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/vr/ - Retro Games

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2729409 No.2729409 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2718078
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

IRC (Password is in the FAQ.)
Channel: #vr

Doom Thread Archives

Image Database



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! ##

Famous monuments, landmarks, or places of interest
>>https://warosu.org/vr/post/2619435 - Announcement
>>https://warosu.org/vr/post/2619669 - Rules

>> No.2729410


[10-04] Anon map release: "i spent 2 hours making a short map"

[10-02] The /newstuff Chronicles #484

[09-26] Quake Live beta almost complete - keys available

[09-26] Monument (final version) released

[09-25] The /newstuff Chronicles #483

[09-25] Ultimate Doom II: An in-progress expanded remake of Doom II (Note: nothing to do with Ultimate Doom!)

[09-24] Public Service Announcement: Do not compile GZDoom with both FMOD and OpenAL, it will break.

[09-22] WadC v2.0 released

[09-21] DoomRL Arsenal v1.0 released

[09-20] Developer Opinion - Gun Feedback

[09-20] Anon's birthday cake >>2691441 >>2691447

[09-18] 50 Shades Of Graytall released (late news)

[09-18] The /newstuff Chronicles #482

[09-16] Doomworld now available via https

[09-14] Icar2015: a 11-map set for Icarus, by Eternal

[09-13] Strange Aeons v3.5

[09-12] Anon mod release: Mugshot / Ammo display HUD

[09-11] Reelism X3 released, right on schedule!


To submit news, please reply to this post.

>> No.2729419

*poots into thread*

>> No.2729432
File: 112 KB, 640x480, 1444454024.png [View same] [iqdb] [saucenao] [google] [report]

this is a real thing, btw.

>> No.2729449


Well that's interesting.

>> No.2729501

what features would you like to have seen in the original Doom?

what other features that made it into the final game would you have enhanced or improved upon?

what would you take out?

>> No.2729504
File: 2.59 MB, 1920x906, gzdoom 2015-10-07 18-46-02-68.png [View same] [iqdb] [saucenao] [google] [report]


what does /vr/ think is the best looking/most beautiful WAD you've seen?

pic related is Sunder, all the insane geometry and complex structures in every level give me a mathgasm

this one in particular is map11

>> No.2729512

>what features would you like to have seen in the original Doom?

id like to have seen slopes and stories of buildings, or levels on top of one another

>what other features that made it into the final game would you have enhanced or improved upon?

just better demon animations, like them actually turning to their side, instead of just a sprite only allowed to face a few directions

>what would you take out?


>> No.2729513
File: 661 KB, 2560x1440, 2015-04-26_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd say Sunder is interesting, but not beautiful. I personally think Valiant and Sunlust look pretty damn great. Kind of a shame we didn't get more high-profile megawads this year.

>> No.2729527
File: 765 KB, 1680x1050, Screenshot_Doom_20151009_231959.png [View same] [iqdb] [saucenao] [google] [report]

>high-profile megawads this year.
Yeah, but 32 high-quality maps take some serious effort to produce.

However, strangely enough, some great Ultimate Doom Episode replacement WADs have come out recently. Monument, an E2 replacement, and Apokalypsis, an E4 replacement.

>> No.2729571

>Apokalypsis, an E4 replacement
hmm, missed this. thanks.

>> No.2729736
File: 2.72 MB, 720x360, I'm outta funny shit to say right now, sorry.webm [View same] [iqdb] [saucenao] [google] [report]

Something something bat joke.

>> No.2729785

I dunno man, those balls don't seem terribly useful. Look how long that first one takes to get to the enemies that were actually threatening you. It even brought one of them closer to you. That swing also looks really ineffective for an attack that costs half of a BFG shot. This is the BFG replacement, right? It's gotta have more "kill everything in sight" capability than that. Even players who don't know the inner workings of the BFG know that when it's fired, it's going to really fuck some shit up. By comparison, this looks frustratingly fickle and inefficient. Even the Excalibat did a better job than your dark and edgy OC donutsteel.

>> No.2729789


I don't even see it as dark and edgy, but I feel like just copying the excalibat's functions wouldn't be right

I guess I could scrap the bat entirely and try to come up with another weapon.

>> No.2729796

Idle sprite looks a bit skewed.

>> No.2729797

Either make the melee strike free or make it way more powerful. At 20 cells a pop it should kick extreme amounts of ass, not the same amount of work you could do with a couple of berserk punches. As for the balls, maybe look to the Bloodscourge for inspiration? That's the feeling I'm getting from that part of the weapon, it's like the Bloodscourge without the satisfaction or effectiveness of watching it slice through crowds of even the biggest, baddest enemies like a hot knife through butter, oneshotting everything it can find within its lifespan. It just sort of incompetently pushes enemies around, not even capable of oneshotting an imp.

And we've gone over this before, you took the Excalibat's wooden bat with green aura and made your own OC that's made of metal and has a red aura. It is difficult to get darker or edgier than that.

>> No.2729801


I just prefer metal bats over wood ones, like from a practical standpoint I feel like a wooden bat would break after busting a few demon heads, plus metal bats make cooler sounds when whacking shit with it.

I stuck with red because it's a color I can see easily

But honestly I'm strongly considering scrapping this altogether and try to come up with a different BFG tier weapon, as it stands right now there IS a bit of overlap when compared to the chainsaw replacement.

>> No.2729812
File: 271 KB, 720x360, bonk.png [View same] [iqdb] [saucenao] [google] [report]

Something looks off about the swing animation, I can't quite put my finger on it.. like the bat doesn't have enough follow-through or isn't doing a proper swing, like it readies too fast after it hits something.
Also I think you should give the explosion on-hit more immediate oomph/whack/pow, as right now it's a bit delayed, picture related.

>> No.2729815

why don't you make it so that you can return projectiles like fireballs and rockets?

>> No.2729817


I don't have the knowhow for that, plus it'd be easily abusable and a bit wonky.

>> No.2729824

fair point, the swing (if it hits) explodes already

>> No.2729850

it has an eyeball! i like that.

>> No.2729852
File: 13 KB, 720x759, DG3.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2729863
File: 14 KB, 720x759, DG1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2729864
File: 8 KB, 720x759, DG11.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2729872

heh, how silly

>> No.2729893

Does someone have a list of assemblies for Doom Roguelike Arsenal? I remember there was a pastebin from the older versions.

>> No.2729898

previous thread

>> No.2729901
File: 54 KB, 846x179, screenshot_2015-10-10.jpg [View same] [iqdb] [saucenao] [google] [report]

the PLUTONIA and TNT wads that come with the GOG edition of Final Doom are the ones from the Id Anthology with fixed bugs

>> No.2729902

indeed, although this isn't too much of an issue unless you care about demo sync

>> No.2729908

there also is the yellow card on map 31 of TNT

>> No.2730013
File: 121 KB, 1366x768, Screenshot_Doom_20151010_173041.png [View same] [iqdb] [saucenao] [google] [report]


Okay, I'm not sure what to do.

>> No.2730018

Have you tried it without gameplay mods? Older ZDoom stuff can be really picky about that kind of thing.

>> No.2730039
File: 527 KB, 1366x768, Screenshot_Doom_20151010_175144.png [View same] [iqdb] [saucenao] [google] [report]

Pity, it never broke until then. I just no-clipped through though. Also, that ice gun, Jesus, is it ugly.

>> No.2730052


That gun looks like something outta TRON.

>> No.2730057

It looks like a palette conversion error.

>> No.2730060

why is doom so popular with autistic people?

>> No.2730068
File: 131 KB, 800x600, Zp-zerot1.png [View same] [iqdb] [saucenao] [google] [report]

The screenshots for Zero Tolerance show a HUD that doesn't seem to appear in-game, was it removed? I wanted to use it...

>> No.2730070


Because you go as fast as sonic the hedgehog and doomguy's face animates the same as thomas the tank engine, and autistic people are literally sexually obsessed as fuck with both of those things.

speaking as an autist myself, I completely know what Im talking about

>> No.2730087

try the fullscreen HUD

>> No.2730092

wow, good answer!

>> No.2730093
File: 3 KB, 248x211, garfield.png [View same] [iqdb] [saucenao] [google] [report]

>they used rise of the triad's heat seeker for an ice gun

>> No.2730095

i expect your question is asked in bad faith but i will answer anyway. to the aspergee the real world is a terrifying, confusing place full of unwritten rules that everyone else just seems to know, where one is hopelessly out of control, and constantly humiliated. in contrast, doom is a universe over which i have complete control and nothing that happens cannot be explained or reasoned out. no-one can take that control away from me. i am safe here.

>> No.2730096

you've been doing nothing but try to bait people on a videogame image board for six months straight

you wanna discuss aspergers buddy?

>> No.2730098
File: 255 KB, 1280x720, Screenshot_Doom_20151011_032055.png [View same] [iqdb] [saucenao] [google] [report]

Nope, doesn't work. I can't seem to find the files for the HUD with SLADE either.

>> No.2730104

this is a good answer too

i have aspergers and i can recognise that most doomers are very autistic about doom
not baiting (different person)

>> No.2730105

i think it's been a bit longer than six months

>> No.2730107
File: 11 KB, 219x32, H_WINFO0.png [View same] [iqdb] [saucenao] [google] [report]

>>2730098 (me)
Well, I mean the graphics are in there, but I can't find anything that sets them up to be used.

>> No.2730107,1 [INTERNAL] 

EPIC!!!!!!!!! SIMPLY EPIC!!!!!!!!!!!!! XD

>> No.2730118
File: 349 KB, 1280x720, derp.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind, I'm an idiot.

>> No.2730246
File: 216 KB, 1920x1080, gzdoom 2015-10-10 19-39-09-55.jpg [View same] [iqdb] [saucenao] [google] [report]

after almost 20 years im replaying Doom II with Project Brutality on Death Wish spawn setting for the special occasion.
but I still dont fucking know how you are supposed to get that fucking keycard man.
I want to get to the secret exit and see the secret levels which I didnt see back in the days..

>> No.2730251

>And we've gone over this before, you took the Excalibat's wooden bat with green aura and made your own OC that's made of metal and has a red aura. It is difficult to get darker or edgier than that.

Your DeviantartFu is weak. This is neither dark nor edgy.
Darker and edgier would be if it was a vampire bat that fed from the bloodstains of its victims, with 666 spikes all along the ridge each plucked from the a demon it's slain, with a crying punctuating every single swing and a scream punctuating every impact. And with balls that are powered by the united suffering of mankind. And gifted by Sephiroth, or something.

>> No.2730252

Go through the teleporter in that room and then back.

>> No.2730264
File: 1.38 MB, 320x240, 15k.webm [View same] [iqdb] [saucenao] [google] [report]

here's how you get the keycard

>> No.2730270
File: 2.56 MB, 320x240, 15s.webm [View same] [iqdb] [saucenao] [google] [report]

however you can reach the secret exit entirely without it (spoilers obviously)

>> No.2730278
File: 1.24 MB, 320x240, 15k2.webm [View same] [iqdb] [saucenao] [google] [report]

>>2730264 (me)
alternative route, may require strafe50

>> No.2730286

and if all that wasn't enough... read the wiki, it has a walkthrough+secrets


>> No.2730289

man, that gun is beautiful
you can really feel the helltech mess

>> No.2730291

>It is difficult to get darker or edgier than that.
You REALLY have not seen a lot of shit if you think THAT is the height of edge.

Twisted Metal Black, that's edgy, the Norwegian metal band Mayhem, they were edgy, incredibly edgy, a metal baseball bat with a red aura is just fucking nothing, you really are an innocent child.

I agree on metal bats, I like the metal ringing noises they make on impact.

And they can stand more abuse, an aluminum bat is hollow, and very light, but also rigid, so it's easy to swing it really hard, sacrificing mass for speed.

>> No.2730315
File: 774 KB, 640x360, 1440678129276.gif [View same] [iqdb] [saucenao] [google] [report]


love you so much
no homo

>> No.2730330

have you ever hit something hard with a metal bat? they bend pretty easily, wood bats last far longer

>> No.2730372


>> No.2730379
File: 462 KB, 1366x768, Screenshot_Doom_20150704_214649.png [View same] [iqdb] [saucenao] [google] [report]

haven't played much doom lately, but i would have to say bloody steel.

>> No.2730398

what wad/mod/hud is dat??

>> No.2730404

bloody steel, can't you read???

>> No.2730406

i can read, i wanted to know what the mapset is too

>> No.2730447

The HUD is "Ultimate Doom HUD". It's GZDoom-only, I think. Should come with various additional pk3s for certain weapon sets, including plain vanilla Doom.

>> No.2730458

>i can read, i wanted to know what the mapset is too
>bloody steel, can't you read???

>> No.2730467

I think he confused the HUD with the WAD there.

>> No.2730524

>none of them strafejumping or bhopping

lel scrubs

>> No.2730663

shame to know it's not original though, right? :^]

>> No.2730764

That keycard was such a pain in the ass to get for me back in the day, they really didn't make it intuitive to find, though you could just use the lava teleporter. Once you discover that tp you can ignore half the stage and not think about it.

>> No.2730950

Is there a sourceport that supports aspect ratios wider than 16:9? From what I remember GZDoom or Zdoom used to but don't anymore.

My aspect ratio is 16:3

>> No.2731098
File: 194 KB, 640x480, Screenshot_Doom_20151010_205605.png [View same] [iqdb] [saucenao] [google] [report]

is map21 of requiem broken as fuck or is it just me

I couldn't get an earlier lift to go down for me to get through so I just wandered around like a retard trying to figure it out until I had to noclip past it ffs

and this grey wall shit thing blocking the red door (pic related) won't budge either so I'm forever stuck in this garbage level. Literally what

also on a somewhat related note, not a single exotic modpack works on the widowmaker smg for some reason and the spiders are laughably weak as shit

might as well piss on the enemies smh

>> No.2731198


What if the bat was filled with something? Like cork?

>> No.2731224

corking would probably make it weaker

>> No.2731291
File: 16 KB, 378x312, camdiagram1.jpg [View same] [iqdb] [saucenao] [google] [report]


Carmack Automated Mouth here just reminding you doomers to keep doing what you need to do to make the best levels

>> No.2731302

What is this map from?

>> No.2731310
File: 244 KB, 1280x768, Screenshot_Doom_20151011_150137.png [View same] [iqdb] [saucenao] [google] [report]

Did you press the series of switches around the room? that lowers the wall blocking the door.

>> No.2731312

has somebody ever used voxels for mapping purposes? i've been wondering if such thing exists

>> No.2731342
File: 166 KB, 640x480, Screenshot_Doom_20151010_205519.png [View same] [iqdb] [saucenao] [google] [report]

>Did you press the series of switches around the room? that lowers the wall blocking the door.

well fuck me repeatedly and over and over again

I knew I had pushed something behind the red keycard pillar and I knew those three switches were supposed to do something but I never figured out what it was

I feel so fucking retarded right now like wow.

On a related note, that still doesn't say much about the lift problem what with it not going down and all that. I still have to noclip past it because it just refuses to lower for some reason.

also, can anyone here please confirm the widowmaker smg not having any different effects on the spider thingies despite applying any exotic modpacks on them? they still don't do shit other than fickling away at the enemies for ~5 damage each and it's retarded

>> No.2731346

I can confirm; noticed the same thing the other day. Just assumed that, like bladed weapons, it simply Wasn't Done yet.

>> No.2731349

>My aspect ratio is 16:3
WTF? Do you have 3 CRTs or something?

>> No.2731351

>WTF? Do you have 3 CRTs or something?
Actually that would only be 12:3 so... 3 16:9 monitors side by side? Jesus Christ

>> No.2731389
File: 2.30 MB, 3264x1836, 2015-09-05 19.31.28.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, 3x16:9 monitors side by side.

For the record I already know about the vanilla feature that renders viewports on your extreme left and right sides, that's not what I'm looking for here.

>> No.2731418

by my reckoning, 16:3 would make your view angle 360°. this violates assumptions like things behind you are never rendered.

>> No.2731439

Chapter 2 of Valiant, can't remember which map.

>> No.2731492

there are a few annoyingly missing linedef types, like lower to next lowest adjacent floor

>> No.2731591

what do you mean?
like, use it instead of walls for destructible/damageable environment ?

>> No.2731964

What's a SSG swingshot?

>> No.2732028

yeah, something like that, or just item decorations, i've played with weapons using voxels before, but i wondered if people ever used them to create statues for example, or destructible/damageable environment

>> No.2732035

A long time ago someone did an experiment in voxel versions of common wall textures to add "depth" to walls, but it turns out having a lot of detailed voxel objects in a scene is bad for performance. Who knew, right?

>> No.2732046

its meta

>> No.2732105

oh well, at least i tried, thanks

>> No.2732125

Hunter's Moon is cool, like Quake with Doom 3 enemies.


>> No.2732130
File: 40 KB, 640x350, vehipack1c.png [View same] [iqdb] [saucenao] [google] [report]


Look at these voxel vehicles meant for map decorations.

>> No.2732137

Back when Doom was still new, people were convinced that turning while shooting the SSG did more damage.

What actually happens is this:

Hitboxes are square, and people were hitting enemies at around a 45-degree angle which resulted in a bigger section of the hitbox being in front of them (a 10 wide hitbox is 10 wide from the front and sides, but at 45 degree angles it's 14 wide (The Pythagorean Theorem)) which resulted in more SSG bullets landing on the target which resulted in more damage being dealt.

So, it did deal more damage, but I remember the original presumption being that the SSG bullets did more damage individually because we knew nothing of Doom's hitbox mechanics.

>> No.2732146

It's also a persistent fudd myth that when you shoot a shotgun, if you swing it fast enough, you can curve the trajectory of the shot by simple inertia.

Not only is it wrong (your arm is not faster than lead shot hurtling down the barrel of a shotgun), it's also unsafe.

>> No.2732150

Did some inexact performance tests in ZDoom and GZDoom using the test map and spawning extra cars in the map by the first car.

ZDoom 800x600
Spawn 5 60sCarRed, drops from 105 to 75 standing in corner behind spawn point.

GZDoom 800x600
Spawn 5 60sCarRed, drops from 90 to 65 standing in corner behind spawn point.

These are pretty high detail voxels and they were all in view at all times.

>> No.2732178
File: 371 KB, 1366x768, Screenshot_Doom_MAYhem2048.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2732179

Anyone have a fresh build of the Freedoom GitHub?

>> No.2732234

thanks for the info

>> No.2732262

You can get widescreen support in Doomsday. I have a similar setup to you and have gotten it to work when windowed, but in fullscreen it got all shit up.


>> No.2732267

there is an autobuilder, but i forget the url

>> No.2732272

Found the Freedoom autobuilder


>> No.2732380

Is there a list with mods which include an amount of custom sprites?

>> No.2732383

Exotic modding the Widowmaker SMG unlocks different spider modes. It's one of the special Uniques that can take one of each exotic mod simultaneously. Press reload to switch modes, you are still in Standard mode.

Also, from your picture, you don't actually have any mods applied to it. I assume you were probably just checking it and then reloading a save though.

>> No.2732404

I don't recognize the girl and the guy left of her.

>> No.2732406

Rocky and Misty

>> No.2732410

Maybe a little more enemy variety. Could be just some minor recolors depending on what episode you're playing.

I would have given the megaarmor a more distinct texture than just a recolor of the regular armor. Also maybe remove the red tint when picking up a berserk pack, or make it more obvious that it lasts even when the red tint expires.

I would take out the pistol. Really once you get a shotgun or a minigun there is no reason to use it.

>> No.2732417

Which games?

>> No.2732418

Rocky and Pokemon

>> No.2732423

the girl is prisoner whateverthenumberis from unreal isn't she?

>> No.2732427
File: 7 KB, 224x225, ihavesomeconcerns.jpg [View same] [iqdb] [saucenao] [google] [report]

Why the hell is Q3 "the" competitive quake? What the hell is so much better about Q3 compared to the rest of the games? I can see why it wouldn't be 1 or 2, but whats wrong with 4 and CPMA?
And why has q3 as of late just been camp fests?

>> No.2732428

oh alright then. Thanks for clearing that up.

I remember pressing reload while the gun was modded though, and nothing happened. I'll check again see if anything new comes up and stuff.

>> No.2732429

The girl is prisoner 849 (I think) from Unreal.
Not sure about the guy

>> No.2732453

Where can i find sites with quality sprites like realm667?

>> No.2732459


Nice joke

>> No.2732478

You can make a point of people overusing their resources, frequently in clashing manners, but they have a lot of good sprites.

>> No.2732482

>I can see why it wouldn't be 1 or 2
What utter shit taste.

>> No.2732494

I remember this youtube video, I tried using Doomsday and I couldn't get it to work. I'll try it out again using windowed mode, thank you.

>> No.2732529

even the hdoomguy is bashing this site. What's wrong about that? I just want good sprites and it's the only one where i can find some decent.

>> No.2732552

>What's wrong about that?

The sprites being overused as hell,mainly
Also because Tormentor.

>Even the hdoomguy

I'm not Mike,you silly :^)

>> No.2732565

Mike? Well, i refers to his posts.

>> No.2732581

>I just want good sprites and it's the only one where i can find some decent.
unfortunately, so does everyone else, and those capable of creating them are rare

>> No.2732686
File: 1.93 MB, 640x2399, asdshit.png [View same] [iqdb] [saucenao] [google] [report]

>>2732428 (me)

so I found a problem with the smg

I'm lazy as shit though and I saw it more profitting to just make a pic splainin' what happened exactly instead of phrasing everything word by word because then it'd be more confusing I think because I suck

to give some context: I saved with all three mods applied to it, then loaded the game back up and this happened

>> No.2732773

And how does "being overused" is a parameter for quality?
By your logic, Vanilla Doom monsters are the worse shit to hit Doom since the Terry Wads.

>> No.2732780

You should probably replace "overused" with "misused."

I think revenants get overused so does that mean there's something inherently wrong with using them?

>> No.2732798

Ah yeah, I see. I'll just make it revert to standard when you switch away, that'll fix that.

>> No.2732812

chaingunnners are overused as fuck and it's inherently wrong to use them.

prove me wrong.

>> No.2732832

nah you just suck ass at everything

>> No.2732856
File: 275 KB, 640x1050, 2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2732861

I got through the Ultimate Doom with IDDQD on and IDKFA on all levels, I'm hardcore as shit so don't make fun of me anon.

>> No.2732886
File: 626 KB, 1200x600, TDH_OST_N64.jpg [View same] [iqdb] [saucenao] [google] [report]

Turok / Tal'Set and Prisoner 849.

>> No.2732908

so sirens and hdoom only good 18+ wads right?

>> No.2732925

You are forgetting:
Vanessa the killer bitch
Doomguy's pimp ventures II: The More,The Merrier.

>> No.2732932

>crappy gifs on walls

>> No.2732936

it may be only tangentially related to Doom but if you're into +18 (and at times disgusting) stuff you'll probably be a lot into Duke Screw'em 38D.

>> No.2732952

'Doom: Uncut' was a funny idea, but it never got finished

>> No.2732958
File: 249 KB, 640x480, Screenshot_Doom_20151011_181132.png [View same] [iqdb] [saucenao] [google] [report]

ah yeah and I just found out it can also keep shooting the spider thingies as the screen just keeps gives out the "no ammo" message, but I still have full ammo and it doesn't decrease while summoning them.

>> No.2732975

This actually scares me. But wait there is something called doom x which is in work for 20 years.

>> No.2733112

Hey /vr/oom, been away for a few months. Are GMOTA and Demonsteele still around? They always were my favourite gameplay mods. I checked the past few threads and there hasn't really been any mention where there used to be a lot of talk about them. Just wondering if they were dead?

>> No.2733125


both of thoe wads are far from being done, anon

>> No.2733139

Thanks anon! Good to hear

>> No.2733149

Np. imo it's not really worth the hassle (or doomsday), but it is kinda neat. I kinda wish Blinky Quake supported widescreen (or that games that do support 3 monitor setups used cube mapping to accomplish it)

Either way, check out blinkyquake

>> No.2733181


Yeah, I'm still working on DemonSteele. I've hit a bit of a hurdle in trying to figure out what Shihong's BFG should be (the miniature battlemech idea I tried didn't work out, so I'm probably going to end up going with a typical gigantic laser cannon unless I get a better idea) and I've injured my hand lately so that put a damp on things, but it's still going.
I released a public beta of Shihong not too long ago, if you're interested in giving it a run. She's nowhere near perfect (there's still a lot missing and a lot that needs to be polished), but have a funs.


>> No.2733249


GMOTA is not dead. I have been dealing with my job as of late which has gotten more soul crushing than normal. I've been left extremely unmotivated.

Sorry. I'm not about to leave this mod unfinished, but I need time.

>> No.2733394
File: 15 KB, 351x314, doomguy waving arms.jpg [View same] [iqdb] [saucenao] [google] [report]

Hang in there dude, I believe in you.

>> No.2733402

You can achieve! Believe it! Nyaa~!

>> No.2733594
File: 32 KB, 342x657, hanginthere.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2733612

Thanks to the seeders! I'm 91.05% on the idgames torrent, if I could just get a bit more please.

>> No.2733631
File: 1.57 MB, 773x1689, nov1972centerfold3.png [View same] [iqdb] [saucenao] [google] [report]

I feel like this was made just for this occasion.

But not in a suicide-y way...

>> No.2733648

Vanilla Doom is 18+ in my country
It's quite violent

>> No.2733652


Nice HUD, what is that?

>> No.2733662

i won't comment on the porn quality, but x.wad, seymour.wad, and girlyb.wad are decent maps.

>> No.2733663

i'm not sure i see lena's relevance

>> No.2733664

they've been there since day one, they're part of the furniture. new monsters stick out like sore thumbs, though.

>> No.2733669

if you had used wget you would have been done weeks ago

>> No.2733674

I know but I started this torrent months ago before I thought about using wget, I kinda just want to get it done now I'm this close.
I'll be wgetting any other wads I can.

Thanks to the seeder though, we'll get there in another day.

>> No.2733720

so did anyone volunteer to janitor /vr/doom ?

>> No.2733725


[02:54] <Mitchykins> Then again, I think this is about the 3rd time I signed up as /vr/ janitor
[02:54] <Mitchykins> Hopefully this time I'll be selected
[02:55] <Mitchykins> I also applied for... /cm/...
[02:58] <Mitchykins> /cm/, I just hate the occasional fags who post pictures of themselves
[02:58] <Mitchykins> The boards for cute anime boys, not your shitty mug



someone did.

>> No.2733731


send that to the feedback form so they know he's already blown the anonymity requirement

>> No.2733773


>> No.2733826

>Play Community Chest
>Goin' Down
>Make fun of it because the map isn't very good
>Find out the map author died before the wad was released back in 2003

Now I feel bad.


Can you imagine how strange it would be, to die and leaving wad levels as one of the few creative works you did for your family?

>> No.2733834

lots of people die without having left any creative works at all.

>> No.2733842

Yeah, but only leave maps to a game that was decades old when you died. Maps potentially way younger than the game. Which is not so much weird than it it peculiar. And actually interesting.

>> No.2733874

What's important is he had a good time making those maps because that's what he enjoyed doing with his life. This is more important than some vague concept of how "the world" may think what a good life is.

>> No.2733876

i'm damn sure nothing i've done will survive my death

>> No.2733903
File: 9 KB, 468x340, 1432088584207.png [View same] [iqdb] [saucenao] [google] [report]

You should get a tablet and learn to draw. It's a skill just about anyone can learn.

And so should I, for that matter. I know /vr/ loves my plantgirl persona, but these MS-Paint doodles just don't do me any justice.

>> No.2733942

Literally git gud, run behind cover to break their line of sight, use their volume of fire against them to cause infighting

>> No.2733982


that really brings back

>> No.2734085

It's amazing how good things can look with a little bit of texture work

>> No.2734148
File: 704 KB, 1050x700, BY ALL THAT IS HOLY WHAT IS THIS PERFECT BALANCE OF FOOD.png [View same] [iqdb] [saucenao] [google] [report]

Caco-Bro drew a thing for Blaz, I certainly got a kick out of it.

>> No.2734158
File: 366 KB, 1280x960, 1444666137.png [View same] [iqdb] [saucenao] [google] [report]

thepits.zip (26 KB, 1994-05-12) - Alex Siegel

you start in a hole, which you must climb out of. essentially a rectangular spiral staircase. finally up a slow lift reveals you to be in an open area with a few structures. next you must go back underground to find a blue key in a large but cramped maze. finding the key causes the maze to change shape. finally behind the blue door is a lava pit. fortunately a bridge raises as you enter, but then so do a number of monsters, from pits in the liquid.

this map isn't too bad; the initial climb is a decent use of height variation, the maze changing shape sets it apart from usual efforts, although ultimately it's still a maze. the most fun part is the lava bridge, but that is subverted slightly by both the bridge and the rising pits being surrounded by impassible linedefs, which reduces the threat considerably.

there were three secrets. i missed all of them, it seems you'd need to hump every wall in the map to find them.

probably only has appeal to mid nineties pwad lovers.

>> No.2734159

that's either the world's smallest burger or blaz has hands big enough to throttle a grizzly

>> No.2734160

(good pic, though!)

>> No.2734161


Maybe some dickhead wizard cursed Blaz with Yaoi hands.

>> No.2734182
File: 936 KB, 1280x853, tumblr_nuqcgtJ4bX1tkah1uo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2734194


>> No.2734294
File: 16 KB, 400x433, 1426925063678.jpg [View same] [iqdb] [saucenao] [google] [report]

Hi there /vr/.
I'm looking to start practicing speedruns for quake 1. I've been looking up ways to start and along the way I've been seeing people saying this engine is better and this engine is better and blah blah blah, but I get a feeling that you guys can probably come to a solid conclusion. I'm currently using a torrented darkplaces port, but if there is an optimal version for speedrunning that I could buy (or mod later for speedrunning) I would be more than happy to.
I'm also not so sure where to look for strats other than YT runs and demos (which I have no idea where to find). Is there anything else i should know as well (like proper movement tutorials)?
Also would it be better to talk about this here or in /srg/?

>> No.2734301

Darkplaces is probably the worst possible sourceport for speedrunning. It fucks with the game's physics to a point that often makes some levels impossible to finish.
For speedrunning I'd say either Fitzquake or Quakespasm would be far better suited.

>> No.2734320

He stopped like 1 years ago. The last 2 sprites look worse compared to the others.

>> No.2734329

>It fucks with the game's physics to a point that often makes some levels impossible to finish.
In a speedrunning sense or just for normal runs? I managed to beat all four episodes just fine.
Can either of these mods be used with the steam version?

>> No.2734330
File: 104 KB, 190x263, potrock.png [View same] [iqdb] [saucenao] [google] [report]


>replying to a reply without text
>1 years

>> No.2734337

breasts are too large for me. otherwise like it

>> No.2734348

>Can either of these mods be used with the steam version?
Just extract all your sourceport shit to the Steam Quake folder and rename the sourceport's exe to winquake.exe
Werks like a charm

>> No.2734351

>Also would it be better to talk about this here or in /srg/?
feel free, but there's not too many speedrunners here, and most that are here specialise in doom

>> No.2734361
File: 82 KB, 900x670, sk shades.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon.
You may all see me someday at European Speedster Assembly 2016. Wish me luck.

>> No.2734364


>> No.2734369


Yeah, that's about the right reaction.

>> No.2734384
File: 140 KB, 1918x1180, 1444676843.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2734393

You got mad? Sorry.

>> No.2734423 [SPOILER] 
File: 634 KB, 1280x720, 1444678653418.webm [View same] [iqdb] [saucenao] [google] [report]

They're way big for me too (I like A cups and B cups, small titties are nice), hell, I don't even like monster girls, but I just think it's a fun picture.

Though I guess Imp-tan is pretty cute.

What, Mike? He hasn't stopped, he's just been on the backburner during summer.

>> No.2734469

I have been going through a few hud's trying to find one compatible with doomrpg+arsenal for my hell playthrough, does anyone know of a good one?

>> No.2734521

Non/minimal-combat wads?

>> No.2734541
File: 1.40 MB, 1366x768, Screenshot_Doom_20150327_143412.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2734554

Evil Eye

>> No.2734570


I'm a tittyfiend, myself, but I'm more interested in cuddling than anything outright lewd.

>> No.2734571

>Community Chest
>No tomorrow

It feels like the author just started and had a hard time stopping. What a tedious, frustrating slog.

>> No.2734581

that's Use3d for you.
the next one is arguably worse in some ways.

>> No.2734583

that's seriously awesome.

>> No.2734586

you get it free with sdl basically

$ SDL_VIDEODRIVER=caca prboom-plus -warp 1

>> No.2734587


>> No.2734591

seriously. the library is named libcaca.
it comes with an example application: a figlet replacement named toilet.

>> No.2734597

yeah that didn't work but you get the idea...

>> No.2734604

>No Tomorrow
That's always where I stop playing. I've got an MSX playthrough of CC that I haven't finished yet because of that level. It's not the difficulty, even though mancubi ambushes are plentiful, but it's like as you say: it's such a slog. Add to that the fact that the way to progress is hard to find at times and it becomes an even bigger slog than before. To me, it feels like the author tried to make a lengthy, difficulty map, and indeed he did, but he just kept adding more and more shit until you're running through previous areas (devoid of enemies) looking for a flip to switch so you can run through more cleared out rooms until you get ambushed by mancubi/revenants.

It's such a shame because you can tell he definitely put in the work for it, but the fun factor isn't up to the effort spent. Also, I don't like the lighting he did in several of the areas. I like contrast, and I like some darkness, but the average light level in that level is fairly low; that combined with the color palette of the level makes it look really muddy.

>> No.2734607

if you're playing MSX surely you can just skip most of the map with jumping or whatever

>> No.2734615

I actually do find it rather difficult because some of the ares offer little space to navigate, but a lot of cannonfodder enemies with some more dangerous ones mixed in. Add to that a rather stingy medkit distribution.

>> No.2734629
File: 88 KB, 640x480, Screenshot_Doom_20151012_165349.png [View same] [iqdb] [saucenao] [google] [report]

>Darkening 2
>spend the entirety of the first two levels without finding out any secrets at all
>suspiciously, yet well hidden nook behind a couple of crates
>single armor bonus inside
>the fuck
>find another suspicious looking cranny sometime later
>health vial
>spend the rest of the level not finiding anything again

what the fuck

>> No.2734634

secrets are very secretive, who knew

>> No.2734637

not quite what I meant bro but ok

>> No.2734642

heh. you seem to be doing well enough without secrets though, chaingun, nearly full bullets, good health and armor

>> No.2734654

Na, the most important thing is just that the Imps and the Demons didn't hit the line which is ewww. I mean a giant machine with visible organs? Na, I rather go Sirens which basically ripped off the sprite from diablo.

>> No.2734670
File: 18 KB, 267x395, 200% rad.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw hopping across nukage without taking damage
Is this what being a Doom pro is like?

>> No.2734674

yeah I get where you're coming from, but what I ultimately meant by that post (and what I should have elaborated upon to begin with) are secrets which difficulty to find are non-equal to the level of reward that they were supposed to have.

I mean, I could count with one hand alone the minimal portion of cases where I've found anything short of a stimpack or even a single bullet clip by executing some utterly contrived and overly complicated sequence of switch hunting or idk, but that sort of stuff never seemed fair to me.

But I'm ultimately not one to talk about that because I mostly do average/good on most playthroughs after all, but I just feel the need to say something about it.

>> No.2734724

I only use jumping in MSX to dodge/gain a vantage point on an enemy, as I do with any mapwad that allows jumping; however, I wouldn't insult an author by sequence breaking their map because at that point it's like skipping the game part of the gameplay.

>> No.2734743

>jumping in doom
no that's nothing like being a doom pro

you can be a zandropro i guess

>> No.2734774


NHB I find it more fun to use jumping and crouching only in-combat, and play the map normally.
If you can just jump to the end, then what's the fun in going through a map's layout?

>> No.2734783
File: 29 KB, 225x220, howagitating.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2734787
File: 2.19 MB, 1366x768, acrobatics.webm [View same] [iqdb] [saucenao] [google] [report]

Depends on the mod for me. I'll break the shit out of maps when I'm playing with Hideous Destructor, because I need every single advantage I can get. If I can toss a grenade through a window to take care of an ambush before it happens, I'm gonna do it. If I fall into a slime pit and don't have a radsuit, I'm gonna jump out because I'll die otherwise. The map wasn't built for the mod, so the author's intentions are already out the window.

I also have a lot of fun walljumping all over the place in Metroid Dreadnought. It's Metroid, I can't just pretend I'm not Samus Aran.

>> No.2734807

What is the following called:

A 3D model of 2 or more planes / long rectangles arranged in a plus, star, etc.

I'd like to try making a 3D trail / beam and Blender's UI keeps pushing everything outside of my screen whenever I try to follow the UV map tutorial so instead of making one I'd like to just find a bunch online.

>> No.2734808

Precisely the opposite.

>> No.2734821
File: 10 KB, 269x635, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Got a few from Hunter's Moon but in the event that a different size would be useful, here's what I'm trying to describe.

>> No.2734863

I fucking love you, by the way

>> No.2734910

i still have plenty of fun gmota as is so don't dunk on yourself

>> No.2734917

Developed with pro's advice, sponsors jumping on it's dick, not being as boring looking as the others while still running on most shit. 4 had that last problem and also a not so great release. Some draw paralels between Quake 4/3 and UT3/99.
CPMA was in the CPL, wasn't it? Though I don't recall wheter they used the CQ3 or CPM part of the mod. In any case, it's too hard to get into for the average player, and I'm not just talking about the game itself, the configs and shit are rather fiddly. If the game has no players it has no tournaments.
And QL is the competitive one now.
If we're talking Duel, Q3 is way better than either it's predecessors.

>> No.2734931

I was going to but I forgot.

>> No.2734937

To whom would you give the D(oom)

>> No.2734993

sick ass rhymes brahb

>> No.2735060

man vs game is running doom atm if anyone is interested
twitch manvsgame

>> No.2735076

>an episode of Danny Phantom had the main characters play an online FPS called Doomed
>the entire episode revolved around the MCs entering the virtual world and becoming space marines specifically looking for keys to open some portal to defeat some random evil guy

>> No.2735103


I appreciate that man, if I can make someone happy enough with my work that they say that, then I must be doing something right.


It's just what I do, I'm hard on myself. But I'm hoping you and the others will like GMOTA even more when I develop it further.

You guys are great, I'll make sure to not let you down. I'll finish up combined arms and then get back on GMOTA proper in due time.

>> No.2735160

That's Hexen skills, not Doom skills

>> No.2735186

Heads up to anyone who tries this, it is a compile-time option and not all distros provide binaries with this option enabled.

Also, I think this only works with SDL 1.2, and not the current 2.0 branch.

>> No.2735191

>Not only is it wrong
It's actually completely correct, per physics.
It's just that the velocity of the arm swinging compared to the velocity of the shot is minuscule, so the curve (while present) is negligible.

>> No.2735208 [SPOILER] 
File: 77 KB, 540x340, 1444711068894.png [View same] [iqdb] [saucenao] [google] [report]

leaked hdoom mancubus concept

>> No.2735219

I don't know if it has an actual name, but it's crossing/intersecting planes to form a fake volume.

>> No.2735230

anon I literally just came back from fapping

>> No.2735242


Needs short red hair.

>> No.2735452

>Hitboxes are square
oh so it's like a box shape? So what's the way to get 'em at 45 degrees? I thought they always turned to face you.

>> No.2735461

Slightly off topic but I bought the Duke Nukem megaton edition and Shadow warrior redux on steam, is the included source port fine or should I get a different build engine source port?

>> No.2735465

i think Redux is good on its own but you should download Eduke

>> No.2735484

I heard Redux has some crash issues unless you opted into the older version (Properties > Beta > sdl1). Other than that it runs fine as is for me.

>> No.2735596

heh, zing

>> No.2735841

By strafing. Some monsters don't track while attacking and all monsters wander around between attacks.

>> No.2736215
File: 429 KB, 1600x900, Screenshot_Doom_20151013_142120.png [View same] [iqdb] [saucenao] [google] [report]

It's almost time, guys

>> No.2736236

time for another post?

>> No.2736240

Har har. No, time for v0.4 update of Suab, silly.

>> No.2736249

>genre: 2spooky

I feel as this is going to crap up the atmosphere somewhat.

still gets a sensible chuckle out of me, though.

>> No.2736252

It's not part of the actual mod, it's an ambiance version of Term's Jukebox mod.

>> No.2736276

Is there a way for me to automatically pistol start on every level of a pwad in zdoom or am I going to have to idclev the stage every time?

>> No.2736278

>50 shades of grey: the doom mod

>> No.2736279

death exits?

>> No.2736292

websearch "zdoom pistol start options"

>> No.2736303

For those of you who've played Marathon, Durandal, and Marathon Infinity, what is your favorite level?

>> No.2736341

Not him, but I loaded that up a while ago and couldn't get it to work for me, ended up just idclev'ing.
Is there something I'm missing/some devbuild I need?

>> No.2736367


Have fun, guys.

>> No.2736379

>that color palette

did the grimdark mod already get released?

>> No.2736384

>sprinting speed
i can win the olympics for sure now

>> No.2736387

>there will never be a wad that is designed around Russian Overkill's insanity

>> No.2736392

Haha, yeah The guy working on that mod commented on it. I sorta added it towards the start of v0.4. I swapped back to the old one (Even though I liked the paler colors.)

>> No.2736403


>> No.2736405

What is so special about Shut Up and Bleed?

It seems pretty hard with Episode 1, or I suck.

>> No.2736412

see >>2736367

>> No.2736414

>What is so special about Shut Up and Bleed?
tl;dr: resident evil esque survival horror style doom

>> No.2736476
File: 529 KB, 1280x1440, 1444769856.png [View same] [iqdb] [saucenao] [google] [report]

Man the Mandala
arturo.zip (32 KB, 1995-05-22) - Arturo Cubacub

this map is apparently based on the shape of a mandala, which apparently means a lot of symmetry.

you start in the middle and work your way to the outside, then back and forth a bit between the blue key and door.

you are thoroughly loaded up with ammunition more or less from the start, and all the weapons are available easily.

there are three secrets but they aren't really secret. there's a crushing ceiling too which is kind of obvious.

it's pretty fun, especially once you get outside. i was surprised by the archvile but the cyberdemon was inevitable.

>> No.2736491
File: 2.53 MB, 320x240, arturo-624.webm [View same] [iqdb] [saucenao] [google] [report]

second exit

>> No.2736850

I'm working on my first playable map to post on /vr/

It's a classic gameplay map, does /vr/ like these kinds of maps? Can they surprise you with something original?

>> No.2736869
File: 244 KB, 1366x768, MAP03.png [View same] [iqdb] [saucenao] [google] [report]

I for one love seeing what people can do limiting themselves to classic doom, and I'm working on 4 doom2.exe compatible levels right now too.

I like to see classic WADs from /vr/, so if you upload it I'd love to test it.

>> No.2736903

Dayyum, those lighting effects are nice. Good job Anon.

>> No.2736906

vanilla compat level is god. If you dudes keep making maps like that, i'll keep playing them.

>> No.2736984

I posted >>2734863
yeah I really love GMOTA; I loved hexen when I was little, but nowadays it feels a little drab, and of course it doesn't have the nice mapsets we have people making for doom. GMOTA for me is a sort of "hexen done right" that moreover lets me play doom maps like hexen maps. I've played through with GMOTA a few of the 32-map megawads that I was too lazy to do before, and it was just a blast from beginning to end.

So, no need to say "let us down" or anything like that, GMOTA is _already_ wonderful.


>> No.2737128

if it is demo friendly i will most likely record it

>> No.2737148

post pls
I fucking love me some vanilla Doom

>> No.2737151

I'm going to put a flaming turd inside my boss' mail box if someone is that much of a stupid, no-fun fucktard to report hdoom's blog.

This shit is getting ridiculous.

>> No.2737169


What are you going on about?

>> No.2737202 [DELETED] 

It would seem that anon has succumbed to his rage and now looking for excuses to vent on his boss. I diagnose this as a psychosexual disorder and recommend castration.

>> No.2737221
File: 98 KB, 343x317, 1399493972504.jpg [View same] [iqdb] [saucenao] [google] [report]

am I the only one who's became used to pressing shit to run

I've been spending so much time doing it I literally can't let go of it everytime I play, otherwise my movement feels floaty and very unnatural

I even had to turn off autorunning in Quake to get comfy after not playing for literal months

what the fuck is wrong with me

>> No.2737228

I thought I was the only one. I for one hate autorun and I NEED to keep shift pressed to run.

I always alternate between walk and run a lot during a playthrough, and letting go of shift sort of "relaxes" me, and thus I can walk more calmly. Even when Speedruning this happen; I feel more relaxed when shift is not pressed so I fuck up more easily.

>> No.2737236


Am I contractually obligated to pay for your psychological test or it will suffice with this reply?

>> No.2737241



>> No.2737249

IME constant autorun is very occasionally counterproductive, there are certain maps which have jumps set up to require a precise "full walking" speed for example. however these are very rare and mostly autorun is absolutely what i want to use. for those times when it is not, most source ports offer the facility for the run key to invert the status of autorun.

>> No.2737293

Is there any monster mods or mutators you recommend?

>> No.2737313

personally, no, not interested in that type of thing at all

>> No.2737314

I dislike this term.

>> No.2737396

>Community Chest exit to secret map
Uh, yeah. Doubt I'd have found that normally.

>> No.2737554

>Kind of a shame we didn't get more high-profile megawads this year.

I have a feeling next year will be better.

>> No.2737564

Which secret exit is this?

>> No.2737572

The one on MAP15, Internal Reaches by Kaiser.

Probably because it's a secret for which you have to find two secrets in a sequence to find.

>> No.2737578


I will post it here when complete, might be a while. How does a map become demo friendly?

>> No.2737582

that is quite a large topic, but the short of it is, make sure it runs correctly in chocolate doom, prboom-plus, or one of the other demo-compatible engines.

>> No.2737583

>no post about Doom 2's birthday

>> No.2737708

Wasnt it 15 days ago?

>> No.2737781

did you use the cvars? if not then you need to open up the console with ~ then type "always_pistolstart 1"
then after that rtfm

>> No.2737805


four days, actually

>> No.2737807



>> No.2737812



FALSE ALARM, FUCK. nevermind that I suck cocks

>> No.2737816


I'm willing to think modern id software is spending more time trying to figure out how to encrypt the contents of the pre-alpha more than actually working on the contents of the game itself.

Whatever the case, someone is going to wipe his ass with the NDA and upload the entire closed alpha online.

>> No.2737825

ye but there was no post about it in this or last thread, at least that I can find
It's just the info, and I think they deleted the post
Also why the hell are they calling it alpha, the game's surely not that unfinished? Maybe they are pulling an UT with the multiplayer portion of the game?

>> No.2737826

hold on a minute, all of this wasn't part of the site, was it?

Closed Alpha Gameplay Features
One Map: Heatwave

The Alpha will feature 1 multiplayer map: Heatwave. This industrial-themed map will place players in an arena setting featuring plenty of armor, ammo, and health pickups. Narrow corridors, walkways and small chambers all link to a central, open area of the map, providing players with a variety of environments that suit varying playstyles, as well as the focus point for fighting over key power-ups.
One Mode: 6v6 Team Deathmatch

Welcome to the core of DOOM’s arena-style multiplayer combat. In this mode, two teams of 6 players will try to dominate each other by fighting over the Revenant and Gauss Rifle power-ups, which provide devastating firepower that can turn the tide or ensure victory.
One Demon: Revenant

Being the first player to the Demon Rune will transform you into the powerful Revenant. Use your jetpack and dual rocket launchers to hunt down the other team for a limited time to either secure your team’s lead or mount a comeback.
One Power Weapon: Gauss Cannon

Available as a counter to the Revenant, this high-powered weapon destroys opponents in one blast. Use the alternate fire to see your targets through walls, but be warned, there is a limited number of shots, so use it to take down the demon rather than enemy players. Once you’re out of ammo, you have to wait for it to appear on the map again.
6 Weapons, 2 Equipment Items

The Closed Alpha will feature a limited arsenal of weapons and items featured in the complete game. They can be used both in standard and customizable loadouts.

Vortex Rifle
Super Shotgun
Rocket Launcher
Static Cannon
Plasma Rifle

Equipment Items

Personal Teleporter
Frag Grenade

>> No.2737838

Wait, like a 2 or 3 weapon limit like in CoD?

Burn this game to the ground

>> No.2737840

it's probably more about starting weapons, like what they did to quake live and that nobody liked

>> No.2737842

2 weapons with customizable altfires + an equipment slot.
It's not like that in the default TDM, you start with those weapons and that's kind of it. The Gauss Rifle is more of a powerup.

Did you guys miss all the post Qcon discussion?

>> No.2737843


doom.com/alpha I believe

>> No.2737854

>going by european date.

>> No.2737858

I wonder what the Vortex Rifle and Repeater are. The static cannon is the movement powered railgun, IIRC.
The problem with what they did to QL is that the game wasn't balanced around it at all. It absolutely destroyed map balance, even after the fix (no starting GL, only one weapon). Weapons also respawn way faster (5 secs compared to 30 secs or more in VQ3) which changed TDM way too much.

>> No.2737864

>european date

john romero takes it as the official date

>> No.2737882

Kinda sucks it's Heatwave only, I was hoping to see a new map or two in the alpha. Also holy shit that guy posted about alpha invites being sent out in a few weeks in the last doom thread was right.

>> No.2737907

Does playing with bots in Quake 3 make you better? And in what ways?

>> No.2737916


Playing with bots will never, ever make you good in games where man-to-man combat is a vital key in multiplayer modes. Especially in first-person shooter.

You might improve a little, but nothing beats the experience of actually playing against another human being.

>> No.2737927


I disagree. While it won't prepare you for the randomness of possibilities of a human encounter, playing with bots will make you used to weapon properties (fire rate, reload time, etc), and will train your reflexes, helping you to easily acquire targets.

>> No.2737928

i don't think you're really disagreeing, since what he said is basically playing against bots will only take you so far

>> No.2737946

or, you know, just use
which does everything scroton's does and not have to remember "totally easy guys I swear it's simple" 99999 cvars that you have to type manually in the console

>> No.2737947

Not by any significant amount, but it helps to get past the initial slump.

If you play with CPMA though, the bots are nuts and will kick your ass.

>> No.2738084
File: 6 KB, 184x184, steam1.jpg [View same] [iqdb] [saucenao] [google] [report]

The Vortex Rifle is basically a more traditional railgun, you have to hold Mouse 1 for it to fire. The most effective loadout is probably the vortex/plasma with person tele as your item. Sorry, but the SSG kind of eats hot shit in TDM, if you're use to playing actual doom 2 dm/duel.

>> No.2738096

well that really does suck.

so that means no SSG slinging in dm?

I recall Marty saying something along the lines of the team being somewhat unclear on whether should the RL be buffed or not for DM some time ago, though. Should that mean that it's prone to change in the future?

In any case at least it's awesome to see game balance is a factor they're actually taking on instead of just doing for the sake of adding MP into the game with no thought beforehand.

>> No.2738108

There's a classic DM mode which I'm pretty sure has a buffed SSG, in the 6v6 TDM though the SSG is pretty garbage, I saw no reason to ever use it, Could literally blast someone right in front of you three times and they still be alive. Rockets are good, I think maybe just a little to slow, to little of dmg or bit of both.

>> No.2738115

Guys, I need help I'm a Doom babby.

I got into the Doom series when I was younger with Doom 64, then I played Doom 2 and didn't like it nearly as much due to the level design even though some people say it's the best in the series. I like several wads for it but not the main vanilla game itself, Doom 1 is also alright and I like Doom 3.

Am I a Doom Babby?

>> No.2738120

Do you have a link? I've been looking for that forever.

>> No.2738125

>Doom 2
>best in the series
highly debatable

>le doom babey meme

>> No.2738127

You're a Doom abortion.

>> No.2738134


I'm sorry, I see a lot of /vr/ threads where they put it at the top of the game rankings.

>> No.2738136

doom 2 has most monsters and SSG, thats why most maps are for it.

doom 1 has best maps

doom 64 has best atmosphere

>> No.2738139

I'll have to ask the person who made the version I basically used to build on it first (since it started as a psx/n64music jukebox and added more ambiant tracks to it.)

>> No.2738140


The jukebox mod?

I'd upload my version (not him), but it's full of MP3s and OGGs, with a massive fucking filesize.
Still, it's stupidly easy to modify to make your own version.

1: Swap out the SONGxxx entries with your own music
2: Edit the Language lump so that the maximum number of entries is the same number as your songs (i.e. if you have 64 songs, only have 64 language entries)

It's a great little thing, very simple to plug in, edit, and use.

>> No.2738145

>Am I a Doom Babby?
literally regular of this general is a doom babby. you're in good hands.

>> No.2738146

>every regular

>> No.2738151

also best hell.

>> No.2738158 [DELETED] 

except me

>> No.2738160

I'm torn on Doom 2, on one hand I fucking love murdering the shit out of demons with the SSG, but on the other the maps are terrible. Everything post Warehouse always turns into a 10+ minute long keyhunt, it's seriously not fun.

>> No.2738163


>> No.2738164

Doom2 is an acquired taste
Most people seem unwilling to make the effort

>> No.2738186

Are people still making maps for that new /vr/ project ?
Also would an exploration GZDOOM map be accepted for it ? Something like a between episodes / intro / outro map, kinda like BTSX does it.

>> No.2738195

iirc the deadline was given as thanksgiving so you've still got time.

that said i don't know who's admining or compiling it so nothing may ever happen

>> No.2738197


Doom 1 has better maps than 64? The only bad map from 64 I think was Breakdown, the entire second half of that level is just a maze. Everything else in the game is fine to me though.

>> No.2738198
File: 1 KB, 22x10, spikedartthing.png [View same] [iqdb] [saucenao] [google] [report]

I see this projectile sprite used in wads a lot, what's it originally from?

>> No.2738217
File: 401 KB, 1280x720, Screenshot_Doom_20151014_171616.png [View same] [iqdb] [saucenao] [google] [report]

>Are people still making maps for that new /vr/ project ?

I was, but I realized I'm a shitty mapper and started working on something else instead. Pic related.
Since I was the only one regularly posting about it, I think it's safe to say it's Not Happening.

Still, since it got me working on something new, I guess it's a roundabout success?

Still, RIP Crybaby Bridge.



>> No.2738228
File: 630 KB, 1920x1080, Screenshot_Doom_20151014_154225.png [View same] [iqdb] [saucenao] [google] [report]

Still playing Community Chest. I really like effects like this.

>> No.2738234
File: 889 KB, 1920x1080, Screenshot_Doom_20151014_154522.png [View same] [iqdb] [saucenao] [google] [report]

Likewise. It's cool when Doom's otherwise limited means are used for something like this.

>> No.2738237
File: 386 KB, 1920x1080, Screenshot_Doom_20151014_230151.png [View same] [iqdb] [saucenao] [google] [report]

And this is just plain adorable.

>> No.2738238

is this... art?

>> No.2738241

Wasn't there some sort of Doom wad that is set in a museum?

>> No.2738296

Thanks, I found it.

>> No.2738306

probably. there's a few things in themes/xxx that are set in art galleries

>> No.2738307

Played it for years.
First 10 or so maps are really good, but then at Factory the fun comes to a grinding halt, the levels just really aren't as fun by this point.

>> No.2738314

If you are playing vanilla Doom/Quake then i would recommend binding sprint to rightclick. I don't like autorun enabled either, sometimes I need slower, more precious strafes.

>> No.2738330

not even the courtyard? i love the courtyard, you let everything out at once and have a giant firefight, it's great fun.

>> No.2738349

Courtyard is among the better of the late game maps, but really most of them are mediocre at best, while everything up to 10 is great

>> No.2738406
File: 35 KB, 338x194, Screenshot 2015-10-14 18.42.19.png [View same] [iqdb] [saucenao] [google] [report]

Anyone have experience running Unreal on an actual Windows 98 computer with (relatively) time-appropriate hardware? I'm trying to play it on a 450mhz Pentium III/Geforce 3 Ti 200 with 384 MB of RAM and it's running like complete shit. Sub-30 FPS in software mode, seconds per frame in DirectX mode. What gives? Looking at the archived version of the official site, I ought to be destroying the requirements.

>> No.2738420
File: 2.67 MB, 3200x1800, Grading-Guide.png [View same] [iqdb] [saucenao] [google] [report]

Posted some Doom screenshots on /p/ and asked them to colour grade them.

Here's the resulting palettes: https://www.sendspace.com/file/igqwz0

Attached is the image I use to help me see what my adjustments will look like in-game. It really should have a screenshot of Zombieman ass since the red there has to stay close in luminosity to the cream pants.

>> No.2738537

Nice, the guide picture's actually pretty useful in general, added my own contribution to the thread too.

>> No.2738618
File: 404 KB, 1366x768, Screenshot_Doom_whitemare.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2738652
File: 112 KB, 255x231, CALL ME.gif [View same] [iqdb] [saucenao] [google] [report]

>sprint to rightclick
I might legit need about 2 weeks at least to get a hold of it

I think I might just leave M2 as is, but thanks a lot for the suggestion, anon.

>> No.2738720

Normal 98 or 98SE?
Because 98SE (or at least some hotfixes released for it shortly after) has more reliable AGP controller support, which I assume your GF3 is.

Also, you might want to try the older NVIDIA Detonator drivers instead of the Forceware one.
Forceware is only necessary if you want to play Direct3D 9 games, which the GF3 hardware doesn't actually support, so those drivers do some compatibility hacks.

Try NVIDIA Detonator 4 43.45 or Detonator FX 45.23.
You can get them here: http://www.vogonsdrivers.com/index.php?catid=24&menustate=14,1

>> No.2738785

>try to uninstall Forceware driver
>immediately performs illegal operation and doesn't uninstall anything
>try removing the driver via Device Manager
>it just reinstalls upon reboot
I guess it's not called Forceware for nothing, huh? Thanks for the help anyway. I installed DirectX 8 and got much better performance, although it's still running slower than I'd expect from a computer that exceeds the requirements as much as this one does. I get perfectly smooth performance at the same resolution out of this laptop, whose GPU is actually very slightly weaker than the GF3 I'm using. I don't think the game is so CPU-intensive that it would have difficulty maintaining a steady framerate on a CPU that's a generation newer than the one recommended for the game.

>> No.2738815

How am I suppose to compile gzdoom for linux now that you cannot download FMOD?

>> No.2738834


>> No.2738835

Why can't you download FMOD?

>> No.2738843

Okay, finally got the Forceware shit uninstalled and it's running perfectly smooth now. Thanks a ton.

>> No.2738846
File: 409 KB, 1366x768, Screenshot_Doom_20151014_010921.png [View same] [iqdb] [saucenao] [google] [report]

oh hey.

you watch me kill that eye thingie dintcha?

well, bro. i'm off to get some sleep.

>> No.2738851

No problem.
By the way, if you want to learn more about maintaining old DOS/Win9x systems like that for retro gaming purposes, you should hit up the VOGONS forums.

FMOD libraries now require registration for download.
All the more reason it should be abandoned.

>> No.2738854

also what's up with the hud being all shat up and shit in this version

i fucking hate dooming on higher resolutions

>> No.2738860

>FMOD libraries now require registration for download.
seriously?? ugh
>All the more reason it should be abandoned.

>> No.2738869
File: 722 KB, 1368x1552, 1424257416914.jpg [View same] [iqdb] [saucenao] [google] [report]

this is what doom has done to me.

>> No.2738879


>> No.2738886

It looks like "Remington Arms" is stamped on the shotgun below, but Remington hasn't made a side-by-side shotgun since 1900.

What is that?

>> No.2738894

Yeah one of the devs keeps bugging Marty about buffing damage on a direct hit. It only does 55 at the moment, apparently.

>> No.2738930
File: 111 KB, 1024x768, 6-26controversyevildead.jpg [View same] [iqdb] [saucenao] [google] [report]

>bottom pic

Now that's a boomstick!

>> No.2738932

if there is one thing that they should do though, that I think we all can agree on is that they should increase player speed at least by 20%

iirc there was a 4-player dm demo footage shown on the snapmap segment of the E3 demo and it was fast as shit

as to what the literal fuck is keeping them from making the base dm/game as fast as that is really beyond me. The game's speed would change drastically by making the player faster alone with no downsides.

>> No.2738941
File: 164 KB, 1280x720, maxresdefault333.jpg [View same] [iqdb] [saucenao] [google] [report]

Would anyone be into playing Chocolate Doom deathmatch? Over Doomwire probably.

>> No.2738965
File: 96 KB, 475x582, BENELLUS, THE GOD OF SHOTGUNS.jpg [View same] [iqdb] [saucenao] [google] [report]


no idea, sadly

not a /k/ regular tbh, still one sexy ass shotgun

I'm tempted to say the ones above are a mossberg 590 and a remington 800 or something?? i could very well be risking painting myself an idiot right now idk

>> No.2738969

Are the top ones real?

>> No.2738992
File: 687 KB, 900x3860, PumpShotgunDetail02.jpg [View same] [iqdb] [saucenao] [google] [report]

I think both of the top ones are 870s, just with different finish wood furniture and varying muzzle nuts.

>> No.2739083
File: 64 KB, 826x514, 1444881359015.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2739089
File: 208 KB, 436x337, 1401172061719.png [View same] [iqdb] [saucenao] [google] [report]

I never played any of the turok games.

>> No.2739090

Are they really doing that to Kaiser? He's the only one I know who has done such a thing with Turok.

>> No.2739093

Was announced like a month and a half ago. Not much really known for certain yet outside of that they have the source code (which they've sicced Kaiser on) and a few screenshots of the remastered Turok 1.

>> No.2739096

i remeber Kaiser saying he was working on that
did they take him in or are they just doing another low blow after the powerslave thing?

>> No.2739105

He works at Night Dive now.

>> No.2739143
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


Looking forward to these

>> No.2739190
File: 194 KB, 1616x1080, 1442718489723.jpg [View same] [iqdb] [saucenao] [google] [report]

found nother one

would somebody tell me what this one is?

>> No.2739192

Which is odd because it came out at an earlier date in America.

>> No.2739196

>even though some people say it's the best in the series.

Thats mainly because 95% of mods are designed for Doom 2.

>> No.2739214

>Quake Live beta almost complete
So I hear that Quake Live will be bringing back gore through a DLC. Will this also mean Cadaver will return?

>> No.2739229

he works at the place that shut down the powerslave thing?

>> No.2739252

Probably not.
I could try asking on IRC to be sure, but my guess is no.

>> No.2739263

They likely shut down Powerslave EX because they don't want an employee infringing on copyright.
Also they own Powerslave, so they could use Powerslave EX for an official port.
This isn't a bad thing. A legal way to obtain the Powerslave data for all of the platforms it's on as well as PC ports for them, and likely a source release of Powerslave EX.
Praise based Kaiser. Kaiser is Love, Kaiser is Life.

>> No.2739279

Cheapo Baikal (Russian) brand side-by-side shotgun, 12-gauge. They're adequate for casual usage.

Some guy decided to get one just for fun, and decided, it could be a fun project gun, so he filed a tax-stamp for a Short Barreled Shotgun, and then got to work once the ATF got back to him with it (which takes several months typically).

He shortened down the barrel and then the fore-end (to match), as well as hacked off the back of the stock. Also, he refinished the wood and had the steel blued, Baikals don't look quite that nice out of the box.

Actually, now that I think about it, it could have been a Stoeger (American), another cheaper brand.

>> No.2739291

If it runs well, that is it would work on computers that came out a few years after Turok released, I'll probably play it.

I can't imagine a Turok re-release being a resource hog.

Wait, yes I can.

>> No.2739301
File: 116 KB, 800x600, Screenshot_Doom_20151015_093622.png [View same] [iqdb] [saucenao] [google] [report]

>Wes Anderson

>> No.2739303
File: 494 KB, 1280x720, Screenshot_Doom_20151015_094142.png [View same] [iqdb] [saucenao] [google] [report]

>Orange and Teal

>> No.2739306

>Official Powerslave EX

mite b cool

>> No.2739308

It's what the LinkedIn he links to on his sites says. The blog post on the Powerslave EX site where he explicitly says that Turok EX is "why I’ve been very quiet the past few months" is also a pretty big hint.

>> No.2739312

so, what should we do if we want the EX games (once they're released)
pirate them and donate to Kaiser?
because let's be honest, without him there'd be no improvement over the original games, and the only thing nightdive does is buy the liscence of abandonwares and sell them

>> No.2739315

I am in great support of this plan. I don't know how much his employers would like that, though.

>> No.2739320

all i'm saying is, if somebody sicced the lawyers onto me, i'd think twice before going to work for him.

>> No.2739321

weren't they the ones who sold their licensed games using [stolen] cracks?
i say fuck 'em

>> No.2739324

Yeah, but then Kaiser may be out of a job.
Or maybe I'm worrying a bit too much. Eh.

>> No.2739325

It sounds like there's a little more to this story than what we know, considering that Kaiser said "And before you even ask about that “other game”, just wait a little bit longer.". That doesn't sound like something that's been foxed forever, IMHO.

Google doesn't turn up anything about this for Night Dive. I know Rockstar got caught doing this with Max Payne 2 on Steam at one point, but that's about all I've heard.

>> No.2739336

maybe they drove a truckful of money up to his house. everyone has their price.

>> No.2739341

I'm sure plenty of people who aren't in the know will lap it up and Kaiser will keep his job. They bought the fuck out of System Shock Enhanced, and that was just a bunch of community-made mods (all of which were conveniently DCMA'd) bundled together with a pricetag slapped on.

>> No.2739359
File: 135 KB, 960x540, mockup.png [View same] [iqdb] [saucenao] [google] [report]

Post your favorite HUD. I need inspiration for my own project.

>> No.2739369

Lookin' pretty Chaos Engine there.

>> No.2739385


>> No.2739386

Lads, I played Duke Nukem 3D: Megaton Edition, on my PS3, and I had a grand time, especially with Duke Caribbean, which was fantastic, did anyone ever make map packs for Duke Caribbean? I loved it, but I wish there was just more of it.

>> No.2739414
File: 2.59 MB, 640x480, monsters-020.webm [View same] [iqdb] [saucenao] [google] [report]

monsters.zip (8 KB, 1995-03-08) - Neil Ryan Bonner (4 years old!)

there's not much to this tiny level, which was mostly made by a young child. however, it is a lot of fun, and surprisingly difficult, taking me several attempts before beating it.

i cannot fathom any purpose for the crushing ceiling, other than perhaps to prevent the player from hiding in the start room - but the ceiling being deactivated by re-entering the room subverts this. i do note you can lure a cyberdemon in there, run out and catch it in the crusher but it's far too risky.

the exit switch makes a noise but doesn't change texture, because the active linedef is not the wall but a line in the floor in front of it.

>> No.2739431
File: 369 KB, 1092x1042, tumblr_nw9lu4nO1j1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2739519 [DELETED] 
File: 260 KB, 1134x598, DOOM Requirements.jpg [View same] [iqdb] [saucenao] [google] [report]

DOOM 2016 just got it's system requirements released.

>> No.2739523

>HD texture pack
Yeah sure, id.
Just like in RAGE

>> No.2739527

>ms paint picture
>asks for clock speeds
>asks for GPU memory bus width
>no windows 7 even though it has over 50% of the PC marketshare
>DirectX not capitalised correctly
my little /v/ can't possibly be this much of a FUCKING RETARD

>> No.2739534

are you saying this is fake? I honestly don't know.

>> No.2739537

>hammers on a SSG

>> No.2739541
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google] [report]

Don't forget that the HUD face is supposed to be seen 20% taller if this isn't going in GZDoom, otherwise his head is squashed.


>> No.2739556


I'm pretty sure this isn't for GZDoom, torrid.

>> No.2739557

>tfw not one of my PCs can even reach minimum
what was I expecting

>> No.2739592
File: 62 KB, 265x370, Borborygmos Enraged.jpg [View same] [iqdb] [saucenao] [google] [report]

>/vr/ lacking in creativity so hard they can't make abstract examples of landmarks
>but they've got enough creativity for SKELETONS
>anything with a theme besides "speedmap" isn't going to work

And that's how this current project is going to end. I apologize for saying monuments/landmarks because, apparently, that's "too restrictive" and "too hard" which means only a handful of people who like to map will actually map for it.

Hey, let's just change the theme to "has to have sectors" so people don't feel too challenged by having to be creative. Fuckin' mongs.

>> No.2739604

The fate of 99% of community projects, really. The 200min speedmap project was an outlier.

>> No.2739607
File: 58 KB, 160x433, angry.png [View same] [iqdb] [saucenao] [google] [report]

>no Windows 7

>> No.2739613
File: 1.19 MB, 3264x2448, single-shot-shorty.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, some break-action shotguns have an exposed hammer.

Single-barrel ones tend to have them (such as this "Pirate Pistol" here), as it makes safety easy, and they're ludicrously simple mechanically (and as a result, remarkably sturdy, even if it's the cheapest build qualities).

Double-barrel guns these days often have concealed hammers, unless they're made to be old-fashioned, like for Cowboy Action Shooting sports.

>> No.2739631


Tried matching some Cyber City OEDO screenshots to Doom screenshots to get a Cyber City OEDO / Anime palette.

It's very blue, very cyber, and would work best with tech maps.

>> No.2739638

lmao, so fake and gay

>> No.2739676
File: 56 KB, 640x480, joequake000.jpg [View same] [iqdb] [saucenao] [google] [report]

Hi there again
I was in the middle of making my own config and I managed to really fuck shit up fam
Anyone here got a complete joequake config that includes visual settings?

>> No.2739682
File: 63 KB, 600x800, dukeshotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

/k/ here. For a while Remington imported Russian-made double-barreled shotguns from the Baikal factory, called the Spartan series.

Top ones are Remington 870s, bottom one is a Remington Spartan. Both excellent guns, but I don't recommend buying a new 870, since they're all shit now.

Lots of double-barrels got exposed hammers, but there's just a handful that are made today. Most don't have hammers.

Pic related to discussion, Duke Nukem's Winchester 1200.

>> No.2739686

>>/vr/ lacking in creativity so hard they can't make abstract examples of landmarks
>I apologize for saying monuments/landmarks because, apparently, that's "too restrictive" and "too hard"

Surprise, turns out most "monuments/landmarks" make shitty maps that don't play well, and if you turn them into maps that do play well, they no longer resemble the monument/landmark they were supposed to be.

The other option is just to do something like one of the many Egyptian pyramid themed maps where you have a recognizable pyramid at the beginning and then you go into an unrelated map decorated in Egypt-esque textures. But then, again, the actual landmark is just a prop at the beginning of the map that doesn't actually affect the gameplay and it could be tacked on to any old map.

>> No.2739774

I've got everything figured out now, I'm good.

>> No.2739785
File: 85 KB, 640x480, Winchester 1300 Defender, Duke Nukem Style.jpg [View same] [iqdb] [saucenao] [google] [report]

>Duke Nukem's Winchester 1200.
Duke's shotgun was a Winchester 1300 Defender, with Tac-Star parts (pistolgrip, foregrip and heatshield), it's probably rather similar though.

How's it handle, and have you ever considered getting an engraver to put the Duke style radiation symbol on the side of the receiver?

>> No.2739802
File: 135 KB, 1024x575, kickass shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, my bad. 1200 and 1300 are pretty much the same though, I can't remember the differences.

Pic isn't mine, it's actually the official gun they used in the duke photos, although I did have a Mossberg 500 I tricked out to look exactly like the Duke shotgun because I'm a huge nerd. I sold it just recently to some college kid who bought it for way more than it was worth because it looked cool.

It was fun as hell to sling around because it was so short and compact, and I got a more rubberized pistol grip that helped a lot with the recoil, so it was fun to shoot on the range, too. I couldn't hit shit with it, though, because there was no stock to help aim with. If I put a laser sight on it might've definitely helped with that.

I will absolutely engrave the radiation symbol on the side for my next gun though, that's a kickass idea.

I tried to grab a classic sawed-off like Caleb had in Blood, within legal limits, but I'm a bit strapped for cash now and if I could only have one shotgun right now it'd be a pump-action. One day though, I'm gonna spring for the whole nine yards. Sawed-off barrels and buttstock, exposed hammers, the works.

Have a pic of more badass shotguns.

>> No.2739823
File: 1.17 MB, 953x953, f30a7c066fc65dbd8323bda3cc9c43ee24d07068[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.2739878

Anyone remember that idea for a more religious Doom mod that we came up with a while back? With weapons like a shotgun with rock salt and a Bible BFG?

>> No.2739929


The problem is that you're just not a very good community organizer.
The /vr/ webpage crashed because only one person could edit it, one person who wasn't even that much into the scene to begin with.
The idgames servers all crashed because you didn't test the wads before putting them up.
You don't participate in the other community sections or events, so trying to lead new ones and trying to make your discord room A Thing just isn't working well.

If you really want to stick with the idgames Challenge...test the wads. Seriously test them. Make sure they actually play all right and don't crash servers.

>> No.2739934

>Have a pic of more badass shotguns.
that's fucking sexy. Have any more? last one I had was>>2739190

>> No.2739945

>Test the last two wads
>All you do is complain that I'm not just because the wads were bad (when I personally think the second one had a nice selection.)
I can't win.

>The /vr/ webpage crashed because only one person could edit it, one person who wasn't even that much into the scene to begin with.
Which is why I suggested anyone who wanted to contribute to ask for the FTP password (and then all I got was "lol ftp sux" like I could do anything about it.) I hung out in the IRC and got not a one person saying they'd help out. You have nobody but yourselves to blame.

>You don't participate in the other community sections or events
Like fucking what? That's exactly why I'm trying to do this, all you guys do is sit around and circlejerk about the latest big-name wad while complaining about watds you don't like. I'm trying to get you guys to actually do something (just like the "make a wad based on landmarks" guy tried and you all just said "Lol fuck off" to him too.) I managed to do this shit every week for three weeks and you say I'm not a good organizer? Even AFTER listening to community qualms and DOING them? Seriously, I'm at least doing something.

>> No.2739980


And now when criticized, you lash out at the criticism with "all you guys do", "you have nobody but yourselves to blame", and "circlejerking".
I think it's clear you don't want a discussion. Just like with the feedback on the site, you don't listen.

Good luck with your next endeavor.

>> No.2739989
File: 247 KB, 568x639, Dukenukemshotgun1.jpg [View same] [iqdb] [saucenao] [google] [report]

>Pic isn't mine, it's actually the official gun they used in the duke photos,
Oh yeah, I think I have the base photos they used for the frames somewhere here (they mirrored them, I guess because they thought it'd look cooler if you could see the ejection port).

>although I did have a Mossberg 500 I tricked out to look exactly like the Duke shotgun because I'm a huge nerd. I sold it just recently to some college kid who bought it for way more than it was worth because it looked cool.
Huh, I guess he could use a shotgun then. What'd you sell it for?

>I couldn't hit shit with it, though, because there was no stock to help aim with. If I put a laser sight on it might've definitely helped with that.
I'd bet, might make it good for point shooting. Shoulder sling (like on AK pistols) could be another thing, though that might change the aesthetics of the thing.

On a side note, I've always thought Mare's Legs would be useful with a lasersight. I also think there should be more pump-action Mare's Legs, with pistol grips, because you can make a simpler action and they'd be easy to work rapidly, put one of those grip straps on the pump-slide (like on those non-NFA short shotguns) so you can hold it steady.

Basically I'd want to make a .44 Magnum Mare's Leg which is like a scaled down Serbu Super Shorty, except it would legally be a pistol. With a lasersight. And a heatshield, because it'll look badass.

>> No.2739991

yeah i remember caca, i used it in mplayer to watch movies on my linux

>> No.2740015
File: 204 KB, 774x518, DSC_0375.jpg [View same] [iqdb] [saucenao] [google] [report]

Sure do. Have a Mossberg 590A1 in wood. Can commence sexy shotgun dump if interested.

The 500 was basically free and was a graduation present for HS, really only spent $100 after accessories and whatnot, sold it for $500. Dude was just getting into guns, so I recommended he change out the stock to the usual straight grip.

Shoulder sling would've helped too, but for practical use I'll stick with a straight-grip stock. Pistol grip's handy, but you're still at a disadvantage.

Mare's legs are badass, and your idea for a pump-action .44 carbine made me a little bit hard. I can't think of many practical uses for it aside from bear security like the original mare's leg, but fuck it'd be cool.

>> No.2740031
File: 73 KB, 800x600, non_sbs_stubby.jpg [View same] [iqdb] [saucenao] [google] [report]

No no, not carbine, PISTOL, legally a handgun, no stock, no VFG, a rifled bore, .44 caliber, not an NFA item in any way.

Like pic related, except
>pistol grip
>heatshield (because it'd look cool)
>laser sight
>rear sling mount
>scaled down for .44 Magnum

And yeah it'd basically be for OH NO A BURR kind of situations, you'd get way better control with two hands to grip it at two places, don't have to worry about automatic feeds (as Magnum automatics can be picky), etc.

I like the idea of the Desert Eagle for the use of a bear gun, but it's pretty picky with ammunition and you'd have to be really familiar with it to trust it in a life and death situation.

>> No.2740057

Okay hold on a moment. You say I'm not doing something. I try to provide evidence to the contrary. You purport that I'm "lashing out" and "not listening", when you're doing exactly that by, instead of invalidating my claims, just complaining.

Again, please, if you have any actual criticisms, let me know. That's how most fucking discussions work. That's how shit gets better. Two people have opposing sides to an argument and they try to provide enough evidence to negate one.

>> No.2740110

nhb "nobody offered to help me" and "all you guys do is sit around and circlejerk about the latest big-name wad" is very poor "evidence"
it seems like you're angry people aren't doing what you want

>> No.2740132


Okay, if you really want a discussion, let's have a test run with two points.

>You say I'm not doing something. I try to provide evidence to the contrary.

No, I say you're very bad at it.
For example, the /vr/ doom webpage was bad, because it was handled poorly, was for a community that barely has 100+ users any given thread, and FTP is shit.
Your response is "nobody offered to help".
That doesn't address any of the problems. It would still be bad even if someone had come out of the woodwork to help (and I'm fairly sure nobody came out to help because they realized this).
It was handled poorly, was for a community that barely has 100+ users any given thread, could not be regularly updated by any active members but only specific people, and FTP is shit.
The booru, on the other hand, is a much better implementation of this that addresses any of the issues. It's not a big site, it's just a simple imagehost. It doesn't use FTP, it uses a much better service. Anyone can sign up and contribute.

This is something that you're much better at, providing a service for the community rather than trying to organize it for events and servers.

>I managed to do this shit every week for three weeks and you say I'm not a good organizer? Even AFTER listening to community qualms and DOING them? Seriously, I'm at least doing something.

If you have only done weekly servers for three weeks, ergo three times total, that is hardly any amount of time to be able to say "At least I'm trying!".
You don't get a gold star for trying, especially for such a short time, especially when two of those servers crashed due to levels not working online.

>> No.2740142

So I used some angry wording in my example. Then allow me to rephrase.

You suggest that the idgames thing failed because I did not listen to the community and test the wads I submitted. However, I not only did test the wads, but I also provided a list of attempts I did to fix the problems here:

You report that the /vr/ webpage failed because only one person could edit it. However, I supplied information to apply for editing (something I would give out really loosely) which negates any thought that only one person could modify the information.

You suggest I don't participate in other community "sections or events", but I would like to know what sort of events you're referring to, because I can't think of any.

Is that more proper evidence?

>> No.2740143

Sorry, the post above just popped up. Gimme a moment.

>> No.2740164

>FTP is shit.
Point me towards a hosting site that has something other than FTP and I will gladly move it.

>was for a community that barely has 100+ users any given thread
I'll submit to this one. The original purpose I stated when I created it was "I didn't like the shit site Doctor Amazing (fuck him), so I made my own." It was kind of just for fun, I didn't expect it to go anywhere really, so I'm not sure why we're fighting about it. I could probably just stick a wiki on it and call it good.

>could not be regularly updated by any active members but only specific people
See above. Applications existed and I could've just put up a wiki but nobody said anything, but maybe I'll just do that.

>This is something that you're much better at, providing a service for the community rather than trying to organize it for events and servers.
That's kind of ironic since the first thing you disagreed with was indeed a service. Heh, but thanks?? I just found that funny, not trying to attack this statement.

Anyway the basic point I'm trying to make is "Yeah, the website did fuck up but there were options."

>If you have only done weekly servers for three weeks, ergo three times total, that is hardly any amount of time to be able to say "At least I'm trying!".
I stopped doing them because people complained. But 3 is better than 0, and this is an attempt at 4. Yes, I am trying, and whether that's admirable or not, it is something to be considered. I just want people to play Doom damn it!

>> No.2740186

>Point me towards a hosting site that has something other than FTP and I will gladly move it.
>I could probably just stick a wiki on it and call it good.


>> No.2740198

Downloading MediaWiki right now because apparently x10 got rid of the one-click install.
Prepare to share your fav wads.

>> No.2740280

>Surprise, turns out most "monuments/landmarks" make shitty maps that don't play well, and if you turn them into maps that do play well, they no longer resemble the monument/landmark they were supposed to be.

Exactly, people with this mentality have no creativity and thus need simple things like "must have monsters" or "make this sized sector" since they see "landmark/monument" as if it has to be exactly that or else it doesn't fit.

You already said it. A Great Wall of China map doesn't have to be a giant straight pathway; it could've been delving into the depths of the Great Wall that had been built upon the dead bodies of the workers thus twisting the underbelly of the Wall into a Chinese version of hell BUT NOPE apparently that's too "restrictive."

Fuck, at this point little kids would be more creative than most fuckwits who cry "dis sux 2 restrict much shit." My friend's kid designed an "as above so below" version of the Effiel Tower that was badass, but grown ass adult can't even think of how to make a wall interesting.

>> No.2740315


>> No.2740426


>> No.2740437
File: 24 KB, 332x497, sync.png [View same] [iqdb] [saucenao] [google] [report]

Some more Quake Live info.


>> No.2740519

I must've picked the wrong image, but I'm not sure which one I was going for now...

>> No.2740525

The intro is over a minute long, ending with lip smacking into the mic. God damn.

>> No.2740557

alright, honest question

why is project brutality so popular

>> No.2740674

>Seriously, I'm at least doing something
are you one of those millenials raised to believe any effort, no matter how poor quality, should get a prize?

>> No.2740695

>FTP is shit
if you can't handle FTP you fail at computers. FTP is way better than javascript-dependent unscriptable web interfaces

>> No.2740701

actually yeah, it'd help if you used a hosting service that didn't require hoop-jumping to get past the spam filter (stupid thing)

>> No.2740707

I have no clue what sort of hoop-jumping you're referring to. I would be doing this if I hosted the server personally too.

I'm not looking for a prize, this isn't a science fair where it's a competition. I'm not getting paid anything. What the hell are you on about?

Besides, even if it were a competition, dude with a paper mache volcano would still win vs dude who didn't even enter.

>> No.2740709

>there's people pretending that they've got the e-mail about the Doom alpha already


>> No.2740710

i meant you can't just link to it here without doing weird shit to get it past the spam filter

>> No.2740712

(that redirect you had that turned the url into two moonrunes dot jp was not a solution)

>> No.2740713


>> No.2740717
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>> No.2740721


FTP can be handled easily.
It's still shit.

>> No.2740725

Point taken. Lemme see if Hostinger is blocked yet.

>> No.2740726

so you'd rather point and grunt like a caveman instead of using the command line like a civilized person.

>> No.2740727

i suppose you could use the feedback form to ask for a spam filter exception for vrdoom dot x10 dot mx. the worst that could happen is they'll say no.

>> No.2740728

Hi, webdev here. People are fucking stupid.
FTP is great but there is a serious stupidity gap one must cross to use it. If you want people to contribute to something you must use software that is usable even by someone who is completely braindead.

>> No.2740730

It's got flaws but it's not as shit as that guy makes it out to be.

>> No.2740731

i don't want people who are completely braindead to contribute to /vr/doom. i can't see how that would result in a useful outcome at all.

if you're making websites for the unwashed masses then you are right. however one might reasonably expect retro gamers to have some level of technical ability.

>> No.2740736

Man ATI was bad at handling id's shit.
Both Quake 3 and Doom 3 were leaked by them.

>> No.2740742

too late

<Orangestar1> just registered for http://vrdoom.xyz/ because thread shenanigans
<Orangestar1> here we go

>> No.2740746

Personally I think it's the Z& compatibility that's the problem than the landmarks theme. Making it Z& compatible means most people think they have to use lots of ZDoom features so as to not to waste them. Doom mapping is quick and simple - ZDoom mapping isn't.

I still think it's a bad theme because I think Doom levels work best as abstract environments rather than real environments and this is forcing the theme of the map, and therefore what people put the most thought into, to be something entirely unrelated to how the map plays, but that's a personal opinion.

But yeah I'm pretty confident that we can write this project off as a failure now. I say that as the creator of the sole contribution so far that I know of (the nazi moonbase, which wasn't even that good).

>> No.2740828

>Making it Z& compatible means most people think they have to use lots of ZDoom features so as to not to waste them.

I've never liked this argument.

'Course, I say that, but I just got out of a thread where someone complains about how a map "had no business" being for ZDoom and not Boom-compatible, so I guess this is what the community's been leaning towards.

I still don't like it, though.

>> No.2740830

I don't like it either. It's not my point of view - the only ZDoom features I used was truecolour textures and textures as flats and vice-versa. But I think it's important to acknowledge that the majority opinion is held by the majority (which I know sounds stupid and obvious).

>> No.2740881


Yeah, not believing that.

>> No.2740958

Its mainly because most doomers have high expectations for Zdoom maps. They expect them to actually use the format to its full potential to justify the engine requirement. People expect to see things like ZDCMP2, Ultimate Torment & Torture, and Thunderpeak.

If the map requires zdoom solely for things like jumping/crouching, and what >>2740830 says with true color textures and using flats and textures on the "wrong" surfaces, then its only going to be seen as a map that limits the engine compatibility for no good reason, and not as a serious attempt at mapping for zdoom.

>> No.2741024

bump, I need answers

I thought Megaton was fine, aside from a few quirks (such as the nightvision goggles being essentially obsolete because of the different renderer). Comes with all the expansions, the bad ones and the great ones.

Has a rewind feature, which I thought was neat.

>> No.2741037

And that's stupid. Do people give Boom maps shit if they don't break all the vanilla limits and abuse voodoo doll scripting to the extreme? Hexen and UDMF formats offer a ton of features, you shouldn't have to use all of them for your map to be "worthy" of the format. Back to Saturn X proves that you can make massive and beautiful maps while maintaining vanilla compatibility, should we just throw away the past two decades of work on source ports because of that?

>> No.2741039

Can somebody explain to me why all modern DOOM wads use reskinned duplicate demons, sometimes with a visual gimmick instead of creative new ideas to fight with?

>> No.2741047

Yeah, me and another anon each half conceived it, but I'm not a modder. Why, are you interested in picking that idea up?

>> No.2741060

its much easier to frankensprite especially if you want your new monster to fit with the existing game style.

>> No.2741061


isn't that based on the Bible Stories 3 games, one of them being a doom-clone FPS (AVGN did a review on it)

>> No.2741091

Cause making new monsters from scratch takes considerably more effort.

You have no base to work with, no idea, you need to make your own.

>> No.2741096

What are some good short doom wads, like 5 or 10 levels?

>> No.2741109


Mayan Mishap has about 6 or 7 levels
UAC Ultra is pretty notable and it has like 11 or something

captcha: chestnut creek dr

>> No.2741181

Suspended In Dusk

>> No.2741185

Wolfenstein was like 60GB

This is what videogame design has been for a while: throw hardware at it

>> No.2741242

>Do people give Boom maps shit if they don't break all the vanilla limits and abuse voodoo doll scripting to the extreme?

No. Its a format thats still classic in nature, just with more options for linedef and sector actions, so people don't have nearly as high expectations for them as they do for the more advanced Hexen and UDMF formats that ZDoom has available. Boom is also compatible with a wider variety of engines, so the only people that would really complain at all are vanilla puristfags.

>Hexen and UDMF formats offer a ton of features, you shouldn't have to use all of them for your map to be "worthy" of the format.

I agree. But my point was that using virtually no features outside of one or two, particularly if they aren't even crucial to the map design (ie, using textures and flats on eachothers surfaces) is only going to cause disappointment in that it requires zdoom over something minuscule. The fact is, people generally expect more than that from zdoom maps.

>Back to Saturn X proves that you can make massive and beautiful maps while maintaining vanilla compatibility, should we just throw away the past two decades of work on source ports because of that?

People expecting zdoom maps to make decent use of zdoom features =/= People expecting maps to work in vanilla.

>> No.2741246

>Wolfenstein was like 60GB

It was closer to 40, actually. Only game I can think of that exceeds 60 is GTAV.

>> No.2741251

Dark Covenant is an underrated classic from 96. Has 12 maps.

>> No.2741253


sector 666




double impact

>> No.2741273

This is gonna be a pleb question, but I'll ask it anyway.

How often do you savescum? I do it frequently on harder maps. I can't imagine not doing it on hard maps like in Alien Vendetta. Are some people, unlike me, just really skilled?

It's just too hard on UV to play a map without saving once.

>> No.2741296

if i am beta testing a newly made map i tend not to use saves because it is helpful to the author if i record demos of my attempts, deaths and all. this is the so-called "FDA".

if i get a finished map i've not done before i will try to beat it without saves, but if that proves too much i will use them. once i have learned the map and beaten it with saves i will then try to do it again without them.

if it is a map i already know well and it's still too hard i tend not to use saves (because i forget to save) but i am not above using "handicaps" such as turning monster infighting on or using a dehacked patch that speeds the guns up (although not to the level of suprwep8, that is ridiculous).

to you i will say, feel free to use savegames as much as you feel is necessary - after all the game intentionally lets you save anywhere - but also always try to reduce your use of them, as, if you are serious, it will help you improve as a player.

>> No.2741298

Is Doomsday a good source port?

>> No.2741312


Local multiplayer LAN with ease? Yes

Not many modern mods, but you don't necessarily use Doomsday for mods, though

>> No.2741440
File: 3.34 MB, 4128x2322, 20151016_192707.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2741443


>> No.2741479

>burger made out of chicken
goddamnit america

>> No.2741489

I rarely save at all, unless I'm quitting the game, or I've given up on pistol start attempts in a map thats 45 minutes or longer.

>> No.2741492

fun fact: its still healthier than a mcdonald's cheese burger

>> No.2741507

I made the pic and i'm french
Thanks KFC

>> No.2741512

Eh, not really. Virtually no mods for it, and the 3D Models are garbage.

>> No.2741515

'tin tu me donnes faim
c'est bon au moins?
i haven't eaten at KFC in fucing forever

>> No.2741516 [DELETED] 

What a shitty picture. Of course this reddit tier general would like it.

>> No.2741520

Meat is meat.
It's way bigger in India anyway.

>meat patty, slice of cheese, bread buns, diced onions, ketchup
Eeeh, the burgers aren't really the unhealthy part of the McDonalds menu

>> No.2741524

if i recall my films correctly, that means it's a royale with chicken?

>> No.2741525


but the models couldn't be any more of an optional thing, anon

>> No.2741530

Royale is Mc Donalds
Thi sis a double down with bacon
I got -10% because i'm military

>> No.2741531

i like weird though
it looks delicious tbh
just a rediculous concept is all

>> No.2741532

You seem to forget the amount of chemicals McDonald's puts into their food. Jamie Oliver considered their meat to be inedible, IIRC.

Though. I'm talking about amerifat mcdonald's. Europe is probably healthier.

>> No.2741543

yeah but he's a cockney wanker

>> No.2741583

He's a national treasure

>> No.2741586

Are there any good source ports for Quake II?

>> No.2741650

>They expect them to actually use the format to its full potential to justify the engine requirement. People expect to see things like ZDCMP2, Ultimate Torment & Torture, and Thunderpeak.

That's pretty damn stupid. An "all or nothing" approach should not be limited solely to one choice of source port.
People should be able to map for whatever source port they want for whatever reason they want and not have their head bitten off because it's not "justified".

>> No.2741668 [SPOILER]  [DELETED] 
File: 6 KB, 100x100, 1445024699291.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2741697

How can I be sure which ones are good? I tried googling good Q2 source ports and all I got was nonsense.

>> No.2741748

kmquake2 has always satisfied me.

>> No.2741802

I do it whenever a map feels too long or I died frequently in bullshit ambushes.

>> No.2741829
File: 35 KB, 1920x1080, Screenshot_Doom_20151016_232920.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, this is not going to work. HudMessage isn't really good for this. new lines in strings will make it look like this, and there doesn't appear to be something to adjust linespacing.

The other option would have to use three HudMessages for each of the line. But then I'd have to divide the dialog up accordingly.

>> No.2741869

add blank space to the bottom of the characters in the font maybe

blank characters for spacing

>> No.2741876

>You already said it. A Great Wall of China map doesn't have to be a giant straight pathway; it could've been delving into the depths of the Great Wall that had been built upon the dead bodies of the workers thus twisting the underbelly of the Wall into a Chinese version of hell BUT NOPE apparently that's too "restrictive."
Then state that. Stress that the monument/landmark is more a jumping off point and the whole map doesn't have to take place only in/on the monument/landmark. I bet more people will participate. I don't know if you're the one of the people promoting it or not, but just because it's been a while doesn't mean the project is done for.

>Fuck, at this point little kids would be more creative than most fuckwits who cry "dis sux 2 restrict much shit." My friend's kid designed an "as above so below" version of the Effiel Tower that was badass, but grown ass adult can't even think of how to make a wall interesting.
That sounds bitching, but we were all good at churning out crazy shit as little kids, and churning out crazy drawing is not as time consuming or restrictive in what you can do in a Doom map. Though it might be worthwhile to point out to people that for something like this it would maybe be a good idea to sketch on paper what they kinda want to do before doing it rather than just going at it and seeing where it takes them. This is down to mapping style/preference though.

Note that while I'm the guy you're replying to I'm not one of the people that bitched about the mapping prompt.
Though I can't do it anyway just cause I already got too much on my plate. Maybe if it drags on another couple of months I can get in on that.

>> No.2741884
File: 37 KB, 1920x1080, Screenshot_Doom_20151017_000950.png [View same] [iqdb] [saucenao] [google] [report]

I think this could work like this.

But now every line of dialog has to be divided up over four lines like this.

>> No.2741891

deadline was originally given as thanksgiving, fwiw.

>> No.2741898

Maybe for the next project, we need to determine a theme that is most lacking in the community and roll with that.

I nominate space.

>> No.2741901

Tabula Rasa is 5 levels and was made by a local /vr/ doomer so you might want to check that one out.

>> No.2741902

Space is everywhere.

You don't even have to go far to see it.

You want a rare level theme? Forests

>> No.2741905

>trees trees trees
>inside a tree
>up a tree
>tree trunk
>tree roots

It seems like you're taking the piss but this is on par with SKELETONS!

>> No.2741913

ya know what theme would actually be good?

pulp fantasy

>> No.2741919

Sometimes, I think that the supposed "good" custom maps of Doom 2 are, while looking great, almost on level with Mario Maker "let's just throw tons of shit at the player".

>> No.2741920

You can do more with forests than that.

Or do you consider space levels to be nothing but blank emptiness?

>> No.2741932


Have you taken a look at ZombieKiller's or Ral22's visual novel system?

>> No.2741941


>> No.2741942

I wasn't even aware someone did something like that. Thanks for the hint.

>> No.2741959

Using GZdoom via wine. How do I open pk3 files with it?

>> No.2741987

>Using GZdoom via wine.
Why would you do that instead of compiling a native build?

>> No.2741993
File: 846 KB, 1280x1790, Doom- Computer and Video Games.jpg [View same] [iqdb] [saucenao] [google] [report]

Just made a server. Shotgan Frenzy won so that's what's happening yo.
Password: rage!
Discord link's earlier in the thread if voice chat's your thing.

>Using GZdoom via wine.
What the fuck why

>> No.2742056

Unless you're implying that every level inside a tree, for example, is inherently the same, I don't see the problem. A less restrictive theme means more focus on the level itself.

And who cares if we get 10 or so different levels that are all inside a tree? Knee Deep in the Dead was 8 levels that all took place in techbases (plus E1M8) and it was great.

>> No.2742098

But trees are too restrictive! I can't do anything with trees except make trees! With this theme I can only use a total of 8 textures and can't deviate in any way, shape, or form because I can't comprehend doing things differently! Trees are too restrictive! REEEEEEEEEEE

In reality, it could be cool with cyber/techno trees and mini adventures in trees or jumping from tree top to tree top/branch to branch, but you get my point; right?

>> No.2742153
File: 1.21 MB, 798x448, shotgun vrenzy.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2742160

How about we go broader still? Like a nature theme? Or, to spell it out, make something that uses these Celtic Shrine textures at least a little: www.doomworld.com/afterglow/textures/zips/celticsh.zip

Or some other texture pack but you get the idea.

>> No.2742234





It all fits in the palette

>> No.2742246

Lakes that reflect light with that wave distortion shader that can go on liquids


Tall grass

>> No.2742267

read >>2741242

>> No.2742309


Yes, I read it. The post I responded to is past it.
My opinion has not changed. It is pretty damn stupid.

>> No.2742314

You are certainly free to make a map require zdoom because you want to use a texture on the floor. But don't expect people to like it. I'm sorry that its "stupid" to you, but that's just how it is.

>> No.2742364


I have. I've made several maps. Some are good, some are bad.
But they're not good or bad because of the engine they use, they're good or bad because of the gameplay. Seriously gauging quality based upon the engine used is farcical at best. I will never judge other maps on any other criteria.

If people want to get upset at my maps because they don't "justify" usage of ZDoom, that's fine by me.

>> No.2742378
File: 42 KB, 300x300, 1421634323570.png [View same] [iqdb] [saucenao] [google] [report]

Hey /vr/ any bros mind helping me install project brutality? The only tutorial I found was one in Spanish. Now I don't speak Spanish so I was hoping for a webm on how to do it? If it isn't too much to ask for. I am fairly new to doom modding.

>> No.2742386

Take project Brutality.
Unpack it.

Run it.

>> No.2742387


A webm shouldn't be needed.
It should only be a matter of dragging the .pk3 onto Zandronum.exe or ZDoom.exe or GZDoom.exe, whichever your source port of choice is.

>> No.2742456

I tried to read the .pdf file step by step and I keep getting a "GAME INFO" error
I don't really understand what's happning

>> No.2742463


You need to provide a little more information, mate.
What .exe are you using? What does the error message say? What's the date at the program titlebar say?

>> No.2742468

>But they're not good or bad because of the engine they use
>Seriously gauging quality based upon the engine used is farcical at best.

The problem here isnt whether they're good enough for the engine. The problem is limiting people's engine choice over something very minor. The map can be very good, but some people still won't like that they are required to use zdoom, for something that otherwise could've been compatible with PrBoom+ for example.

>> No.2742486

What I don't think you're getting is that some people really don't like ZDoom and the way it changes how the game plays (e.g. the blursphere, enemy hitscanner range) or its much lower framerate than PrBoom. From their point of view the extra zdoom features you're using have to be make up for the zdoom shit you're putting them through. If it's just for something you couls work around, like textures, they won't play it or they'll whinge about it. That's the reality.

>> No.2742493

>The problem is limiting people's engine choice over something very minor.

Why is this an issue for maps, but not for gameplay mods?
If early/simple gameplay mods can be replicated in Dehacked, why not convert them to Dehacked so as not to limit the engines people can run it with? If many ZDoom-specific features can be replicated in Zandronum, why not convert it to Zanronum so as not to limit the engines people can run it with?

I'm (mostly) being facetious, of course, but ultimately I think it should be a decision of a developer working with the tools and settings he's familiar with and knows how to use.


No, that I can sympathize with (I don't play a lot of GZDoom-specific mods and mostly stick with Zandronum-compatible stuff), but honestly if someone had to choose between using a source port they hate or not playing my maps, I would really much rather they just not play my map.

Of course, I'm aware this very much places me in the minority, which goes all the way back to >>2740828 and the circle begins again.

>> No.2742514

Script error, "GAMEINFO" line 3:
Expected identifier but got 'true' instead.

That's what I am getting

>> No.2742527


Well with the lack of other information I'm just going to assume your ZDoom is out of date.


Download the one at the top and use it.

>> No.2742538

If they don't like ZDoom they're not gonna like the map regardless of how many features it uses. There's no winning with these people. You make a map that sticks to vanilla gameplay rules but requires ZDoom for a little scripting or maybe some creative texture/flat usage and they hate it because "it doesn't justify being on ZDoom" or "it's full of ZDoomisms" (despite no claims being made about vanilla compatibility). You make a map that goes balls to the wall with 3D floors, slopes, custom actors, heavy scripting, loads of detail, they don't like it because "it's not Doom anymore". They just want to play vanilla and Boom stuff forever. And that's fine. Vanilla and Boom have gotten more high-quality releases in the past couple of years than ZDoom has in the past decade, and you only have even more on the horizon. I'd love to see some nice, relatively simple ZDoom maps that just use a little bit of scripting here and there and maybe have some nice decorative effects or some interesting new enemies to fight. Things like Demons of Problematique 2 or Simplicity. That'd be a refreshing sight after the past few years of nothing but Generic Vanilla Megawad #42928384832029028347.

>> No.2742546

>Why is this an issue for maps, but not for gameplay mods?

The vast majority of the audience behind gameplay mods primarily use (g)zdoom. While I can understand people wanting zdoom mods to work in zandronum for multiplayer, these people tend to also use (g)zdoom for single player anyway.

Maps however have demo recorders as a decent part of their audience. Zdoom is not ideal for demo recording, because it breaks demos with each update. As such, Demo recorders get annoyed when a map requires Zdoom for something very minor, because they feel they are being excluded for no reason.

>> No.2742557

I think this a whole different debate, now.

I wasn't talking about people who hate zdoom. Just people who don't want to have to play zdoom if the wad could've easily not required it.

>> No.2742567



>> No.2742603
File: 12 KB, 342x319, 1413484852285.jpg [View same] [iqdb] [saucenao] [google] [report]

>project brutality
>new to modding

how surprising

>> No.2742695

>inb4 wierd static picture containing whothefuckknows

>> No.2742916

Spook here
Sorry bout that man, I have the hud fixed so it works on all Aspect ratios now. I can link this version now if you want?

>> No.2743291
File: 1.73 MB, 512x321, 1444992407943.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2743336

Hey sorry I forgot to reply man. Thank you for the help you were right my zdoom was out of date I should have noticed it was right in my face. Thank you

>> No.2743587

i don't really have enough for another one but if you insist

>> No.2743590 [DELETED] 
File: 10 KB, 60x60, vrdoom151017.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2743595 [DELETED] 
File: 20 KB, 128x128, vrdoom151018.png [View same] [iqdb] [saucenao] [google] [report]


Don't worry, buddy, I got more than enough to help out.

>> No.2743921

Lol, what a snotty reply

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