. There could be some fun to salvage from it.

My biggest issue with Doom 3 wasn't with the flashlight, but the run button and limited stamina. Run speed should be default.

>> No.2638648

Worst thing with doom 3 was the level design and the schizophreny of it's gameplay elements (story based moody survival horror with logs and cutscenes + linear arcadey combat). Had it been a pure system shock-esque game it could have been wonderful, same if it'd been quake 4 except better (though I actually like q4).

>> No.2638672

So guys, assuming Doom 4 is successful, do you assume the next thing ID will work on is Quake 5? It's pretty much confirmed to be a cthulhu-ish setting, so that will be intresting. We don't have too many like that these days.

>> No.2638681

Why not merge the two storylines and have cyborg cthulhu?

>> No.2638707


Sounds like a SetPlayerProperty script isn't firing properly.

>> No.2638729

Speaking of new FPS games, something I'd really enjoy is a current gen game patterned after Project MSX. I think that mod strikes a beatiful balance between old and new FPS mechanics.

>> No.2638770

On paper, all those design elements does seem like a cluster fuck. I can't believe I'm actually defending Doom 3, but whatever.

>story based
I love the cutscenes. Enough to establish a context for this hell demon murder arcade game.

Again, not too much to look like a cutscene-corridor-cutscene modern shooter. My favorite cutscenes are the ones played everytime to introduce a new type of monster. The most memorable one is when you hear a distant cry while exploring, you find a female scientist and she has the life force sucked out of her skin. Her head and spine pops off and turns into a Lost Soul.

This one is interesting because Doom, objectively speaking, should remain arcadey. But Doom 3 sort of gets a pass because for the first time ever, this approach is actually fully backed and justified by the tech. id Tech 4 is moody as fuck with the super impressive dynamic lighting, bump mapping and stencil hard shadows. I would say the graphics have definitely aged well, minus the low poly cone head characters.

I have no idea where audio logs originated from, the only two games that come to mind is System Shock 2 and Doom 3, but I feel this radio and log bullshit wasn't oversaturated in 2004. I don't really have an issue with this. Going through my PDA for storage codes was pretty neat.

>Quake 4
I actually thought Quake 4 was forgettable and bland, although I did love the torture scene. Prey is better than all of the above though.

Doom 3 should've had co-op built right in, but that's just me and even though it would go against the whole creepy theme. But you can be creeped out together with a friend.

>> No.2638817

>There's a weird, tingly feeling when you get to watch other people play your map.
it's great isn't it? make more demo-friendly maps and you'll get recordings of them.

>> No.2638861

>I love the cutscenes
Me too actuall
I liked them too, though there was a bit too much filler compared to ss2.

I didn't mean those elements were bad at all, but the levels and the combat didn't fit with the approach at all and vice versa. If level progression had been objective based and the base much more open for exploration (again, like system shock 2) and the combat more tactical rather than arcadey, it would have been a great game - though not really doom in anything but name. That would have been fine with me.

>I actually thought Quake 4 was forgettable and bland
But it's much more similar to doom than doom 3 in my opinion. I liked the combat/gunplay.
> Prey is better than all of the above though.
I'd say it's on par with quake 4, except for the visual/character design which is overall much better. I loathed the spirit shooting minigame upon death however, just as bad as bioshocks respawning.

>> No.2638894

These people piss me off to no end.
Holy shit, get it through your thick skulls that this is a reboot.
It's taking an old concept, and adding NEW THINGS.
This isn't a fucking remake of Doom 1 or 2.
This is a re-imagining.
Why the hell do people even WANT a pixel-for-pixel remake?

>> No.2638907

Eh, for me the only really important things are dodging rather than cover based gameplay and good fucking level design. Games have in general been sorely lacking in the latter since the early 2000's or something.

>> No.2638918

People don't want a REMAKE, they want more DooM. Like it or not FPS has changed but that is not the issue. DooM is still popular because there are countless mods that use that solid run n gun foundation, without throwing it away entirely. What I want is an expansion of that DooM styled gameplay based around a diverse bestiary and skill based movement. Does DooM4 have that? I don't know, but it is very easy to see how many people are worried about it, as at this point it seems that fast paced movement has been replaced with BRUTAL executions but again, it is too early to tell. Also the lack of mod support is a huge negative to me, as I would love to see awesome mods such as demonsteele or Hideous destructor recreated in a modern engine.

>> No.2638929

>Why the hell do people even WANT a pixel-for-pixel remake?
We don't. The people that do are weird and strange.
We want developers that know what they're doing.

>> No.2638943

Chris Lutz is doing a reimagining of the Doom 2 Hell maps (21-30).
Check the screenshots (there are about a million), it looks gorgeous.

>> No.2638953

I am. Some things do worry me but overall, I'm hype.
It doesn't look like painkiller at all imo.
Huh, he really does.

>> No.2638963

seeing as the revenant is far and away the best looking monster seen so far, i'd say what's wanted is a fifty-thousand-polygon-for-pixel remake ;)

>> No.2638985

his eyes are modeled after dead fish ones aren't they?

>> No.2638996


dead eyes period

>> No.2639002

>turn on music
>wayyy too loud
>let that shit play

>> No.2639003
File: 17 KB, 300x300, 1440524828304.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to run DoomRL and DoomRPG together
>Script error, ":actors/doomrl/Ammo.txt" line 10:
Unexpected 'items/clip' in definition of 'RLClip2'


>> No.2639008


if this banner is flashing, etc.

>> No.2639010


>> No.2639015


>> No.2639020


I don't have the image, so I made a reference to it

Simply put, use a SVN build of gzdoom

>> No.2639026

Terribly sorry for bothering further but now it gives this:

Execution could not continue.

Script error, ":ANIMDEFS.txt" line 5:
You cannot use "warp" for long texture names.

>> No.2639027


Yes, but that's the Revenant. Practically the only good monster so far. The Cyberdemon is just...bad. Baaad. Baaaaad.

>> No.2639031

Precisely my point. They should have done high polygon remakes of the original monsters, as demonstrated by the revenant being far and away the best looking Doom4 monster.

>> No.2639036

Didn't they hire a guy who worked on Pacific Rim? Because yeah the Cyberdemon has the same "generic monster" look about it.

>> No.2639037

>Practically the only good monster so far.

Hey, the Imp is pretty decent and the Pinky looks creepy and goofy enough

>> No.2639038

>opinion: the post

No point in giving reasons for opinions since they'll just be deleted anyway! When did I click on /v/?

>> No.2639052


>> No.2639089


>> No.2639096

>Why the hell do people even WANT a pixel-for-pixel remake?
I'd rather the Cyberdemon look like a demon rather than an alien, and I'd also much rather the game not be influenced by garbage modern-shooter cliches but I dunno. That's just me?

Sorry that offends you so much, forgot to put a trigger warning on my opinion, but I'm pretty sure the new ~D00M~ is destined for mediocrity if you scratch just a tiny bit beyond the surface of it's history or current progress.

Worst case scenario, my expectations are extremely low so that if it does turn out to be alright, I'll be moderately impressed. I just really haven't seen /anything/ worthy of real hype yet.

>> No.2639107

>Script error, ":ANIMDEFS.txt" line 5:
>You cannot use "warp" for long texture names.
i'm no expert in zdoom mods, but i'm pretty sure this is another indication your gzdoom is too old.

>> No.2639110

>haven't played through av in over a decade
>start playing
>something compels me to check for an update
>load up map01
>BWOOOOH dem lighting changes

should be a fun return

>> No.2639114

Well it's quite a pickle since i just downloaded the latest beta build of gzdoom

>> No.2639115

yeah it's confusing me too
i'm sorry i can't be of more help

>> No.2639116


post the fucking number jesus

>> No.2639121


>> No.2639126



well, I'm short.

>> No.2639127

people post their opinions in an online discussion, news at 11

>> No.2639137

av? alien vendetta? there was an update - in 2002...

>> No.2639147

yeah, it's been a very long while since i played, so it never occurred to me to check for an update of such an old mapset.

>> No.2639154
File: 33 KB, 1600x1200, 1439809585592.png [View same] [iqdb] [saucenao] [google] [report]

>go on zandro
>close zandronum

>> No.2639160

Why the fuck is that broken piece of shit so popular?

>> No.2639167

I don't know, but it's one mod that deserves to be forgotten eventually, unlike others.

>> No.2639170
File: 547 KB, 1026x1918, fuck freedoom.png [View same] [iqdb] [saucenao] [google] [report]

>Walk into random patch of grass in courtyard.
>Fall below map and get stuck.
>No indication of the hole being there.
Well this is a huge turn off.

>> No.2639174
File: 212 KB, 1023x638, fucking fuck.png [View same] [iqdb] [saucenao] [google] [report]

Scratch that there's 2 fucking holes.

Right next to eachother infact.

>> No.2639178

Looks like you went somewhere earlier than you were supposed to.

>> No.2639185

>Looks like you went somewhere earlier than you were supposed to.
yes it appears he has got past the red bars without lowering them first. lowering the bars (there is a switch by them behind a red door) also causes the holes to pop up.

>> No.2639191

Still doesn't excuse it. Regular doom never does shit like that if you cheat.

It's just shoddy design.

>> No.2639195

how did you get past the bars?

>> No.2639201


You cheated and broke shit, then blame the game when your cheating breaks shit?
Nah, it's not shoddy design, you should've played it properly.

>> No.2639220
File: 231 KB, 1488x900, o2fPqsl.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, this shit is getting nuts. I'm getting lag because of all the bodies. I love Oblige.

>> No.2639235


You're also probably getting lag because of those filters. Turning them off would reduce your lag significantly.

>> No.2639239

Really? I didn't even mess with the filters but that might be true.

>> No.2639245


The short of the matter is that additional filters cause the engine to render the sprite multiple times in a row with additional effects on them. So with something that provides a whole ton of sprites lying around, that's going to be a lot of extra weight to carry.
Some people think filters look better I don't but at the very least keep in mind that it's going to cause some lag.

>> No.2639249

Huh. Makes sense.

I really don't care one way or the other about filters, I'm just in it to shoot some fuckin' demons.

>> No.2639265

I'm that guy on a virgin playthrough of Plutonia and little prior Doom experience (other than the id software released essentials) who decided to do a no-reload run of each map.

My ears are ringing after Go 2 It (AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA) and I still haven't beaten it, the final 3 Cyberdemons near the exit always kill me.

I preserve Megaspheres near anally and set off football fan fights everywhere instead of shooting monsters myself, and I'm still stuck after 4 hours of trying.

I have to admit, though - with no-reload, you really are getting heart attacks in situations like
>wake up the Cyberdemon guarding the button behind the blue door
>run away preparing to corner camp with Rocket Launcher out
>run into a stray Chaingunner I forgot about
>get stuck on him
>frantically try to change into Super Shotgun while dodging an incoming rocket
>barely make it out of the way of the rocket and kill the chaingunner
>press "ESC" and live out the heart attack in peace

Holy fuck I suck at Doom.
It's still great.

>> No.2639274

Craig Mullins only made the Marathon 2 and Marathon Infinity artwork / chapter screens, that one is from the first game made by J. Reginald Dujour

>> No.2639334

speaking of marathon, question:

has anyone tried the win95 port of m2? if so, was the engine reworked so that it doesn't have the massive mouse issues that the original mac marathon games had? that is: the cap on turning speed and meandering & imprecision with small movements... which still exist in aleph one, with no fixes in the foreseeable future.

i could unearth my old xp comp to see if i could the win95 port running (getting an unworkable error on win8), but i'm wondering if it's even worth the hassle.

>> No.2639338

While out walking today it occured to me that the Doom-monsters are some of the most iconic and adorable fictional game creatures ever created.

And then I became sad when I thought of how they were changed for Doom 4.

>> No.2639357

>So you want to death slide.

>> No.2639383

heh i'd love to see a demo of this

>> No.2639386


>> No.2639447

I'm excited for the people who will use the Map making system to recreate Plutonia, TNT, and the Master Levels.

Also, that picture becomes hilarious if you look at it like the Revenant is cross-eyed.

>> No.2639461

>People don't want a REMAKE, they want more DooM. Like it or not FPS has changed but that is not the issue. DooM is still popular because there are countless mods that use that solid run n gun foundation, without throwing it away entirely. What I want is an expansion of that DooM styled gameplay based around a diverse bestiary and skill based movement. Does DooM4 have that? I don't know, but it is very easy to see how many people are worried about it, as at this point it seems that fast paced movement has been replaced with BRUTAL executions but again, it is too early to tell. Also the lack of mod support is a huge negative to me, as I would love to see awesome mods such as demonsteele or Hideous destructor recreated in a modern engine.

And here's my answer to people like you; GO FUCKING PLAY DOOM THEN.

It was done once, it was done twice, and it was done THREE TIMES, on the PC and N64.

Not all of us want to re-tread things that have already been done, and I would feel pretty fucking raped if it was literally just Doom with a new engine. In fact, I'd be pretty fucking pissed, since I can get mods to do that for me.

> Also the lack of mod support is a huge negative to me, as I would love to see awesome mods such as demonsteele or Hideous destructor recreated in a modern engine.

There's a huge map-making system.

>> No.2639469

You wouldn't; I basically just corner camp. I never died on Cyberden because I corner camped the whole time. The massive Cyberdemon roadblocks in front of the keydoors prove to be terribly tedious, and then in any real fight, I eat two rockets and that's all she wrote.

>> No.2639470


You can't even fucking make outdoor areas.

>> No.2639474

>You can't even fucking make outdoor areas.

Does the map-making system include hell assets?

>> No.2639486

ha, i doubt even a purist would go that far.

apparently the physics would need to be reworked, which would break netplay and old replays (and maybe this still wouldn't work for m3?). i'd be all for the change, and maybe they could figure out some new netplay for multiplayer, but i'm not a coder so i don't really get the challenges or how much work would be involved.

all i really know is that if you're like me and aren't willing to give up being able to flick and track, then the marathon games are unplayable in aleph one. i get how they might have been playable when kb-only was commonplace, but now, no way.

>> No.2639505

>Also, that picture becomes hilarious if you look at it like the Revenant is cross-eyed.
Thought the same.
While it isn't sanic fast anymore, there's plenty of dodging projectiles, watching out for windups, and baiting melee attacks in the demo
>There's a huge map-making system.
That anon was talking gameplay mods.
We'll see about those. They showed a few, but they didn't change a lot.
I assume HD would be rather easy to make.
Yeah that sucked. The meters that limit how much shit you can put in the map kinda worries me. Hope there's a non-snapmap editor that removes that, released at some point (probably not at release, since they want to get the whole bethesda.net thing going)
They didn't show them. And they talked about snapmap being mostly about interior areas and stuff.
I hope there are, otherwise that's a huge fuckup in their part

>> No.2639546

Unused quite messages in doom 2:

fucking romero lol

>> No.2639564

Are you loading them with the dedicated doomrpg launcher?

>> No.2639565

>tfw terry wads are actually well done

>> No.2639586
File: 576 KB, 864x1080, VA.png [View same] [iqdb] [saucenao] [google] [report]


I have fixed all the bugs I could find, added additional spawn-ins post "room", and was able to do a full run with Chocolate Doom.

Project: Complete! Thanks for all the feedback you guys, you can find version 1.1 here:

>> No.2639664


Its actually a remake of the GBA DM maps

>> No.2639669


Oh, and bonus points if anyone recognizes the song the MIDI is trying to copy.

>> No.2639704

I think he's based on the deadites from Evil Dead

>> No.2639706
File: 22 KB, 523x271, 1364693215452.png [View same] [iqdb] [saucenao] [google] [report]

>soulsphere over corpse

>> No.2639774


I remember you guys when mapping, so now it's part of my headcanon that Soulspheres are souls of humans, and Megaspheres are those of demons. Dunno what you'd call Invisibility and Invulnerability spheres. Probably more Demon stuff.

>> No.2639810
File: 102 KB, 774x1032, despair_mask_by_allivwanted-d45wnwz.jpg [View same] [iqdb] [saucenao] [google] [report]

So Hdoom update never? Not even new art?

>> No.2639837



He posted updates barely ten days ago.

I ain't even a fan of HDoom but calm your tits.

>> No.2639850

It's a bug with v20 itself. Check the latest beta, it got this bug fixed already.

>> No.2640095

I remember when it first came out. Valley of Echoes was a bloody insane map.

>> No.2640105
File: 77 KB, 640x480, redkey.png [View same] [iqdb] [saucenao] [google] [report]

>>2635685 here; I'm having a couple imps almost constantly getting stuck in their starting teleport room, seems the lines are still being disabled, as >>2637823 said.
Is it intentional that the Arachnotron now teleports to random locations? over three different runs I had it teleport into the lowered green armor area (where it was made easily killed by hitscan), the open space in the crate room (which was a nice surprise), and lastly stuck inbetween crates, unable to move.
After looking in doombuilder it seems there's a heap of one-use teleport linedefs in the monster spawn room, the arachnotron's are getting disabled somehow and its wandering into the other teleport spots. Also in Chocolate Doom I could see the second red key embedded in the wall, pic related.

Bugs aside, I don't think you need to worry about ammo being tight, all the former humans drop plenty of it and a berserk pack secret is given early on, I do feel like there's too much armor, the non-secret green armor is so close to the blue armor that I find myself never needing one or the other.

I really like the hell room now, you hear a crapload of monsters teleporting into the rest of the map, and the way out of the room is a lot more natural and no longer makes you do that awkward turn-around to go back to grab the items.

Really though it's a nice little map! The Arachnotron having a random teleport spot was neat, though unintentional. Happy accidents are great.

>> No.2640109

Invisibility = all seeing eye
Invulnerability = angel souls

>> No.2640149

thank you very much, a god among men

>> No.2640163

>[08-23] Anon map release: Toxic Base
Nice for a first map, extremely tight on ammo though, the RL is only really used in the room you get it in as there's no rocket ammo on the map, and the optional north room with all the lost souls/PEs is really unrewarding for how much ammo you use up in it.
Also consider flagging the two windows to block monsters, the sergeants that shoot out of them step up on the window ledge and it looks a bit awkward, doesn't actually affect gameplay though.

>> No.2640170

We don't want a remake of doom 1 and 2. We want a new game that is still Doom at the essence.

None of the material I've seen looks like Doom. All I'm seeing is Halo with demons.

>> No.2640173

It doesn't feel like Halo at all

>> No.2640178

>hey, ron! can we say 'fuck' in the game?

>> No.2640183

>It doesn't feel like Doom at all.


>> No.2640189

>repeating your opinion in such a retarded unfunny way
And the "ftfy" is unguaranteed, you don't even know what my opinion of the game is at all. I'm just telling you, it doesn't look feel or look like Halo

>> No.2640190

>Happy accidents are great.

Story of my life. I guess I need to make a v1.2

>> No.2640196

I've played Halo. Yes it does.

>> No.2640202
File: 404 KB, 1280x720, 1366540374521.jpg [View same] [iqdb] [saucenao] [google] [report]

>Happy accidents are great.
>Story of my life.

Ouch, anon.

>> No.2640249

Yeah in hindsight the pain elementals may have been a tad too much. I'll try not to make the same mistakes in my future maps.

>> No.2640279

Are there any good vanilla compatible DM sets? Bonus points if stock textures only.

>> No.2640349

This was never posted here before was it?
And it's a month old?
Has Mark abandoned /vr/ ??

>> No.2640359


Good riddance, if so.

>> No.2640432
File: 35 KB, 430x320, DUKE NUKEM.jpg [View same] [iqdb] [saucenao] [google] [report]

Can anyone hook me up with Duke Nukem 3D and maybe recommend a good source port if they even exist? I used have the game's files but an accident shrekt my computer and I lost all my shit... Can anyone help? ;_;

>> No.2640441
File: 369 KB, 1600x1200, polymer2.jpg [View same] [iqdb] [saucenao] [google] [report]


Comes with eDuke32, but its out of date, so get an updated version.

>> No.2640515

They would shill the game there though

>> No.2640517

>Prey is better than all of the above though.
My nigga. If only it had a proper death mechanic though.

>> No.2640529
File: 309 KB, 369x426, 1440062826688.png [View same] [iqdb] [saucenao] [google] [report]

pic related

Nice map, dude.

>> No.2640882

Doom can now be purchased on GOG.


>> No.2640895

Huh, interesting.....

>> No.2640896

I've got Megaton Edition on Steam, bought it for cheap and it comes with all of the expansion packs, or you could go the >>2640441 route

>> No.2640951

Quake too, but only the first one as of yet. I'm sure GOG's trickling them out slowly.

Worth noting that this and the expansions also work with EDuke32. Megaton's source port is actually very old, apparently because this came out on XBox first.

>> No.2640954

Would be cool if Chocolate Doom would emulate the DOS loading screen.

>> No.2640958


Ouch as much as it is good.

High ASVAB scores made my recruiter force me into Cryptolinguist even though I was fighting to sign up for EOD because I was borderline depressed/suicidal at the time.
Asthma I didn't even know I had got me right back out of the military with 7k pocket change despite the fact I had solid scores in everything test and physical wise except the run.
That money helped me go to college until I got a full-time, low-pay job in summer and stayed with it instead of going back to college.
Broken leg got me back into college.
Being frustrated with a dumb game got me into Doom mapping.
Going a little too far with a good friend when I should've been cold between Exs got me the person I plan to marry and have been with for six years.

Gotta think in positives. One closed door opens many others.

>> No.2640963


Did DOS Doom have a loading screen? What did it look like?

I grew up with Mac Doom (Mac Family), so I never remember them. I also remember the ease of drag-and-drop on the exe to play WADs. I also remember the torture of having so many early mods not work properly and not being able to access the same tools DOS/Windows users had.

>> No.2640964

>Mac Doom
no fucking way i thought marathon was made because they didn't have doom on MAC

>> No.2640967
File: 5 KB, 640x400, dos.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2640970


Dude, I played the /shit/ out of Doom on... MacOS9? I don't remember what OS we were on exactly when I started. I was also 3 years late to the party or so.

I also had Marathon and Duke, as I recall.

I loved Doom for the gameplay and early mods, Duke for the interactive and realistic levels, and Marathon for the story.

>> No.2640974
File: 80 KB, 640x480, 280.gif [View same] [iqdb] [saucenao] [google] [report]

I still remember that little pop-out option tab in the bottom left so fondly.

Because back then you always had to fuck with colors and shit for certain games to work.

>> No.2640982

IIRC, the 90's megawad Realm of Chaos was made by a team of Mac users.

>> No.2640985

>I loved Doom for the gameplay and early mods, Duke for the interactive and realistic levels, and Marathon for the story.
It's really funny how different they are from each other once you get past the essential similarities. DN3D is half game, half shitposting simulator, and Marathon really nails the brooding darkness that later id games could never get right (maybe they should have studied more ancient myths and philosophy).

>> No.2640993

Looks like WGR2 is still active: http://www.moddb.com/games/wgrealms-2/news/back-in-action14

>> No.2640998


Doom is a game at it's core. Once they took Tom Hall and the Doom Bible out, it was pure, liquid game.

Marathon is a story. Some of the dialogue in that still gives me chills.

Duke is.. I don't know what to call it. I like the shitposting simulator definition. The balance is all over the place, but it's just a wacky and wild romp and all the other things it does right excuses what it doesn't.

If they were movies, Doom is like this serious kind of action thriller. Straight-forward. Duke is one of those wacky over the top action movies where the main character walks away from explosions and hashes out an awful one-liner. Marathon is just a dark thriller where you have a looming sense of dread despite there never being any direct threats.

>> No.2641034

Quake I and its expansions can now be purchased on GOG
they all include their original soundtracks
sadly it took this long for a digital release of Quake I to have this feature.

>> No.2641039

>they all include their original soundtracks
As in the music plays ingame and everything? Because it's about fucking time. Steam version better get updated for that.


>> No.2641043

knowing how lazy id/bethesda is I sadly doubt it.
I haven't seen it in action but it does play in game by default and offers the option to use 3dfx

Though the version of Blood on Steam is the exact GOG version so anythings possible

>> No.2641051

Just found out some band used music straight from Quake in one of their songs without permission. They make money off of it, too.


First 55 seconds sound familiar to you?

>> No.2641054

Might as well mention which songs have been stolen: The screaming part of Quake's theme and "It is raped", both layered on top of eachother.

>> No.2641083

Needed to hear this. Just got turned down by another girl after years of being dateless and I'm starting to feel angina. It's hard to keep hoping, but I'll try.

>> No.2641113

It was confirmed on GOG's forums that the music does actually play ingame.

Holy fuck it actually happened.

>> No.2641117 [DELETED] 


so long, gay steamwser

>> No.2641120


Love and relationships are random af. Sorry to hear that, but ye. The most important thing is to keep trying (if that's what you want that is), even if it's super passive/casually, instead of shutting yourself off. Also to act yourself, because the more of a facade you put up to get it going, the more work it is later.

>> No.2641191

>Quake too, but only the first one as of yet. I'm sure GOG's trickling them out slowly.
>Quake I and its expansions can now be purchased on GOG
>they all include their original soundtracks
do either of you have newspost-suitable links for this?
or to put it another way is this right
the "the offering" part made me question it

>> No.2641213

Magnificent, now get them to release Quake 2 with working soundtrack, I'll lap that shit up.

>> No.2641217

you sure they can't just claim they "sampled" it since its a song called "House of Chithon"?

>> No.2641220

Quake The Offering was originally a physical release that bundled the expansions with the base game back in the day. That is likely why they went with that name on gog

>> No.2641226
File: 47 KB, 426x341, holy fuck.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking this, why the hell would you have a server running sunlust AND complex doom AND a mutator that only allows ammo respawns AND in survival mode. Holy shit dude...
Maybe I have to git gud

>> No.2641227


>> No.2641236


>> No.2641239

okay, good enough for me, thanks.

>> No.2641250

Not sure if Trent Reznor or id/bethesda even care, to be honest.

>> No.2641253

Well the music is not Trent's property so it doesn't legally matter what he thinks.

>> No.2641262
File: 3 KB, 602x45, Screenshot 2015-08-26 13.22.12.png [View same] [iqdb] [saucenao] [google] [report]

What a great deal! If I buy now, I can get games that are already free...for free! Bethesda's generosity truly knows no bounds.

>> No.2641279

What if the games are the CD releases ?

>> No.2641280

That's a point. News items have been removed for going pay.

>> No.2641290

GOG's done that with some games though since day one, they put some out for free that they've made usable on DOSBox at their own expense. Like Stargunner, which is one of those few that are sometimes a bitch.

The forums already have DaggerfallSetup mentioned, if it's any consolation.

>> No.2641293


They are the CD releases. At least I know that Arena is.

>> No.2641306

The free versions available through Bethesda are the floppy releases. So if you Buy This Game™ you are getting something more than just what's already available.

>> No.2641323

Whats the difference between cd and floppy versions?

>> No.2641331

Turok and Turok 2 now on PC from the same team that brought Strife

>> No.2641348


which reminds me

wasn't Kaiser involved in something Turok-related?


>> No.2641352

Probably going to pirate it for the sake of a quick demo. Was a bit difficult for me trying to play it on an N64 emulator with a keyboard

>> No.2641368


I think the CD version has either speech or CD Audio.

>> No.2641369

I think Arena had voices for FMV sequences. Daggerfall had FMV sequences and voiceovers also.

>> No.2641372
File: 633 KB, 1023x597, Duke Nukem 3D High Resolution.png [View same] [iqdb] [saucenao] [google] [report]

So I downloaded the Duke Nukem 3D High Resolution pack.

I like it. The models look nice and don't look too out of place compared to doom. Plus I grew up with the 2 playstation duke games so it's sort of nostalgic for me.

>> No.2641378
File: 73 KB, 480x480, Korax.png [View same] [iqdb] [saucenao] [google] [report]

Do you guys think it's wrong to change the passive voice of Doom's obituaries, where the victim is announced before the killer, to an active voice where it's the other way around?

As I've said here before, I am doing a "translation pack" in European Spanish for all commercial games in the Doom engine supported by ZDoom.
The problem is, the passive voice isn't used often in Spanish and it sounds awkward in most situations, and almost every game I've played uses the killer>victim form, but I am so used to Doom's wording that I am not really sure of what to do.

Also, I've been trying to voice Korax but erasing the noise caused by my strong pronunciation of the letter P is impossible, ugh...

>> No.2641393

Are they either good or hamtastic voiceovers? I'd give it a go if they were worth listening to.

>> No.2641418

> an active voice where it's the other way around
It's perfectly fine anon.

>Also, I've been trying to voice Korax
Please try to find some VA with an actually decent mic to do that for you. From experience, people who edit code make for shitty VA's, no offense.

>> No.2641425

>Please try to find some VA with an actually decent mic to do that for you. From experience, people who edit code make for shitty VA's, no offense.
I am a measly translation student who works in small, personal projects as a hobby. No one mildly decent would want to do it for me, hah.
I was probably going to find someone with a better voice and mic, though. I had to try importing sounds in SLADE first anyway, so it didn't hurt to do it with my own cheap impersonation.

>> No.2641437

> The CD-ROM edition is the more advanced, featuring enhanced speech for some characters and CGI video sequences.

I think it's similar for Daggerfall. Overall there's nothing that would influence the gameplay.

>> No.2641473

Personally, I find the models disorienting. They don't look good either and not even the bad kind of good

>> No.2641476
File: 911 KB, 1920x1080, Bez názvu.jpg [View same] [iqdb] [saucenao] [google] [report]

What I'm doing wrong?

>> No.2641481



Update it brah, it's on 2.1.2

>> No.2641523
File: 28 KB, 448x545, mfw.jpg [View same] [iqdb] [saucenao] [google] [report]

I had a hard day.

>> No.2641532

it's fairly easy to find willing voice actors on the internet I believe.

I think your project is neat anyway, especially because of how professional you come off about it.

>> No.2641545
File: 13 KB, 252x317, 1435853238483.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2641558 [DELETED] 

Wait, are Ashot and Yar voiced by Yuri Lowenthal and Steve Blum, or is it just me?

>> No.2641609

>"Look mom, I'm meme!"

>> No.2641636

I really like the Octabrain model. Pigcops are okay too. The alien troopers look kind of cartoony to me though, kind of like how the Cacodemon model in Doomsday/Risen3D looks more like that Hissy plush doll instead of a monster. The stripper/dancer models suck.

I also prefer the Glock looking pistol model in the older HRP instead of the new one, but yeah, the weapon models aren't too bad.

All the textures are pretty damn good, though.

My two cents on the Duke3D HRP.

>> No.2641738

The alien troopers are pretty shitty from the beginning though.

>> No.2641749

The sprites have this funky skin thing going on that simply couldn't be done with the 3D tech of the day (but could be done now in engines like Unreal).

>> No.2641803
File: 457 KB, 1920x1080, Screenshot_Doom_20150826_194747.png [View same] [iqdb] [saucenao] [google] [report]

This sword has become pretty fucking satisfying to use now. It can visually connect with anything for each frame of it's animation now. A happy accident made it so that if you just graze a monster/wall with the swing it'll seem to slide along it's surface unhindered.

The overhand attack was a fucking bitch to implement because the source model doesn't have an animation like that, so I had to manually 'roll' the arm and apply offsets and shit. Anyway I've found a third source of gothic medieval type weapons and monsters other than quake and hexen, so there can be some actual human enemies.

>> No.2641804

>Hi guys,
>Unfortunately due to complicated legal issues we needed to remove the ogg music from the game. Instead we've added disk images into the build so that the DosBox version stays intact (as DosBox can mount CD images by itself). As for the Windows version, if you happen to have the game's CD you can just insert it and play the game with music.
>I'm terribly sorry for the inconvenience, but the world of legal agreements written 20 years ago can be ... a complicated one.
>Anyway, hope you enjoy the game!

I miss the old days of software usage ethics.

>> No.2641812

give link

>> No.2641840


So the GOG version doesn't have music too?

>> No.2641926


nice source

>> No.2641930

since >>2641804 is a fag

>> No.2641932



>> No.2641949


OH WELL, getting all hyped up for nothing

At least Turok 1 and 2 will be on PC

>> No.2641953

apparently it does but you have to mount an image file from the dosbox version or some shit

>> No.2641990
File: 127 KB, 720x695, quack.png [View same] [iqdb] [saucenao] [google] [report]

What is the equivalent of Chocodoom for Quake?

You can still get oggs out of the download relatively easily.

>> No.2641992

>What is the equivalent of Chocodoom for Quake?
WinQuake, of course.

>> No.2641994
File: 11 KB, 601x64, Ultimate Doom 4 bucks.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it worth 4 bucks just to avoid dealing with other issues?

Brutal doom works on it as well right? Was going to try that after a quick run through the game on normal

>> No.2641997

Voice actor here, stretch some pantyhose over a knitting ring and you've got yourself a ghetto pop filter to deal with your plosives.

>> No.2642000

I was imagining the enemies being replaced by chocobos

>> No.2642001

Socks are more readily available

>> No.2642003

>Brutal doom works on it as well right?


Knowing GOG it may come with Dosbox, which doesn't support mods outside of Dehacked.

>> No.2642005
File: 26 KB, 540x540, hoop.jpg [View same] [iqdb] [saucenao] [google] [report]


One of these things, I mean.

>> No.2642006

Downloading it from GOG will just be a different way of getting yourself DOOM.WAD.

>> No.2642007

Well that's lame

>> No.2642012

I guess thin ones could work, you don't want to end up sounding like you're talking through a sock tho

>> No.2642014

Just needs to be relatively thin

>> No.2642026

Doesn't really matter whether you buy it from Steam or GoG. Steam lets you run the bundled DOSBox .exe just fine without Steam running, and I'm pretty sure you could drag and drop the files to a different folder outside the Steam folder and still play the game just fine.

At the end of the day though, it's really just what >>2642006 said.

>> No.2642030

How long would Doom guy last in the 40k Universe?

>> No.2642037

Brutal Doom needs either (G)ZDoom or Zandronum to run. The latter is mostly used for multiplayer.

>> No.2642038

Just get it from the OP, and use it with GZDoom

>> No.2642041

And for precision's sake, all of the source ports I mentioned in that post are free and can be easily found on Google.

>> No.2642043
File: 20 KB, 640x400, winquake.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing on WinQuake, and I'm getting this issue after playing for long enough, the screenshot isn't quite right, it's not all black like this, but the bright RGB spots are all there and seem to follow the lighting.

Please tell me it's a software problem and not a hardware problem.

>> No.2642078

None of the original creators get a single dime from doom purchases anyway. Just fucking pirate that shit, the only reason for buying it is if it's a physical copy.

>> No.2642082

To play brutal doom you only need the .wad file and a source port anyway.

>> No.2642097
File: 825 KB, 1023x598, Mighty Boot.png [View same] [iqdb] [saucenao] [google] [report]

>Mighty boot while running.
I always questioned how duke accomplished this without tripping and falling on his fucking face.

I guess douk is too cool for gravity.

>> No.2642103


>> No.2642106
File: 492 KB, 500x350, can-can.gif [View same] [iqdb] [saucenao] [google] [report]

whats even better is alternating between his melee weapon and might boot.

>> No.2642114
File: 495 KB, 512x512, Duke Art.png [View same] [iqdb] [saucenao] [google] [report]

>He's never heard of the high resolution pack.
Lurk moar.

i'm kidding just google "Duke Nukem 3D High Resolution Pack" you'll find info in seconds.

>> No.2642115

High Resolution Pack

>> No.2642423

Oh cool. Aparrently gog version of Final Doom is the id anthology versions of the iwads.

>> No.2642425

What's different with them?

>> No.2642427

TNT, the yellow key is fixed in map31, and I believe map10 has differences in secret tags and nodes.

Plutonia only really added deathmatch starts to a couple maps.

>> No.2642442

Its too bad quake never had backup music in case of a lack of CD
I liked that Blood techinally had 2 different OSTs, the CD one and the MIDI one

>> No.2642446

I actually prefer the midis in Blood

>> No.2642448

I would've loved if Quake actually had an option for a MIDI soundtrack. It could've been just like Blood: CD soundtrack is more atmospheric while the MIDI soundtrack isn't really atmospheric at all.

This is exactly how I imagine the theme would've sounded in MIDI mode, complete with the "screaming" part of the song gone: http://vgmusic.com/new-files/quake.mid

>> No.2642452

>complete with the "screaming" part of the song gone
*mostly gone

Same. I personally think the MIDI soundtrack fits the game more.

>> No.2642457

https://www.youtube.com/watch?v=xZoDLbqQWCc my favourite midi

>> No.2642491

So I've known about ZDoom and Doom source ports for quite some time, but today I learned about PowerslaveEX and DarkXL, and I'm pretty fucking hyped about the knowledge. Are there any other source ports/modernised engines for any other games? I'd be particularly interested in Ultima Underworld, System Shock and Blood.

>> No.2642502

Sorry, it's vaporware. The guy has not posted any progress in over a year.

>> No.2642545

turok 1 and 2 are geting remastered


>> No.2642546

there is a system shock clone being made by some guy on the system shock forums. Literally just making the same game in a newer engine like darkXL. The same guy making the XL engine was supposedly (he has not logged in in over a year to his own website) going to make BloodXL and DaggerXL (TES2).

Transport Tycoon Deluxe rewritten in C with hundreds of new features added to it (and not a single feature that doesn't make sense or detracts from the original experience)

Same as above but for Roller Coaster Tycoon 2

Owner of the site made tools that allow importing the world of daggerfall into the Unity engine, he's recently vowed to port the whole game over (which will finally allow high res, bug fixes and mods)

Exactly what is looks like, an open source engine for morrowind

fuck it, here's a massive list: http://osgameclones.com/

>> No.2642548

also wanted to ask this before I saw anon's question:

I have the disc for both quake 1 and hexen 2(think I bought them at an op shop/thrift store yesrs ago), can I install them directly into dosbox or should I just pirate them and pretend

>> No.2642549

shit games tbh

>> No.2642552

post yfw getting a bfg 9000

>> No.2642554

Hexen 2 is made for Windows 95. Go for installing it, but don't imagine it runs well on modern Windows 7/8/10. Try a source port, or dick with it and try to get it running.

Quake... I'd recommend a source port just because, but installing it directly into DOSBox works just fine. Quakespasm is pretty faithful and easy to set up.

tl;dr - Hexen 2 is for Windows, not DOS. Installing Quake 1 in DOSBox works.

>> No.2642558

And you could just copy the id1 folder off of the Quake 1 CD for the source port, no need to install in DOSBox unless that's just something you're into.

>> No.2642564
File: 196 KB, 1280x720, hexen2c.jpg [View same] [iqdb] [saucenao] [google] [report]

>tl;dr - Hexen 2 is for Windows, not DOS.

Originally, yes. However, the uHexen2 source port has a build back to DOS, if you really wanted to run it in DOS.

Quake 2 was also backported to DOS recently, and even works with 3DFx Glide if you are running on a system with a real Voodoo card.
Well, there is a DOS Glide wrapper, GLIDOS, but its shareware and it probably doesn't work

>> No.2642575

Disagree. Turok 2 was awesome.

>> No.2642597
File: 1 KB, 240x360, stfevl0.png [View same] [iqdb] [saucenao] [google] [report]

this, of course. honestly have you people even played the game?

>> No.2642602

actually yes

>> No.2642603

fair enough, carry on then.

>> No.2642619


>> No.2642632 [DELETED] 

you have shit taste tbh

>> No.2642638

and this is why we use filters

>> No.2642720

I want some vanilla-styled Doom games for when I don't want an epic adventure, but want some quick popcorn doom.
They don't need to actually be vanilla/limitless compatible.

>> No.2642743

Scythe 1
The Rebirth

>> No.2642745

So glad that Doom is now on gog. Much easier to configure, and it comes with dosbox v0.74 instead of v0.72

>> No.2642749

Comparing this to Steam, btw.

>> No.2642754

Already played Scythe 1, but thank you for the rest.

>> No.2642831

DTWID maybe?

>> No.2642869

After hours of slaving away (right click -> add to archive) I bring you, the lazy motherfuckers Quake pack. What does it have you ask? A straight copy of my Quakespasm folder, both expansions and all music set up. Until someone can be arsed to do more work than me, this should do for people wanting to get into SP Quake 1 with a minimum of configuration.

Warning: This has the x64 build of quakespasm in it, if you don't have a 64 bit pc, then you need to get off your ass and download the 32bit one and just install it over this one.


>> No.2643057

Interesting, the DOOM.WAD and DOOM2.WAD files from gog have a date of 27/02/2015 12:28 PM. And all the Master Levels wad files have a date of 10/03/2015 12:50 PM

Yet, it appears they are the exact same versions as the originals, though.

>> No.2643083

Is it the exact same size? I think some zip formats scrub dates from files which could be the reason.

Anyway, I checked my doom.wad and it's from 1996-03.

>> No.2643091

DL'd it for the expansion sets. Thanks.

I actually owned the big original boxes for all three of them until a family member threw the expansion ones away when moving houses a decade ago. Still have the original one as well as Q2 with intact boxes though, manuals and everything.

>> No.2643115

Is yours from gog?

>> No.2643118

It's from a torrent.

>> No.2643164


But yeah. All that matters is the size and MD5, and gog's versions are correct.

>> No.2643174


>> No.2643176

Final Doom Fantasy WAD?

excluding Heretic/Hexen of course.

>> No.2643230
File: 40 KB, 512x512, 1439212499223.jpg [View same] [iqdb] [saucenao] [google] [report]

I installed these recently and had a similar issue, tried to launch it every which way but it would always have script errors. Reinstalling from scratch a few times didn't help either. I think either the compatibility is broken or I'm a retard who can't into computer. The only way I could get it to run was to delete the offending line in that script. It worked perfectly after that.

>> No.2643814

this sounds like an anime
and i don't even watch anime

>> No.2643894

heh. that's the filename. the title is in fact "Revolution!"

>> No.2643981


>> No.2644052

Fuck winquake. The best close to vanilla port is quakespasm. Just have to fix the filtering setting and it is good. Look at my lazy motherfuckers Quake pack to get into playing vanilla Quake fast

>> No.2644185
File: 1.28 MB, 500x250, [Turbo Autism].gif [View same] [iqdb] [saucenao] [google] [report]

Activate autism rage mode

>> No.2644196



>> No.2644206
File: 304 KB, 1712x720, how about no.jpg [View same] [iqdb] [saucenao] [google] [report]


Alright. VA1.2

Fixed aforementioned bugs (I think). Attempted to fiddle with teleports. Locked off the final sector during fight, but kept coop compatibility in still (I think.) Added coop starts because I am still not clever. Arachnatron was given his own suite so he'll stop crashing other people's pads. You will get a visplane overflow in ChocoDoom if you noclip to inspect that, though.

People also said double-baron was too easy, so I fix. Might not be possible with old school Doom controls less your hot shit. Then again, you can always kite and run to the exit. Picture very related, both to my general frustrations and the new end. One day I might go back and add difficulties and DM starts for completion's sake.

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