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2742563 No.2742563 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2729409
(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.2742564


[10-16] The /newstuff Chronicles #485

[10-15] Quake Live Q&A / developer interview

[10-12] SUAB v0.4 released

[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


To submit news, please reply to this post.

>> No.2742570 [DELETED] 

Doom sucks

>> No.2742574
File: 45 KB, 936x853, doomguy__fuck_yourself__by_danielbenner214-d7e1vzd.png.jpg [View same] [iqdb] [saucenao] [google] [report]

Doing a search for "Doom" on DeviantArt was not a good idea.

>> No.2742576

Doing a search on DeviantArt is never a good idea.

>> No.2742586

haha i think 90% of the time went into the middle finger.

>> No.2742601

How close are you to finishing your map? I really wanna see how it turns out

>> No.2742604

How did your post number skip 15, when there hasnt even been 15 posts since the last one ( in any thread).
Somethings fucky.

>> No.2742605

He should see a doctor about those square elbows.

>> No.2742606

Dubs prevention maybe? Although I thought that didn't work on 00s.

>> No.2742608 [DELETED] 

you forgot your doom babies meme again

>> No.2742613 [DELETED] 

I now have a conspiracy theory that mods have secret hidden threads they posts on boards that only they can see.

>> No.2742614

Even if you skip the dubs, archive says we're missing a bunch of numbers.

>> No.2742619 [DELETED] 
File: 10 KB, 817x345, Screenshot 2015-10-17 02.44.16.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2742620


>> No.2742626

>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
i cheerfully admit to this. if i must suffer using zdoom, it had better be worth it. (i will point to DRLA as something that is "worth it".)

>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
if you make a map could you make this clear in the text file or announcement post, to avoid frustration? thanks in advance.

>> No.2742645
File: 238 KB, 848x1168, the_quest_of_three[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Bullshit, doing a search for Hexen got me this awesome art.

>> No.2742681

its great how the poeple who care enough to make art for hexen actually put effort into it
Just like Hexen on pixiv

>> No.2742694
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google] [report]


That's some cool shit

>> No.2742697

>Doing a search for "Doom" on DeviantArt was not a good idea.

I don't know who would even stand doing a dA search looking for Doom art

(I just did, and holy crap the things I've seen)

>> No.2742707

That sounds neat.

But are there easily editable resources?

>> No.2742709

10 bucks top 10 pics in there are project brutality/brutal doom sonichu levels of fanart.

>> No.2742712


Nha, that ain't precisely the matter at hand.

There's a lot of stuff in the "Doom"; in fact, the top 10 pictures include Dr. Doom, the rapper named MF Doom and other assorted art. Only a single picture of a Doom 3 Doomguy fan art

The kind of stuff you think it might show up doing a search is actually in the "recent" section

>> No.2742714
File: 41 KB, 500x500, tumblr_nwbj0swVQu1szcxzqo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]


somewhat related, some bitchin DG cosplay the goddamn doomguy reblogged on his tmblr' a few hours ago

>> No.2742718

>I don't know who would even stand doing a dA search looking for Doom art

I'm fairly sure that's what imx-doomer does on a regular basis. Otherwise I can't explain how he manages to find different stuff to post every single day


There is, the problem is that most of those resources are a little bit hard to find and compile; there's a good bunch of obscure games with textures that I've never seen them being used by the Doom community (and they should)

>> No.2742724

Games and resources like? How do you even extract textures from those games?

Afterglow is the closest to a resource site when it comes to textures, but those are are all similar to what you now from id. And I'm looking for a more modern urban sort of texture deal, since I wanted to make a 1024x1024 map set on a floor of an apartment complex.

>> No.2742727


you can try your luck by looking at the resources forum in the zdoom forums every now and then. i know of a couple of resource threads with a good bunch of texture rips from other games

>> No.2742730

So forum diving them. A shame no one went through the trouble of centralizing the resources by building an archive. Or did someone?

>> No.2742858
File: 525 KB, 1024x769, baronofhelltextured_by_dmalenfant1-d6vjply.png [View same] [iqdb] [saucenao] [google] [report]

it was a very good idea for me

>> No.2742864
File: 61 KB, 640x480, 11140039_781944368588036_8265320590886403162_n.jpg [View same] [iqdb] [saucenao] [google] [report]

There's so few good Doom cosplays.

>> No.2742867


I totally expect the new game to boost the interest in Doom cosplaying

>> No.2742890

How do I git gud /vr/?
playing a shooter with a keyboard and no mouse is weird

>> No.2742893

you can play vanilla doom with a mouse, no need to handicap yourself

romero played with a mouse didn't he

>> No.2742897

you can change the controls and such in DosBox to have more modern controls

>> No.2742909

"are you not entertained? is this not why you are here?"

>> No.2742920

Reposting this here because I didn't realize there was a new thread. Whoops

>> No.2742926


>> No.2742951
File: 373 KB, 1280x720, Screenshot_Doom_20151017_084202.png [View same] [iqdb] [saucenao] [google] [report]


What a map, not for early morning Dooming.

>> No.2742972



>> No.2742985

practise practise practise.

or just use the mouse like everyone else.

but either way, practise practise practise.


it's worth noting there are a few extremely talented keyboard-only players. for example:





>> No.2742992

please go ahead and post the link. i'm not sure why it's even a question. :)

>> No.2743012

I haven't really done all I wanted to do, sorta why I wanted to hold off, but okay then.


>> No.2743037

>I haven't really done all I wanted to do, sorta why I wanted to hold off
i think you should have said this before. "i have fixed the hud but i would prefer to finish some other things before uploading a new version. please say if you really need the fixed hud or can wait for a bit". without any other stated reason for withholding the link, it came off as a desire for an ego massage by having someone ask for the link explicitly.

>> No.2743040

Yeah I know. I'm a bit on the tired side, sorry about that.

>> No.2743058

Doom had native mouse support.

You couldn't look up or down, but you could turn, and that makes shit so much easier.

>> No.2743080


I forgot to mention, the Ammo hud's moved to the Strife ammo/weapon hud, so you'll need to bind a key for it.

>> No.2743195

>it came off as a desire for an ego massage by having someone ask for the link explicitly.

Asking for a link is an "ego massage"?
You're weird, dude.

>> No.2743201

we're on 4chan, where the very concept of having a name is an ego massage or grab for attention

>> No.2743257

>if you make a map could you make this clear in the text file or announcement post, to avoid frustration? thanks in advance.

Okay. I will continue to specify them, as I always have, as "for ZDoom". If you don't like ZDoom, I trust you to not download it and have to deal with it.

>> No.2743301


Anyone have the link of a video of this gif with some funky music playing in the background?

>> No.2743303

Just use GIFSound and mash in "Stayin' Alive", really

>> No.2743317
File: 1.17 MB, 1366x768, Screenshot_Doom_20151016_155209.png [View same] [iqdb] [saucenao] [google] [report]

where were you at autism-fest a.k.a "prop hunt"?

>> No.2743318

why is a 2 hour short map made by an anon in news? (soz, been away)

Wouldn't it be better if /vr/ made about 2 hour map collection again?

>> No.2743320
File: 27 KB, 400x300, gfs_42647_2_6.jpg [View same] [iqdb] [saucenao] [google] [report]


Some textures I ripped from the PC version of Nightmare Creatures and a bunch I dumped from the N64 version until the emulator crashed from some sort of RAM error.

It's like a Bloodborne setting.


>> No.2743341


No it was like some kind of techno music or something.

>> No.2743349

How does the ripping process work? Do you just have it dumped from your RAM?

>> No.2743350

i try to put any and all anon map/mod releases in the news post to encourage creators and promote their works.

>> No.2743352


I know what video you're talking about.
On my phone atm though, will post once I'm home, if nobody else gets it.

>> No.2743356

The N64 one uses a custom video plugin that dumps all loaded textures in 64px squares, the PC one I went in with TiledGGD and spent a few hours looking for a palette, the textures (and figuring out that it was 4-bit and not 8-bit), and then figuring out which of the hundred or so 16-colour palettes were right.

>> No.2743359

Oh, that reminds me.

Last year, before I lost interest, I tried recreating the first Venice level of Tomb Raider 2. The textures are freely available, but it was the scale that was giving me problems. The feeling regarding size in the level felt off.

>> No.2743412

I'm probably late to the party here, but I just cloned the demonsteele git and made the demonsteele.pk3, the demonsteele-ssh pk3, and the jukebox pk3. Upon running them, in both gzdoom stable and a recent gzdoom git version, it seems that on the first map of a set a skeleton pops up immediately after loading, but only with Hae-Lin. Even in Ultimate Doom. The hell?

On a related note, kind of wondering why there's no makefile or batch file options for building the jukebox pk3.

>> No.2743424

what do you have on autoload

>> No.2743425

you have something in your skins folder which demonsteele is not compatible with. please remove it to continue.

>> No.2743426
File: 176 KB, 500x375, venice2.jpg [View same] [iqdb] [saucenao] [google] [report]

Judging by screenshots of Tomb Raider 2 and some textures from TRSearch, they're supposed to be seen larger than they would in Doom.

In Doom the player is 56 tall, but these 64 pixel textures are taller than Laura in TR2.

Work out the ratio of Player Height to Texture Height in TR2 and then apply it to Doom.

>> No.2743431

By 56 do you mean the height of the complete player object or the view height which would be slightly lower?

>> No.2743440

view height is 41

>> No.2743445


I have various old skins and a cross-hairs file. That's it; my autoexec headers are all empty. Moving my skins folder away as a test still causes this behaviour.

W_Init: Init WADfiles.
adding ./gzdoom.pk3, 608 lumps
adding doom2.wad, 2956 lumps
adding /home/anon/.zdoom/brightmaps.pk3, 499 lumps
adding /home/anon/.zdoom/lights.pk3, 4 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-DemonSteele.pk3, 5591 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-DemonSteele-ssh.pk3, 2 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-MetalJukebox.pk3, 340 lumps

I am definitely not trying to load any BD assets.

>> No.2743447
File: 2.32 MB, 1600x900, 14v7lmd.png [View same] [iqdb] [saucenao] [google] [report]


Hey good luck man!

I tried to create a Tomb Raider 1 DOOM wad, with maps based on the level concepts instead of directly transferring them. But I had to scale every texture, as your problem is, and it was too demotivating to continue.

>> No.2743453

then i'm afraid i don't know. sorry i couldln't be of more assistance.

>> No.2743463
File: 880 KB, 1920x1080, Screenshot_Doom_20140511_230951.png [View same] [iqdb] [saucenao] [google] [report]


Oh sorry, misread. Still... one day we have a Tomb Raider DOOM wad

I would've completed a Dungeon Keeper DOOM wad, I had the sprites of the monsters/heroes and sound files, but not the dungeon textures, I couldn't get them anywhere!

>> No.2743467
File: 551 KB, 1920x1080, Screenshot_Doom_20151017_194912.png [View same] [iqdb] [saucenao] [google] [report]

just dumping various TR bits

>> No.2743472
File: 572 KB, 1920x1080, Screenshot_Doom_20151017_195257.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2743475
File: 415 KB, 1920x1080, Screenshot_Doom_20151017_195324.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2743480
File: 553 KB, 1920x1080, Screenshot_Doom_20151017_195347.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2743483


SSH has been integrated into the main branch of DemonSteele, and no longer requires separately loading alongside. Loading both at once may slightly break things.
Please try just DemonSteele by itself and let me know if the issue's still occuring--I'm worried loading both may have slightly futzed your cvars now.

>On a related note, kind of wondering why there's no makefile or batch file options for building the jukebox pk3.

There doesn't need to be, really.
There's nothing really different on the git builds that aren't in the release builds.

>> No.2743485
File: 415 KB, 1920x1080, Screenshot_Doom_20151017_195424.png [View same] [iqdb] [saucenao] [google] [report]

tis it.

Still, I loved a lot of the TR textures, and might re-use some of them (or recopy) for other projects

>> No.2743487


>> No.2743493

NHB I get the same Revenant spawn with Hae-Lin.

GZDoom.exe lights.pk3 Folded1000Times\pk3 Folded1000Times\metal-jukebox-pk3 gz-qtilt.pk3


I assume everything from DemonSteele is dst_

>> No.2743496


Yeah, that's me. I actually found a Minecraft video of someone who HAD the DK1 textures I needed for his project, but he wouldn't answer so... no luck there :(
Even if I had them now, I think that time has passed. Although, you may never know

>> No.2743501

Did you run the programs from cmd so that if there's an error it stays up instead of going away immediately?

>> No.2743509


I can't even remember what I did before, even if that post could lead me there. Thanks for the help, but I'm not going down that route right now.

>> No.2743510

didn't someone already make a TR inspired doom wad?
i remember that you'd start with akimbo pistols that shot like a mcahinegun

>> No.2743512


There was "Tomb Doom", which may have had double pistols. But it was a wad inspired by TR instead of a direct translation of TR to DOOM.

>> No.2743516

I noticed ssh only has 2 txt files, but I did try running it without it and got the same result.

> There's nothing really different on the git builds that aren't in the release builds.

I'm not sure I follow, unless there's some other place the file is being hosted that I missed. The directions on the github page point to running the batch or make file. Last I tried, I don't think it built the jukebox on Windows using said file, and the makefile definitely doesn't.

Writing the above made me realise the culprit -- it appears to be the jukebox pk3. Running without that produces no skeletons.

>> No.2743524

These all look pretty good and on point too. If you aren't going to do anything with them then possibly slap on an ending/some endings to the level/s and I'd play that shit.

Looks good anon.

>> No.2743525
File: 67 KB, 312x312, 687474703a2f2f32342e6d656469612e74756d626c722e636f6d2f35383832633663393333336638366630653839643032353631336561316364652f74756d626c725f6d6f727166624a38574f31737767667a766f315f3430302e676966.gif [View same] [iqdb] [saucenao] [google] [report]


Well, that's interesting. Did a check in Zandro and GZDoom--works fine in Zandro, in GZDoom it spawns a li'l Revenant.
What's happening is that on load, DemonSteele does a check to see what's being loaded by spawning specific items within specific wads, which lasts for one tic and then removes it afterwards.
For some reason, in newer ZDoom/GZDoom builds, Thing_Remove isn't activating, so this item...isn't being removed.

Hm. I'll have to redo the code.
Thank you very much for bringing it to my attention, I was completely unaware of this.

>I'm not sure I follow, unless there's some other place the file is being hosted that I missed.

Ah, I'm a dumbass, I completely forgot to take that into account. There's probably people that are getting the files solely off the git page.

I'll throw up a compile for the jukebox later today, thank you.

>> No.2743526


It's not worth to finish the maps, I wouldn't feel happy with a rushed version.

I might be working on a better project, but its a difficult moment right now, I don't know if I want to go through with it due to busyness

>> No.2743535

i need a wad with new creative demons, the level of what doom 2 did to ultimate doom.

not realmshit

>> No.2743540


good luck

>> No.2743541

>in newer ZDoom/GZDoom builds, Thing_Remove isn't activating
sounds like a bug in zdoom

>> No.2743542


does it not exist?

>> No.2743543


You can run a directory like a PK3 so you don't need to compile DemonSteele etc over and over

>> No.2743547

The only thing that monsters from Realm667 have in common is "overuse".

The Doom 2 monsters are realmshit.

>> No.2743551


doom 2 monsters are highly-detailed original additions to the gameplay that adds new dimensions to map design. Realmshit is dupeskins "lets spam plasma balls everywhere"

>> No.2743552


Glad I was able to help. Not that it matters any more since you're merging ssh anyway, but the build command for it didn't seem to work -- it complained of a duplicate file-name. Changing "*.* *" to just "*" fixed that.

> I'll throw up a compile for the jukebox later today, thank you.

Do you mean just a compiled version, or also an option in the batch/make file to build it? Not to complain, it's a trivial thing to zip it up by hand, but it just seems like a nice convenience to have it.

>> No.2743560


A single monster's frames would be (at minimum) four frames for walking, one for pain, three for attacking (let's combine melee and ranged together into a single set of frames), at five rotations each.
At one rotation, death would...well, let's be generous and say you can somehow get a death animation for five frames.
That's 45 brand new, unique sprites for one single monster.

A wad with new, creative demons (as in multiple) would have no chance of being its own unique thing for long, and I can guarantee the sprites would be plundered and distributed around--quite likely for Realm667 usage as well.

For perfect demonstration of this, see the Flesh Wizard and Maephisto enemies.

>> No.2743564


Well it didn't have to be many monsters, just a few, even 1!
There must be one over 18 years of wadding

>> No.2743593
File: 9 KB, 250x140, Maephisto.png [View same] [iqdb] [saucenao] [google] [report]

this thing? i've never seen it in a wad, which is good because frankly it looks rubbish

>> No.2743597


not even fully original
Duke 3d boss legs

>> No.2743604

I have seen this in a wad.

I think it was used in a custom faction in zdoom wars

>> No.2743615

I expect doomguy to make an appearance in mortal kombat XI

>> No.2743616

>There must be one over 18 years of wadding

There are, but you already dismissed most of them as "realmshit." If you don't want what you want then why do you want it? It's already there, there's good monsters, and a lot of them have been used (quite successfully) as bases for other monsters. If you're going to just dismiss it all as "realmshit" then you should just play Adventures of Square.

You little shit.

>> No.2743625


I didn't dismiss them all, I just said no realmshit, as hopes to filter the choice. So instead of being helpful and posting example wads to try out you rather be all mad over a valid question.

>> No.2743626


Well this is weird.
Apparently the video was taken off YouTube. I was searching for my comments on it, but everywhere leads to a broken video link.

What a shame.

>> No.2743628

what about freedoom, that has a lot of good sprites these days

>> No.2743629


Do you at least know the name of the song at all?

>> No.2743640


"Falcon Punch" by Razihel.

>> No.2743651


fuck you square is amazing

>> No.2743653
File: 499 KB, 267x200, His+name+is+doomguy+and+he+likes+to+rip+and+_6c93bc99ee0acd635dc2d81165b37892.gif [View same] [iqdb] [saucenao] [google] [report]


Thanks m80

>> No.2743659

>But I had to scale every texture
If you use UDMF you can set that in the map editor rather than having to do it manually to the files.

>> No.2743660

>implying that doesn't look like shit

>> No.2743661

The r667 monsters have a bunch that look pretty solid, which is really all you need, since you can change monster behavior pretty easily.

It's just that hardly anyone ever codes them to do anything different than how they come so it gets repetitive.

>> No.2743668

The pain elemental has a blursphere for an eye, gimme a break.

Man it up or create new original monsters from scratch

>> No.2743709
File: 2.31 MB, 2047x766, DM Codex, DDOM Sepukku Gorge.png [View same] [iqdb] [saucenao] [google] [report]


Hey /v/, since September 28th 2010, I've been hosting servers for UT99 and UT2004, and now I host Jedi Knight III: Jedi Academy with JK2 maps as well.
My User Name: InspecktahDeck - Steam Group Name: Speck's Unreal /V/idya. You don’t need the steam version to play, but having steam lets you receive announcements when we play. Discussion boards are now on the group page for users to discuss the games, servers, or suggest tweaks/changes, with some other fun stuff. If you have any problems joining, please post them in the thread, or steam group.


>> No.2743712
File: 1.59 MB, 1019x1145, DM KGalleon, CTF Grassy Knoll.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2743714
File: 5 KB, 385x492, 1445119752.png [View same] [iqdb] [saucenao] [google] [report]

not really seeing it, to be honest...

>> No.2743716

i mean there's a vague resemblance but it's not enough to be certain, unlike the mancubus in the megasphere which is obvious

>> No.2743719


It's either the alpha blursphere or one of its frames, but it is in fact the eye of the pain elemental

>> No.2743720

Hosted in the US, right?

>> No.2743724


It is also a recolor of it.

The invulnerability sphere has the alpha lost soul inside of it, the cacodemon has a switch for an eye too.

>> No.2743726


Yep, East Coast US. We've got regular players from all over the globe though, so ping isn't a huge deal for some people.

>> No.2743730

I could try, if I get home on time.
Just full on DM, right?

>> No.2743749


All gametypes, all maps enabled. A few custom maps here and there too, but not a ton. They rotateo ff every now and then.

Sorry I was in a few matches. We had a slow night tonight because I hadn't hosted in a week since my schedule varies and I can work up to 50 hours a week sometimes, but we generally get at least ten or so people over the course of a few hours. I'm leaving early to go watch the Mets game.

Server's still up if you wanted to connect later and test it out though

>> No.2743784
File: 50 KB, 640x480, Betainvis.png [View same] [iqdb] [saucenao] [google] [report]

The beta partial invis had reversed colours, with a red iris instead of blue.

>> No.2743821

I saw some guy worked on the port of the Wolf3D on the Megadrive, so what's your opinion - could Megadrive alone handle Doom?

>> No.2743854
File: 18 KB, 200x200, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2743864
File: 28 KB, 600x700, keep-calm-and-bring-the-bfg-9000.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2743868

>could Megadrive alone handle Doom?

Nope, unless its a Wolf3D skin mod with very simplified levels and much fewer monsters.

>> No.2744015

These links work fine here.

>> No.2744029

where the fuck did he imply that, everyone is well aware it looks like shit but thanks for playing.

>> No.2744079
File: 3.96 MB, 4864x3648, DSC03211.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2744118

i wonder how would have psx/64 doom looked back then when I still had my CRT.

>> No.2744257

What are some good zdoom maps that don't use any of its map format features, and merely relies on allowing you to jump/crouch, or bugfixes?

>> No.2744258

Eviltech is pretty fun. Plays by vanilla rules, just contains ZDoomisms.

>> No.2744274

IIRC, the author fixed those zdoomisms, though.

>> No.2744296

NHB i'd like to clarify that an essential difference between a portism and just "using port features" is the author's intention. portisms are unintentional source port dependencies caused by ignorance and/or improper testing. deliberately building a map to require jump/crouch/freelook to finish does not count.

>> No.2744315

Yeah this. I want maps that are deliberately made for zdoom, despite using only a bare minimum of its available features.

>> No.2744380

Restoring Deimos, then. This one got flak all around because it's for ZDoom, but also includes a script to break gameplay mods. I found it fairly enjoyable to play though, and the ACS sources are included so it's a simple matter to remove the script.

>> No.2744398


Fuck it. At this point someone will find the actual porn movie the guys from id played in the office to distract Carmack back in the day; and I won't be surprised in a single way.

>> No.2744486
File: 3.25 MB, 5312x2988, 20151018_033042.jpg [View same] [iqdb] [saucenao] [google] [report]

This hard ass game I swear..

>> No.2744489
File: 40 KB, 400x273, image.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2744545

i guss that explains why one of these faces was in a few other games (likeone of the first TES)

>> No.2744547 [DELETED] 

>(3.25 MB, 5312x2988)
showing off your new phone camera? this image is pointlessly and idiotically large.

>> No.2744549


congrats, your post is exactly what he wanted

>> No.2744554 [DELETED] 

fine, whatever.

>> No.2744579

Beyond reality has that chum and OH BOY
>Homing lasers
>sometimes just shoots more lasers, not homing.
>Big lazor of instagibness

>> No.2744582
File: 13 KB, 640x480, Screenshot_Doom_20151018_040624.png [View same] [iqdb] [saucenao] [google] [report]

I would have spent the rest of my life without knowing dying twice at the same time is possible had I not played Vanguard ever


>> No.2744586

didn't that artist chick make fanart of this guy

>> No.2744654
File: 109 KB, 640x794, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best way to play Rise of the Triad these days? Is there a good sourceport or is Dosbox my best bet?

>> No.2744658

Are those nipples on his horns

>> No.2744673

WinROTT exists, but it's shit. I believe ECWolf plans to support ROTT, but it's not implemented yet.

Honestly you're probably better off playing the Return of the Triad ZDoom TC instead, it's a far better experience than the original game.

>> No.2744696
File: 879 KB, 1024x768, Tomb2 2015-10-18 12-07-11-59.png [View same] [iqdb] [saucenao] [google] [report]

I guess I could try to find out the ratio with this. Assuming the texture is in fact square. But even then a total translation would be tricky because...

>> No.2744703
File: 985 KB, 1024x768, Tomb2 2015-10-18 12-08-20-27.png [View same] [iqdb] [saucenao] [google] [report]

CORE didn't apply their textures uniformly on walls. As you can see here, the lower parts are squashed. The only way to emulate that is annoying patchwork. Which is why I figure that maybe making original levels as >>2743447 wanted to would be easier.

>> No.2744705

>CORE didn't apply their textures uniformly on walls. As you can see here, the lower parts are squashed
that's really weird and i don't think you need to emulate it

>> No.2744707

Eh, I only wanted to port/translate the level to familiarize myself more with level editing and creation. It already was tedious looking up the layout for the level. And I'm not really in the mood to start up ye olde TR level editor. I don't even know whether the thing loads maps from before TR4.

That the textures are squashed might be to add the illusion of a little bit of variety? The grate window to the right is also stretched from it's 64x64 texture.

>> No.2744897


>> No.2745112

Probably some sort of engine limitation, like it can only load textures in 64x64 chunks, so they just stretched it to whatever they really wanted.

>> No.2745183

Question for DECORATE folks here

Is there a way to remove armor from DOOMGUY from an item pick up? I can't seem to find a way.

Also whats a good way to creating an surrounding AoE damage attack from an enemy, without hurting/being blocked by monsters?
The attack is slime, so bonus points if anyone knows how to get this "damage" immune through Radiation Suit

>> No.2745198

Does anyone else remember playing CyClones?
I have a copy of it on CD ROM but I can't figure out DOS BOX because I'm an idiot

>> No.2745208

Look into D-Fend Reloaded. It's a DOSbox frontend that's all nice and UI-ey.

>> No.2745230

I must be a fucking idiot if I can't figure this out

>> No.2745235

For something like a window that needs to be something like 64x128, you can split it up into multiple linedefs/sectors and assign the same 64x64 texture to each one, as Doom cannot stretch textures. However, if you use the UDMF map format, there are linedef specials to scale textures/flats, but, and I could be wrong, that may only have a visible effect on slopes.

Also, Doom doesn't really handle realistic sizes and proportions well. Linguica says a general rule of thumb is: 16 horizontal map units or 10 vertical map units, is a close approximation to 1 foot. In addition, you can change the size of the Player in DECORATE, with the Radius and Height properties, and change the Player.ViewHeight accordingly (by default, it is 41).

>> No.2745240

UDMF can cheerfully rescale textures, GZDoom Builder has nice UI elements for it.

>> No.2745261

>For something like a window that needs to be something like 64x128, you can split it up into multiple linedefs/sectors and assign the same 64x64 texture to each one

Huh? The window would be on a single linedef then, how would you divide it up?

>> No.2745264

you can have linedefs that share vertices, though it makes editing fiddly

>> No.2745321

Sorry, I still don't get it. The only method I know is to lower the ceiling, raise the floor until they meet and then adjust scale and off set of the upper and lower textures of the linedef according. But dividing a linedef horizontally?

>> No.2745325
File: 412 KB, 1340x932, 1443539360636.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2745351
File: 98 KB, 640x480, 1445203595.png [View same] [iqdb] [saucenao] [google] [report]

i mean you can superimpose two-sided linedefs with middle textures on them.


in this map i have two linedefs with floating middle textures at different heights superimposed a single unit in front of the light pillar.

you can even superimpose floating middle textures on top of single-sided lines but i couldn't get that to work. they failed to display. i think it's dependent on linedef number ordering or how the node builder chooses to build the map.

>> No.2745357

Is there a website that can help me with map making tips? It never feels right playing

I've seen Romero's 10 tips.

>> No.2745359 [DELETED] 
File: 467 KB, 1024x724, doomguy_and_twilight_by_providedduck-d94xz7g.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2745365 [DELETED] 

hahaha i just noticed the chest emblem
and doomguy looks quite annoyed, now i come to examine his expression more closely
that picture's just got a lot more funny to me

>> No.2745369


>> No.2745389

I think see what you meant with fiddly editing. If I drag the linedef with the windows, they get unified into one linedef with the top one becoming the middle back texture of the lower one.

>> No.2745390
File: 903 KB, 1024x768, 1430357778709.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2745391

You already know the rules..... BECAUSE THERE AREN'T ANY!!!!!

>> No.2745393
File: 1 KB, 37x60, brnye0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2745401
File: 45 KB, 176x176, Untitled-2-2.png [View same] [iqdb] [saucenao] [google] [report]

>Is there a way to remove armor from DOOMGUY from an item pick up? I can't seem to find a way.

CustomInventory that does A_TakeInventory of armor on pickup state.

>Also whats a good way to creating an surrounding AoE damage attack from an enemy, without hurting/being blocked by monsters?

A_Explode, with DamageType "benis" on the explosion and DamageFactor "benis", 0.0 on the monsters. This will prevent them from being hurt by it.

>The attack is slime, so bonus points if anyone knows how to get this "damage" immune through Radiation Suit

Then just use DamageType "Slime" and DamageFactor "Slime" instead.

>> No.2745430


1. I thought about that about armor, but should I remove 999999 type of armor, to make sure every bit is removed?

2. That's what I currently do, but A-Explode effects unlimited height, I need it a ground only.

3. Damagetype slime doesn't work me, I tried it. Is there a way to add "damage factor" to the radition suit pickup?

>> No.2745437

I like it

>> No.2745460

>That's what I currently do, but A-Explode effects unlimited height, I need it a ground only.

this is a dmflag
turn it off

>> No.2745474


ok thanks
how about radiation suit dmg prevent?

>> No.2745560

I likely have no idea what I'm talking about, but try making a powerup that inherits PowerIronFeet and add 'DamageFactor "Slime", 0.0' to it, then set this new powerup to your RadSuit's Powerup.Type?

>> No.2745713

Two questions, /vr/ friends!

One: What would be the best way to play Marathon these days? I am at a slight loss - did some checking around and was directed to Basilisk II, which is an older Mac emu. Needless to say, I had no luck with it.

Two: Is there is viable and decent DooM port to Windows Phone? I know it is probably sacrilege, but ever since my Dingoo A320 went tits up, I have lost the ability to play DooM on the go, or on the shitter.

Many thanks!

>> No.2745721

play with a mouse dimwit

>> No.2745751

AlephOne is the marathon source port, i think
it's not really good, but you have no choice

>> No.2745757

>One: What would be the best way to play Marathon these days?

Aleph One. It's a bad source port, but it's the only one really available.

>Two: Is there is viable and decent DooM port to Windows Phone?

Short answer: No.

>> No.2745759
File: 315 KB, 1366x768, Screenshot_Doom_whitemare2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2745785

Is there an editable wad that implements Unreal-style dodging? I could only find this: http://forum.zdoom.org/viewtopic.php?f=19&t=25616&start=195#p539479 and it's almost entirely compiled ACS.
I could base off the dodging ability in DemonSteele, but it's not done by double-tapping a direction and I don't think TerminusEst would want stuff from DemonSteele being used elsewhere.

>> No.2745796

You could always try getting in contact with Ijon about that to see if he still has the source available and willing to put it on github or something or could contact Term to see what his thoughts are on using code from his projects.

I'm betting if anything, he'll be okay with it as long as you make a note of it when you release whatever you're working on.

>> No.2745808

>and I don't think TerminusEst would want stuff from DemonSteele being used elsewhere.

I wouldn't mind.
Give me a bit and I'll upload a version that's a double-tap for you to prod with.

>> No.2745838

your movespeed would have to be a fair bit slower to make it actually have an use i think
how does demonsteele normally do dodges? dodge key + direction? cuz that's an option in the latest ut

>> No.2745851

anyone know how to make pk sounds work with brutal doom? I prefer the animations and blood and shit, sue me. but only some sounds actually replace (like pistol) but shotgun and plasma don't work. especially the shotgun, its that shitty loud edgy cling sound thats so fucking horrible

>> No.2745856
File: 60 KB, 1280x719, what.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I fix this? I got the same problem on another map but I still don't know if it is some align problem or something else.

>Chocolate Doom; vanilla compat.

It works fine on any other sourceport.

>> No.2745860



Here you go, you've got three options to play with.
The first .pk3 is a dramatically neutered Parkmore by ijon to provide only dodging.
The second .pk3 is the aforementioned dramatically-neutered Parkmore in an old old old version of DemonSteele.
The third .pk3 is an attempt to snip out ijoncode and create my own variation. It's very brute-force in execution and could easily be made more efficient, but it's there.

Ijon generally doesn't care what you do with his code, but if you want to get in contact with him to doublecheck, you can catch him here:

Have a funs.

>> No.2745876

Oh gosh wow thank you! I was expecting a "I'm fine with it", not all this generosity. This is really really helpful, thank you very much.

I'm planning on having movespeed be slower, and dodging be the equivalent of Doomguy's straferun speed to keep maps playable.

Definitely crediting if I manage to get into a state worthy of release.

>> No.2745917

>>2745876 (me)
Seems that Parkmore causes a lot of errors ("GZDoom doesn't support execution of console commands from scripts") and doesn't work at all in Zdoom ("Unknown P-Code 134 in script 351"), but your lessold version of Demonsteele seems cleaner as it works in both with no errors, so I'll work off that, as brute-force as it apparently is. Thanks!

>> No.2745938

Anyone else somewhat disappointed in the full version of 50 Monsters? I mean, the maps themselves aren't bad, but I don't like that it now uses monsters and textures from Valiant. The original 10 level demo felt more like its own thing.

>> No.2745957

are there any good wads and mods that would be great for a 10 man lan party?

>> No.2745989

>the vaginormous red wall of errors in DRLA 1.03
holy fucking shit.

>> No.2745997

ah shit wait false alarm, turns out my file was corrupt for some damn reason

>> No.2746000


Goddamit Mark

>> No.2746012


Water is wet, fire is hot, the sun is bright, Mark says stupid things; just accept it and move on.

>> No.2746016

First part of the first post isn't unreasonable

>> No.2746018

I was wondering what was taking the update for BD so long. Guess that explains it.

>> No.2746026
File: 24 KB, 214x240, 1368065540223.gif [View same] [iqdb] [saucenao] [google] [report]


Consider the following:
If to enjoy a mod you have to turn off all of the advertised and proudly-touted features (and classic mode still has a broken BFG, with the 20b fix nowhere in sight), then you probably don't actually enjoy the mod.

Not that I'm on board with the "Brutal Doom is literally Satan", but "it's optional!" isn't really that good a defense.

Using "you" as a catch-all, not specifically saying you.

>> No.2746039

that's the so called tutti fruitti effect. i think you're getting it because of some combination of a texture of height not 128 being allowed to tile vertically and the linedef having the lower unpegging flag set. so it might go away if you fiddle with the pegging flags but then again it might not. i am not sure exactly.

>> No.2746057
File: 17 KB, 320x200, 1445234991.png [View same] [iqdb] [saucenao] [google] [report]

>>2746039 (me)
it seems cratiny cannot tile vertically in vanilla, regardless of lower unpegging flag.


http://doomwiki.org/wiki/Tutti-frutti_effect (case 1)

>> No.2746072
File: 17 KB, 320x200, 1445236220.png [View same] [iqdb] [saucenao] [google] [report]

>>2746057 (me)
it seems i was thinking of the case where a short texture does not tile, but still shows tutti fruitti because its linedefs are lower unpegged.


>> No.2746146

no it doesn't, those two posts don't say anything about the next update.

>> No.2746270

Im looking for a wad that uses unused DOOM beta features, like the ones Romero posted on his blog a while ago

>> No.2746310
File: 2.65 MB, 1440x1080, RetroArch-1019-074120.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2746315

I like this
how do you do it

>> No.2746347
File: 2.86 MB, 1440x1080, RetroArch-1019-083858.png [View same] [iqdb] [saucenao] [google] [report]


It's Doom PSX running with a CRT Shader in RetroArch. The shader is meant to replicate a poor quality tv. I think it does some nice stuff, and would like to see a version with better colors and clarity. It's the only one that really looks like a shadow mask, albeit not a great one.

It's interesting, but I don't consider it much more than an experiment.

>> No.2746362



If you want to try it.

>> No.2746381 [DELETED] 



>> No.2746389

What more could they possibly tell us without ruining all the fun?
Story is a no go, they revealed new guns and 2 alt fires for each, they let people play MP at Quakecon, they are having a closed alpha and then an open beta
Calm your tits

>> No.2746416

Is RetroArch the only program that can use these shaders? I know GZDoom's got some GLSL shader support, but I've got no clue how that works.

>> No.2746530

I'm willing to wait for a demo before I make a judgment, and even then I'm willing to try playing the full game for a bit.

I played the demo for Duke Nukem Forever and I hated it. I didn't play the full game until this weekend and it's not -good-, Jesus Christ the game frustrates me so much, but it's certainly BETTER than the demo.

The 2 weapon limit is a shit sandwich though, you can't have classic FPS weapons like these and then only be allowed to carry two of them, with limited ammo, it feels obvious these weapons were meant to be carried in all together as you found them, like in 3D, but you don't.
If I had an assault rifle which I could take aimed shots with by using ironsights, and it actually had realistic power for an assault rifle, while at the same time it can be used for spray and pray, that would make 2 weapon limit a LOT more excusable (but not fully), but DNF has no such weapons.

Duke Nukem 3D had great weapons, but imagine if the game only let you carry two of them at once, without really balancing the weapons for this, shit would get frustrating in a hurry.

For a shooter that's meant to be aiming towards Balls To The Walls like a Duke Nukem game, you MUST be able to carry at the very least four weapons to allow the player to have more balance and variation in their arsenal. Every single fight is just frustrating and I have more fun messing around with the environment than the fighting.

Randy Pitchford says that it was the only way for console compatibility, meanwhile, any good FPS or port of an FPS on consoles uses the D-Pad as a weaponwheel, because they're not retards.

Doom 4 lets you carry like what, 8 weapons, and selectable in a weapon wheel.
Fuck, the Megaton port of Duke 3D on the PS3 controls and plays much better than Duke Nukem Forever does on the same console.

>> No.2746537 [DELETED] 

*Royally fucks up video game*

It's for console compatibility :)

>> No.2746660

i hate gun limits even in DRLA , whatever number you pick makes me wish you had more going back to DRLA, maybe having a class that lets you carry more guns would be a great idea

>> No.2746683

While I don't necessarily like Brutal Doom, it has brought a lot of fresh blood/new people into the Doom scene. Though I loathe it when they talk about BD like it's the only good mod out there

>> No.2746721

I like BD. The attitude you speak of, however, is fucking infuriating.

>> No.2746735

DNF wasn't fucked because of consoles, it was fucked because of it's development being a fucking disaster.

Having a 2 weapon limit was probably more the result of Gearbox being lazy fucks than it had to do with consoles, many console FPS's allow you to carry more than two weapons, way more, without issue.
Modern console ports of classic Doom has you select weapons with the D-Pad.
Orange Box for the PS3 was a -fucking terrible- port but it still let you have all weapons with a wheel on the D-pad like that.

Hell, Rage had a lot of flaws, but you could carry all the guns you wanted, with four weapons being quick selectable in a weapon-wheel.

What makes me the angriest is that they actually DID make an official patch to allow you to carry four weapons for Duke Nukem Forever, BUT they didn't put this out for consoles, so I'm totally fucked on that part.
Thanks Randy, you fat piece of shit, I hope you step on a Lego.

I think BD does some cool things, but it also does a lot of things I'd rather it didn't.
I hate the sound design a lot, and the gore is really absurd and unrealistic.

>> No.2746739

Agree on dnf, and brutal... I mean the gore doesn't bother me or excite me, it's more the suffering-porn that I take issue with.

>> No.2746745

BD's sound design reminds me of this time back in high school when we all had laptops and this bloke was playing some hip hop on a laptop with the itunes eq bass maxed out so that whenever the sub played it all became a solid RRRRRRRRRRRRRRR on tinny speakers

grow some ears mark you tonedeaf cunt

>> No.2746772

>it's more the suffering-porn that I take issue with
This, Jesus fuck.
I mean, it's one thing when Duke Nukem says "I'll rip off your head and shit down your neck" to the end episode boss, and then proceeds to do that in a cutscene after the battle, but when the fucking zombies crawl around on the floor groaning or the imp trying to hold in his guts it just feels like my player character is intentionally doing less harm to see them suffer longer.

Don't get me wrong, I'm all for a good fatality move every now and then, but it doesn't have to be so fucking drawn out.

>grow some ears mark you tonedeaf cunt
BD does sound very scratchy in my ears.

>> No.2746836

>I like BD
It makes playthroughs of Plutonia interesting, I'll say that much

>> No.2746856


>> No.2746857


>> No.2746859
File: 1.92 MB, 500x390, approved.gif [View same] [iqdb] [saucenao] [google] [report]

>Sergeant Mark will be banned from all Doom sites in your lifetime

>> No.2746867 [DELETED] 

I agree with everything he's said tbh.

And you guys ARE jealous as fuck and your mods are lame. Have a good day.

>inb4 Mark
if it helps you sleep losers

>> No.2746868

I don't think your bait is very good.

(not a guy who really hates BD, btw)

>> No.2746873

It applies to many, not to all.

Then again the ones with good/successful mods aren't whining about BD all the time.

>> No.2746874
File: 97 KB, 640x1736, vr-doom-likes-mark.png [View same] [iqdb] [saucenao] [google] [report]

Kinda feel bad for the guy sometimes

>> No.2746879

lmao expected

>> No.2746880

Anyone got the comic that was /doom/ in a nutshell.
I just remember Sgt Mark showing up and the thread plunging into chaos, and whoever drew it gave Sgt Mark this fucking hilarious pointing hand in one panel.

>> No.2746882

That is actually roughly how I recall the situation. Term/mark not really stirring up shit but the anons around acting like they were both preparing for ww3

>> No.2746883
File: 553 KB, 1179x2678, vr doom in a nutshell.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2746885

Nah, it was a smaller one.
It's a shame.
It was shorter but I've only seen it posted a handful of times.
There's a bunch of kids in Monster Energy hats at one point.

>> No.2746886

I thought he was banned?

>> No.2746890

ttbomk he's never been banned from doomworld.

>> No.2746891


He has, but it was a temp ban.

>> No.2746892

Related aside, I enjoy Monster, it's an okay drink and is literally available anywhere.

I have hated everyone I've ever met wearing their apparel, however. Is this a good parallel between BD players and BD retards?

>> No.2746895 [DELETED] 

Brutal Doom is a great and fun mod. I'm 29 years old and I've actually grown up with the game. Too bad about all these tryhard children shitting on it due to some misplaced sense of 'elitism'.

>> No.2746931

Could use a rewrite tbh

The "I'm x years old" bit is overused and everyone is immune to it and I don't really feel invited to respond to your post, it's like a closed-off thought.

What is your target supposed to respond with? Something like, Yeah well I'm 32 and fuck you.

>> No.2746939

I'm 30 and one of my first full games was Doom, and I don't mind it - wonder what demographic hates it so much.

>> No.2746945

>wonder what demographic hates it so much.
modders who get shat on because their work isn't compatible with brutal doom. they can be any age.

>> No.2746950 [DELETED] 

Trust me. It's these new, mid '90s born kids that only got into Doom because of this board. Had /vr/ never been made this modern liking Doom meme and circle jerk wouldn't exist, guaranteed.

>> No.2746968


I dunno, I think it's perfect as is.

It stands out in contrast with all of the other posts which have had minimal Brutal shitting going on, then somebody goes in out of nowhere and cries about the complaints for his precious mod.
It really emphasizes the pitiful nature.

>> No.2746975

Are you implying that everyone likes Doom ironically

>> No.2746978
File: 82 KB, 640x480, Screenshot_Doom_20130520_214140.png [View same] [iqdb] [saucenao] [google] [report]

PSX Doom is such a fuckin amazing port.
Aubrey Hodges knows how to set some fuckin' atmosphere.

>> No.2746979


Indeed. The music is great.

>> No.2747029 [DELETED] 

No I'm implying that the creation of /vr/ lead to this modern meme of liking Doom on 4chan. These kids basically think liking this old game gives them 'hipster cred' and they think they're special for it. It's a fact.

>> No.2747035

you can chat him up on his website, just takes like a month sometimes

oh fuck i should have asked him if he still had the psx doom sounds laying around in higher quality, all i did was ask where he got them from

it was hollywood premier and stuff he recorded himself btw

>> No.2747038
File: 108 KB, 1300x1088, confused-bald-man-28068527.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the worst thing that the Doom community has created?

>> No.2747041

terry wads, i guess

>> No.2747047

asked him

>> No.2747052


>> No.2747062

making the Doom Comic a meme

>> No.2747070

I bet you're so proud of that shitty post aren't you? :^)

>> No.2747074

terry wads

nah that happened because of Denim jeans and Marylin Manson

>> No.2747085

while i have followed the doom community on other websites since the very late nineties, my history with 4chan's doom community did not begin until a couple of months after /vr/ was created. i had, prior to that, ignored its video game board, having been here for other interests only. however, i am led to believe there was in fact a doom community on /v/, if you looked for it, even before /vr/ was created. am i correct?

>> No.2747093


This is correct. Samsara was even born on /v/.
Saying that /vr/ gave birth to the "Doom meme" (as if playing a game could be considered a meme) is laughable.
Shortly before /vr/, Doom threads even enjoyed a short life on /vg/ for a time. They were squashed out by everything else, of course, but they were there for a short time.

>> No.2747096

Losered is not the same thing as ban.

>> No.2747101


>> No.2747103

I remember once making a "Skulltag General" on /vg/ a while ago, around 2012 or so. Most of the posts were complaining that the general didn't belong on /vg/ or some stupid bullshit and a bunch of idiots announced their (invalid) reports. Still don't understand why everyone flipped their shit over that, not to mention there were some other people genuinely trying to discuss Doom in the thread.

>> No.2747126 [DELETED] 

>i am led to believe there was in fact a doom community on /v/, if you looked for it, even before /vr/ was created. am i correct?
No, there was not. Been here since '09 and there sure as fuck wasn't any "Doom community" on /v/ since that time.

Doom was hardly ever mentioned on /v/ until /vr/ was made. In 3x3 threads on /v/ prior to this board I was one of the only guys you'd ever see with an original Doom game in his 3x3. Now you go to /v/ 3x3 threads and you see that shit all over the place.

People hardly even talked about Doom back in the day. It was considered to be an obvious game that pretty much every fag had played so hardly anybody ever brought it up. It was pretty much considered "duh, Doom, of course we've played that shit." Compare that to now with all these idiot Halo babies waving their dicks just because they play a video game that every single faggot ever had played back in the '90s. This general is fucking gay.

>> No.2747128

>as if playing a game could be considered a meme
you should look up the meaning of what 'meme' actually means because it's not just funny macro images and costanza. The word 'meme' existed well before the internet was a thing my retarded friend.

>> No.2747130

Haven't seen you around in a long time donald

>> No.2747141


>> No.2747158

the doom community would long since have been a ghost town if doomworld had never been around, but good try, anon.

>> No.2747170


Yes, I know exactly what a meme is.
I suggest you look it up on something other than urbandictionary, because playing a game is not a meme, my underage friend.

I suggest Webster's.

>> No.2747171

I love how easy you are to tell apart.

>> No.2747228

I just want Bloodshedder, Sergeant Mark, Joe Ilya, and Omegalore to leave.

>> No.2747260
File: 123 KB, 800x600, Screenshot_Doom_20151012_001907.png [View same] [iqdb] [saucenao] [google] [report]

You see that little ball flying over there?
That thing has been bouncing the whole time spent in the map [hardly 10 minutes in-game]. Purple imp balls sure are bouncy.

Kinda hilarious considering that it kept bouncing after i took a screenie

>> No.2747287

he's a good admin though. stays in the background, keeps things running, doesn't make a fuss or draw attention to himself.

>> No.2747289

I agree with this fully. Especially SGT. Mark.

>> No.2747303

Fuck that, although I do wish they'd stay anon or stay tripped and own up to posts.

>> No.2747369
File: 52 KB, 402x630, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

Looking To Play Doom 2 competitive?
well look no more join my server called ultimate deathmatch

The point of this server is to play Deathmatch with random maps and weapon sets

im a active doomer and have my server up atleast once a day

Quit being noobz and come play!!!

>> No.2747374

What the fuck

>> No.2747376

No ZDaemon
Fuck off ZDaemon

>> No.2747380


>> No.2747410
File: 287 KB, 708x1000, 1297914950265.jpg [View same] [iqdb] [saucenao] [google] [report]


I fapped to that pic so many times when I was a kid, fuck

Her tits seemed so huge then. Not they're laughable. Thanks Japan

>> No.2747421

w-w-what's yholl doing in this pic?

>> No.2747425

i want to Fuck yholl

>> No.2747445
File: 28 KB, 400x267, 1437784974531.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw i legitimately thought yholl was a grill at some point
>the only thing even remotely close to what I really wanted actually was Kate
>xhe turns out to be even more of a degenerate than I am

>> No.2747453

Enjoying a wonderful snack of Pockies and cream, of course.

>> No.2747497

It seems like the vast majority of current gamers disagree with people like you, for better or worst. Not just weapon limits, but limitations of some kind that provide choice, or the illusion of it.

>> No.2747506

Not that guy, but I agree with him. And in cases where it engenders choice, actual choice, I'm much more okay with it.

As it stands right now, the weapon limits are more muh realism/why carry more than 3 generic assault rifles anyway, as opposed to actual choice.

>> No.2747559

Think it depends on what sort of game you're doing.

If you're trying to have a balance between MUH REALISM and fun and over the top, I think that four as a carry limit can be ok, but DNF dicked it all up by trying to have a two weapon limit but with more or less the old DN3D weapons. Every fight situation becomes a frustrating chore that way.

Or do it like Rage, where you always have the weapons you own, but the weapon wheel selects between the four ones you have tagged.

I think you can legit make a good game where you can only carry two guns at a time, but that sort of game can't be Doom or Duke Nukem, that's simply not the kind of games they're meant to be.

>> No.2747571

Reminder that BD is the most praised Doom WAD of all time

>> No.2747574
File: 219 KB, 1280x859, spacegun.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying that's not doom.wad

>> No.2747583


>> No.2747584

D-does it work?

>> No.2747586
File: 43 KB, 457x401, spooky.jpg [View same] [iqdb] [saucenao] [google] [report]

I was thinking you might be the Grimdark-Mod-Guy, your writing style stands out.

>> No.2747587

this is correct.

>> No.2747595
File: 73 KB, 670x446, Tavor-Ratworx-9mm-Suppressed-670x446.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks pretty rad, doesn't it?

I actually don't know.

It looks like it could be an IWI Tavor, 5.56 rifle in some sort of body-kit, or maybe a development variant of it (the Israelis worked on it for quite a while before settling on a final version which they would use as a service rifle, and then sell to the US market).

If it's a production item, it'd be really rad to see it used as a movie prop sometime. Something I do know that they make is this silencer for the 9mm variant, which looks rad as hell.
Now, I don't really like the Tavor all that much (for one, I just like short-stroke piston or gas-impingement much better), but it'd be really neat to have one of these, even if without the suppressor baffles and just having the outside part of it, just for looks.

I mean, you could make the next Colonial pulserifle based on this thing, put a grenadelauncher under it, and put a kinda spacey looking magazine in it, and you're done.

>> No.2747668 [DELETED] 

Sgt. Mark is like a Mexican. He's an ok guy until he crosses the border. But he does it a lot. And it's the Douchetown and Assburg border.

>> No.2747681


>> No.2747690

that period wasn't supposed to be there, what the fuck. that's what i get by thinking typing from my phone would be a good idea.

>> No.2747696

you should really tell him to release the unused archvile SFX. if there were any to begin with and if he still has them handy, that is.

I'm also aching to ask any of the guys making the new game if they're taking any inspiration in any way from Doom 64 or PSX Doom just to see if they actually acknowledge the damn things at all.

>> No.2747714

Google says it's a "Meron rifle", and it seems like it'd be developed from the Tavor, but I haven't heard anything about it.

>> No.2747729
File: 66 KB, 625x525, urawhat.jpg [View same] [iqdb] [saucenao] [google] [report]


>mark shaking term's ______


>> No.2747742


cool racism bro!

>> No.2747745

GZDoom cannot apply a shader to the entire screen, only to specified sprites, walls, and textures. There are actually has a couple shaders builtin in gzdoom.pk3 specifically for creating the fuzz effect on Spectres.

Even if it could to the whole screen, or the most convoluted GLDEFS of all time is written to apply shaders to everything in the game. I'm not certain, but even then, I think only fragment shaders can be defined in GLDEFS; someone correct me if I'm wrong.
There is one vertex shader in gzdoom.pk3, shaders/main.vp, but I think its hardcoded in GZDooms source to be read. Vertex shaders manipulate the vertices of polygons, and Fragment shaders manipulate the pixels that fill them.

In addition, the libretro-super git repository has a cg2glsl script written in Python that will convert the Cg format shaders into GLSL, and I think there is even a directory containing them already converted in that repo as well.

To produce all the awesome effects RetroArch/libretro does to the screen though, the.cgp/.glslp files specifiy multiple shaders and how they should be applied.

It is complicated, but I not out of the realm of possibility.

On another note, I wish the prboom-libretro core would get updated to PrBoom-plus. Its still based on PrBoom 2.5.0 (or older?)

>> No.2747753


and boom goes the dynamite

>> No.2747756
File: 30 KB, 640x480, 1443456688116.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2747780
File: 304 KB, 1366x768, Screenshot_Doom_20151015_042712.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2747854

the fuck are u playing

>> No.2747859
File: 36 KB, 250x166, @doom_txt.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2747869

Looks like DRLA

>> No.2747901


>> No.2747936

I like how he went through the majority of the thread before finally noticing the OP picture

>> No.2748025
File: 2.86 MB, 800x450, GZDoom 2015-10-20 01-41-41-00.webm [View same] [iqdb] [saucenao] [google] [report]


Everybody around me is still playing Phantom Pain, so I thought it might be nice to distract myself.
A simple weaponset and enemy set won't take long, so while the VA is recording things this'll keep me amused.

>> No.2748037

What is this?

>> No.2748042

try reading the chain of replies and working it out for yourself

>> No.2748065


I don't have a name, so it's tentatively called "the grimdark mod" until I or someone can think of something better.
It's a simple weapon/monster replacement that aims to make the game darker with TECHNOLOGY and more oppressive with nastier/harder enemies. Not quite survival horror, though, since it's hard to be scared if you've got a fuckoff shotgun.

>> No.2748076

you could call it "notSuab"

>> No.2748105

>Chain of replies
>It's just one
>Name could refer to what the mod will be like, not what the name of the mod is
Okay anon.

>> No.2748123
File: 548 KB, 1366x768, Screenshot_Doom_20151015_043947.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2748143


Call it "Suab: better edition."

>> No.2748149

isn't suab specifically aiming to be survival horror?

>> No.2748156

i don't know, i just watched the video and it's all dark and ghostly (like suab) but the player is still darting around at doomguy speed (not like suab). hence, "not suab". «shrug».

>> No.2748159

It is, but it fails at it. Hard.

And as the creator of CottonSuab, I agree.

>> No.2748164

heh, i like your name, i didn't get it at first because i read the original as "sue ab"

>> No.2748167

the granfalloon disturbed me way more than the entirety of Doom 3 so that's a plus.

also, that's like, your opinion, man.

>> No.2748513
File: 134 KB, 500x381, spongebob-patrick-rub-hands-together.gif [View same] [iqdb] [saucenao] [google] [report]

>A Alien Breed 3D Total Conversion for Doom is being worked on

>> No.2748536

that guy has a Funny Writing Style and Lewd Wallpaper

>> No.2748659

Anything out there like Thunderpeak and Demons of Problematique? Really like the aesthetics in those maps.

>> No.2748667

>that barely hidden 3D porn desktop background
i like this guy

>> No.2748697

Simplicity is pretty good. Not as much eyecandy as your two examples, but the same general style.

>> No.2748839

Hey guys, Doom 64's 20th birthday is coming up in a year and a half. Would any of you guys be interested in helping finishing a megawad this other guy is doing in his free time for it? He has around half of it already finished.

>> No.2748840


Who's this "this other guy" we're talking about

>> No.2748850


i know right?

>> No.2748853

>Playing Shut up and Bleed v0.4
>Try out the new Shut up and Die
>New enemy attacks are great
>New enemy variety is great
>Everything hits so fucking hard because of the 3x damage multiplier and has so much HP on top of much more dangerous attacks that it becomes ridiculously hard(Or impossible in cramped levels)
>Go back to regular enemies
>Everything is way too easy now
I'd be all for the enemy changes on SUAD to apply on all difficulties.

I am still playing on SUAD almost exclusively because the enemy changes are so good

>> No.2748860 [DELETED] 



>> No.2748862



>> No.2748865

>No healing besides Stimpacks despite everything being so powerful even though it probably wouldn't be so bad to have the herbs and sprays be scattered around rarely
Regardless, playing on SUAD exclusively.

>> No.2748875

Who cares? We already know it starts the 23th.

>> No.2748876

What's the latest version of SUAB and where can I grab it?

>> No.2748879


Who is this "WE" we're talking about? Source on the date?

>> No.2748885

People that read FAQs like good boys

>> No.2748886

i wonder how they got hold of doom.com

>> No.2748889


literally nobody posted those dates until now

>> No.2748891


>All participants will be required to agree to a legally binding non-disclosure agreement (NDA), which expressly prohibits posting or sharing comments and/or content from the Closed Alpha. The Closed Alpha builds will contain watermarks that identify each participant. Those who violate the NDA will be banned from all future tests, including the Beta, and may be subject to further legal action.

Shiver me timbers, what am I going to do~~?

>> No.2748903

That's kind of sad, then.
Heh. I was going to mention that but I didn't bother for obvious reasons.

>> No.2748908

gonna guess they paid for it, anon.

>> No.2748923


oh and thanks for sharing

>> No.2748924

you'd think it'd have been taken already though. or maybe legal can force the previous owner to give it up under trademark law.

i'm damn sure if i owned doom.com and got a letter from bethimax about turning it over to them i'd tell them to put it where the sun doesn't shine, wouldn't you?

>> No.2748927

No problem
>you'd think it'd have been taken already though
That's what he meant for "they paid for it".

>> No.2748928

i wonder if they'd go as far as watermarking screenshots

>> No.2748937


Brotol Dubm.

>> No.2748947

brotol dubm iz da gretist fug u 4 sayyn otterwis

>> No.2748950

One huge issue is

>Shotgun spawn
>It's a fucking crossbow
Does anyone use that shit?
Why can't it actually deal damage?

It takes two shotgun blasts to kill those green imps on SUAD
It takes 12+ Crossbow shots.

>> No.2748957



>> No.2748968


>> No.2748969

>Shiver me timbers, what am I going to do~~?

Write about your impressions instead of posting screenshots, duh.

Also good fucking Hell they're still trying to keep any actual content from seeping out to the public?

>> No.2748971
File: 62 KB, 515x310, 1409809600833.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2748974

Yeah it felt wrong when I was writing it but I just left it like that.
In my defense english isn't my native language and I'm probably the youngest poster in this thread

>> No.2748981

just turned 18 yesterday?

>> No.2749004

19 for a while now.

On a non-blogpost note, is there any reason to play normal deathmatch instead of -altdeath? I just find the latter way more fun.

>> No.2749025
File: 196 KB, 720x1080, dood.jpg [View same] [iqdb] [saucenao] [google] [report]

The closed beta for Doom 4 was just announced

>> No.2749031

Turn this into a game and I would gladly play it

>play as a raging skeleton with dual rocket launchers
>name is "DOOD"
>emphasis on close combat and shifting worlds ("CLOSED" is backwards and forwards)
>Symbol is the two D's that are backwards and forwards

>> No.2749032

Closed alpha is what they are calling it. And it wasn't just announced; they are sending the keys.

>> No.2749145

I'd pay money for that

>> No.2749279

You're both wrong, it's closed alpha. They're running two of them.

>> No.2749283

>You're both wrong, it's closed alpha
That's literally what I said

>> No.2749285

>Not a Prinny on the cover

I'd show you how its done but I can't into art.

>> No.2749305
File: 97 KB, 1280x960, 5974_561a79e0d8091.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, I was browsing my favorite abandonware site, and stumbled across the cancelled TPS based on X-Com. And suddenly it hit me - why no one made a Doom TC or gameplay mod based on X-Com? Just imagine running around and blasting ayy lmaos with heavy plasma or whatever.

>> No.2749317

Because it's already been theorized and determined that at TC would be too far removed from Doom and wouldn't contain much of anything that made XCOM cool other than a total skin job. Gameplay-mod-wise someone had an idea for a turn based mod system, but again, it was determined too far removed from Doom to make sense; on top of being incredibly difficult to do.

You can already blast memes with green plasma, so if that's what you want then it's covered.

>> No.2749320
File: 420 KB, 1600x900, mo work.jpg [View same] [iqdb] [saucenao] [google] [report]

>What have you been working on anon?

>> No.2749321

Doodal Broom?

>> No.2749325


You dork-brain.

>> No.2749326
File: 62 KB, 500x400, desiretoknow.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2749330

>everything is symmetrical except the wall texture

>> No.2749332

>Doom 64 megawad

I've been longing for a full-on doom 64 custom mapset ever since I tried usermade maps for the first time

does anyone know any good custom doom 64 wads? ive been lurking all around and all i could find was an abandoned project by some dude that was looking pretty rad. wonder if anyone picked that up tbh

>> No.2749336

Well, I wasn't talking about full-blown turn-based tactics on Doom engine. Just some alien-slaying action. Allowing for a co-op play and cranking up the enemy damage will nicely provide X-Com feeling, but you can also make firearms wildly inaccurate to complete it.

>> No.2749342

That always drove me insane, best the planet has to offer, extremely highly trained, alien+ weaponry... can't hit a sectoid with a fucking huge head from 11 feet with a shotgun.

>> No.2749348
File: 176 KB, 333x286, [CHIVALRY INTENSIFIES].gif [View same] [iqdb] [saucenao] [google] [report]


>What have you been working on anon?

Nothing and I'm a shitter because of it

>> No.2749349

My theory is that funding nations send all that crappy rookies because they want to keep actual elite troopers for themselves instead of giving them to some dubious organization.

>> No.2749350 [DELETED] 
File: 553 KB, 1259x633, this.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2749354

A couple of levels. have 4, hoping to get 10 done before uploading.

>> No.2749358


Get back to work, Kegan.

>> No.2749360
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


I haven't slept in 22 hours, I'm enjoying my three days off from work after a 7 day work week.

After I sleep I'll get back to working on shit and not a moment sooner. Damn it.

>> No.2749374
File: 381 KB, 470x458, annihilator.png [View same] [iqdb] [saucenao] [google] [report]

Look guys, I made this for you.

>> No.2749375


Get sleeping and then back to work, Kegan.

>> No.2749380
File: 3.84 MB, 400x299, wiggle it.gif [View same] [iqdb] [saucenao] [google] [report]

> new doom retro version released
> default pain wiggle added
> my sides

>> No.2749382



>> No.2749397

on my ue4 game, didnt have time to make maps for doom

>> No.2749403

oh god that's retarded.

>> No.2749410

for real tho, that's so stupid

>> No.2749418

donate pls :^)

>> No.2749430

It's v0.4 and you can find it in the news section of the Thread.

Glad you had fun with it.

Yeah, I wanted to do that to add to the "Die" factor, sorry about that.

Yeah I forgot to buff the arrows when the crossbow became single shot. It's (random(30,45)*4) now, instead of just (30) damage.

>> No.2749492

Will you be uploading the version with balance changes?

>> No.2749501
File: 205 KB, 735x549, 82364236426134.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you will not play the beta.

>> No.2749508

The actual beta or this alpha?
I hope someone streams the beta

>> No.2749537

swap the brother and the father around and it'll be accurate enough.

>> No.2749538

As soon as I'm done with some other things.

>> No.2749587

>Brutal Doom
>the father of Doom

The fuck you on about m80

>> No.2749592

>there are people out there right now who legitimately dropped GZDoom for this
I'm not even saying this for comedic value or anything, but holy shit the sole thought of it makes me chuckle softly.

>> No.2749614

Someone should alter the value and make a .gif out of that, so that it looks like he's dancing

>> No.2749616

I think this is a form to say that the father is more dangerous than the brother of her.

>> No.2749640


Im designing new monsters One of them is a mobile Icon of Sin. It spawns monsters perfectly... except certain barriers in which the newly spawned monsters get stuck on fences/chain walls. Fuck, im stumbled

>> No.2749659
File: 475 KB, 1366x768, Screenshot_Doom_20151020_213439.png [View same] [iqdb] [saucenao] [google] [report]

>linguica's instant weapon switch patch
>UV +fast
>turbo 150

how did I manage to survive this on my first run.

not pictured: me trying to move exactly as I was taking the snapshot and falling into the damaging water on the side of the catwalk and dying in less than a second.

>> No.2749682

Brutal Doom can be considered the Father of Doom 4.

>> No.2749701


But if the brother is Doom then that means Brutal is the father of it as well, which is just factually wrong as Doom was the original game and Burtl's a mod.
Unless this is one of those weird families where the children are adopted, another's a half-sibling, and everyone's a time traveller.

>> No.2749712
File: 206 KB, 735x549, 12836651236.jpg [View same] [iqdb] [saucenao] [google] [report]

k, let's fix this.

>> No.2749760


>> No.2749776


So this
is the power
of Doom Retro

>> No.2749792


And it doesn't end there. Remember that one guy that literally said Doom Retro was going to replace PrBoom+ as the Boom sourceport?

This shit is so demo-recording unfriendly I can't even begin to imagine the reactions from the demomaking community if they find out about this.

Hell, I haven't seen a SINGLE demo recording Doom fan that actually uses DR to record demos.

>> No.2749816
File: 481 KB, 800x600, fuyB4Un.png [View same] [iqdb] [saucenao] [google] [report]

I want abbuw's map NOW

>> No.2749835


plenty of maps in th screenshot thread rarely get released

>> No.2749839


If THIS is the kind of stuff that I gotta see every time I look for Doom fan art, I would give up too



>> No.2749845

any of you cunts got a key yet?
how bad is the watermark

>> No.2749858


I don't have a key, but I'm seeing lots of ruskies receiving keys...

Leaks confirmed for happening

>> No.2749973

It feels like custom palette's are a tired cliche in the mapping community now.

>> No.2749975

I got my email, it links to a steam account, no preload yet. Watermark is your name in the upper right hand of the game, some idiot already leaked screenshots of the weapons menus before the servers even go up.

>> No.2749980

how the heck does that work. the software renderer is really not set up to draw at an angle. walls are columns, flats are spans (horizontal rows). is he drawing the screen to a texture with the software renderer, and then rotating it with OpenGL?

>> No.2749982

>tired cliche

...What? No.

You want a tired (and actual) cliche? ROTT midis in slaughtermaps

>> No.2749986

sounds retro doesnt it?

>> No.2749989

Hardly anyone even uses ROTT midis anymore.

>> No.2749991


>> No.2749992

LITERALLY Valiant has one

>> No.2749995

i don't care about that, i'm just curious about the implementation.
>ROTT midis in slaughtermaps
not a cliche if you never play with music on :)
>custom palette
yeah i could generally do without these. change for change's sake.

>> No.2749997

one is still not quite the levels of HR and Ksutra, which were full of them.

>> No.2750000

>some idiot already leaked screenshots of the weapons menus before the servers even go up.

lmfao what an absolute madman

>> No.2750006

I take it they're waiting until the last fucking moment to bring the steam one up for fear of it leaking

>> No.2750012

the last thing i did was add a --enable-headless configure switch to build without SDL. this allows building the engine on e.g. powerful remote servers without libsdl installed. it can still play demos, either without rendering (for testing sync, or timing) or rendering to video. this means i can use cloud systems to mass test demo sync or render lmps as video. i probably will never get round to actually setting this up, but the idea is there!

>> No.2750016

>Watermark is your name in the upper right hand of the game
what's to stop you from blurring that out

>> No.2750025

It is really odd how they seem to trying to hush up everything about this game.

>> No.2750027

>mobile Icon of Sin
Ooh, finally someone is doing this.

>> No.2750029

That's the only watermark I know of, there might be other things that could give away who your are. Either way after this weekend is over we're going to see a lot more of the multiplayer. I'm a little bummed the only map is Heatwave though as that's what we played at quakecon. SSG better have been buffed since then.

>> No.2750034

it's a marketing ploy. the mystery keeps people talking about it.

>> No.2750036

why not use fraps or prtscrn to avoid it?

>> No.2750040

Its so people buy the game before knowing its bad.

>> No.2750043

Not really, no. It hypes the game up.
But the beta is open and doesn't require NDA or anything.

>> No.2750053

>doesn't require NDA


it kinda does?

>> No.2750057

But it doesn't.

>> No.2750064

>" Can I divulge any information about my closed Alpha experience on the internet or on social media?

All participants will be required to agree to a legally binding non-disclosure agreement (NDA), which expressly prohibits posting or sharing comments and/or content from the Closed Alpha. The Closed Alpha builds will contain watermarks that identify each participant. Those who violate the NDA will be banned from all future tests, including the Beta, and may be subject to further legal action."

is there something I'm missing here

>> No.2750070

>is there something I'm missing here
I'm talking about the beta, not the alpha.

>> No.2750072
File: 131 KB, 728x411, dog-looking-sad.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2750215

The thing that shits me the most is that he's using an assault rifle. Not muh Doomguy!

>> No.2750257
File: 98 KB, 314x335, im starting to get sad.png [View same] [iqdb] [saucenao] [google] [report]

>Didn't pre-order Wolf TNO because pre-ordering is literally the worst thing you can ever do
>Don't get to participate in DOOM Alpha
>Don't get to participate in DOOM Beta
>Don't even get to see shitty screenshots
Jesus fucking Christ.
Sometimes I really hate ID.

>> No.2750262

People will stream the beta.
And hating id for this doesn't make sense.

>> No.2750275

It's not as if any of those things you listed would be worth it anyway. Just wait and see the terrible instead of regretting blowing money on a sneak peek.

>> No.2750287

It's already been done and has existed for a long time.

>> No.2750308

blame bethimax

>> No.2750315
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>> No.2750345

hey man doom 4 is hot shit, you know a warez group will hook us up

have faith in piracy

>> No.2750350
File: 517 KB, 1600x900, Screenshot_Doom_20151021_082508.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2750351

the hud font is nice, where is it from?

>> No.2750354

Jacked it from Valiant. I can't recall who made it first though.

>> No.2750356

Is it really clip-based?

>> No.2750359

It is magazine based, yes. I don't feel like making serious name tags, sorry.

>> No.2750409


if you mean the one that sgtmarkiv made, that's not all that mobile.

>> No.2750428

nhb what about the one in Zen Dynamics?

>> No.2750453

>tfw there's almost no love for that kind of shotgun in videogames
For some reason the second a shotgun gets modern conveniences they will always have useless as shit range and terrible damage.

>> No.2750459


Because a pump action/break action shotgun is nearly a perfect weapon as is, giving it rapid fire and a faster reload is just too powerful, anon. So they have to make it shitty.

Unless of course you make a weapon set where a magazine-based shotgun is an end-game tier weapon

>> No.2750468

In anything but old FPS the pump action/break action shotguns are shit too, that's the problem.

>> No.2750470


Fair point, vidya devs don't understand or refuse to make good shotguns.

>> No.2750473


Battlefield 2142 SFX sans voice overs, cockpits, ambience, music, and similar.

Lots of edited stock sounds and several absolutely shit sounds, but there's some good stuff.

Footsteps, casings, pistols, sniper rifles, assault rifles, looping miniguns with wind-down, generic player sounds, impact sounds, bullet flybys, generic weapon foley, menu sfx, mechs / misc vehicles, explosions

Sci-fi / future themed.

>> No.2750475
File: 374 KB, 640x360, 07c.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2750536

cheers brah

>> No.2750575


A semi-automatic powerful-firing weapon with good range and fast reloads is so stupidly broken it's not even funny.
I'm all for badass shotguns, but oftentimes shotguns are shitty for balance reasons so that other weapons can shine.

>> No.2750584

>Game has shit shotguns
>Pistols are sniper rifles with a little less damage
>SMGs have a very tight spread
>Assault Rifles have very tight spread + more damage
>Shotguns aren't allowed to be good because it makes the other good guns seem better
Every fucking time.

If a game has a bad shotgun then it's a bad game

>> No.2750586


This, and as I said, if the game was balanced around a magazine based shotgun being an end-game weapon, then it'd be just fine.

>> No.2750593


In the next mod I'm making, the shotgun is actually the default weapon. Alt-fire handles other weapons, primary fire is always your shotgun.
It's fun.

(Also the shotgun can charge up Metroid-style, uncharged is very tight spread, charged is wide spread but +RIPPER. Very fun)

>> No.2750606
File: 39 KB, 1080x1080, 12139582_1477263542583506_656392442_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>Actually thinking Bethesda will be suing anyone who shares screenshots of the alpha stuff online.


Putting a prohibition on something only makes people do it more often. If there ever was a "My First Marketing Strats Book", it would totally be in it.

Nobody's ass will be sued, just watch. And if they actually sue somebody over stuff that probably won't be in the final build of the game, they're going to look like children. This isn't Quakecon 2014 anymore, they can't hire CIA agents again to prevent people from leaking stuff, they know it.

Remember, we've owned the alpha/betas of the original game for a long time.

>> No.2750612



>> No.2750620
File: 90 KB, 589x214, DUDE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2750636

I would laugh my ass all the way to the Falkland Islands if they actually SWAT my house over a picture from Instagram

>> No.2750639

how do you drop your backpack in DRLA?
also, is it normal that i can't see all the basic assemblies as a technician?
(using the latest GZdoom)

sounds cool

yeah, and if they use the same thing they did for TESO it won't be hard to hide the watermarks

>> No.2750658


Doom palette converted to 3DLUTs in 3DL and CUBE format for Photoshop etc

To use in Photoshop, create a Colour Lookup adjustment layer and load one of the files, it doesn't matter which. They're both the same just different formats for other programs to use them.

Now, it's not going to be exactly what it'll look like when indexed and paletted due to interpolation (otherwise ~500MB file judging by previous attempts) but it'll be close.

>> No.2750662
File: 1.87 MB, 379x423, 1441060354308.gif [View same] [iqdb] [saucenao] [google] [report]

Jesus Christ,

Me and a friend have been trying to play doom together in a multiplayer on actually old hardware (98 -95 machines) but haven't been able to find a client lightweight enough to do so

What do you recommend /vr/?

>> No.2750669
File: 109 KB, 384x384, HaroldTest.png [View same] [iqdb] [saucenao] [google] [report]

I think it'll help preview.

>> No.2750683
File: 49 KB, 178x163, revenantcannon.png [View same] [iqdb] [saucenao] [google] [report]

Hey, that's neat. Thanks.

>> No.2750684

Not Retro.

>> No.2750689

>how do you drop your backpack in DRLA?
as far as i know, you can't. not sure why you would want to, either
>also, is it normal that i can't see all the basic assemblies as a technician?
i think so yes. i've never started knowing more than one or maybe two, can't remember, certainly not all though. does the actual roguelike show them to you? that would be nice, actually.

>> No.2750694

>not sure why you would want to, either
because now there's new special ones that spawn, and you can't pick them up if you already have a (supposedly removable) normal backpack

>does the actual roguelike show them to you?
no idea, but according to the zdoom topic you're supposed to see them

all that stuff was added for the 1.0 release

>> No.2750702

Blow away windbag.

>> No.2750714

>Does the actual roguelike show them to you?

Nope, it doesn't. Although it doesn't matter because spoilers exist!

>> No.2750816

Although now that I think about it, it does show them to you if you've assembled them before.

You can't keep shit like that stored in a Doom mod though, so that's a no-go.

>> No.2750849

guys. what are some good mods to play doom?

im playing Project brutality with Ultimate doom visor right now and used to play shotgun frenzy with friends

>> No.2750850

did you guys know that there is a megadrive/genesis version of duke3D around?

rough tl of the description:
Duke Nukem 3D for Sega Mega Drive / Genesis is port of duke nukem 3D few know about as it was distributed only in Brazil, by Tec Toy, the local distributor for Sega.

It's a really simplified version of the game witch contains only a refined version of the 2nd episode, Lunar Apocalypse.

Instead of adapting the level design of the original game, this version has original levels.. Textures, sprites and sounds are from the PC version but in a much lower quality

>> No.2750867

Why the fuck not? Has no one heard of reading and writing text to an arbitrary settings file?

>> No.2750896

Interesting - one off shit like that is always cool

>> No.2750909

Yeah, I know about it, they were selling it in Russia. If you want a good Mega Drive FPS, try Zero Tolerance instead

>> No.2750923

so how is it? Does it feel like a watered down cod clone?

>> No.2750949

NHB it's like Unreal Tournament and CoD together, but not a very satisfying blend of the two.

>> No.2750954
File: 29 KB, 733x520, 1297712601294_ORIGINAL.jpg [View same] [iqdb] [saucenao] [google] [report]

but we banned screenshots, you're not allowed to do that!

>> No.2750957

How do demon piñatas affect gameplay?

>> No.2750978

It was never going to feel like that.
The UT part is because of doublejump + translocator thing, right?
Technically is player piñata

>> No.2751082


Pictures of the guns, including the new ones, and what they do.

>> No.2751096


>> No.2751124

Am I the only one who think the guns look terribly boring and generic?

>> No.2751146

called it.

>> No.2751159

I like most of them. Kinda wish they'd kept the SSG stock.

Anyone else think the Repeater kind of looks like UT4's Shock Rifle?

>> No.2751167

The influence of the Destiny weapon artist is clear as day.
Also they really fucked up the SSG's aesthetics.

>> No.2751170
File: 87 KB, 476x446, 1432008999447.png [View same] [iqdb] [saucenao] [google] [report]

>gamepad control hints

>> No.2751175
File: 147 KB, 650x320, grope gurt.jpg [View same] [iqdb] [saucenao] [google] [report]

>Chromatic Aberration on menu text
>That lighting on the guns
>tfw I honestly like the gun designs
This is really cool.
I also like how the teleporter description says "soldier" instead of player.
Something about the little details like that just make it for me.

>> No.2751179

Steam beta keys drop yet?

>> No.2751182 [DELETED] 

>I also like how the teleporter description says "soldier" instead of player.
>I also like how the teleporter description says "soldier" instead of player.
So is the player no longer a Space Marine?

Because you never ever call a marine a "soldier"

>> No.2751185

>I also like how the teleporter description says "soldier" instead of player.

So is the player no longer a Space Marine?

Because you never call a marine a "soldier"

>> No.2751187

They've called the main player in the Campaign a Marine multiple times.
I'm assuming the multiplayer characters will just be soldiers, since they appear different.
Basically the grunts of the UAC.

>> No.2751192


Marty talking about new Doom MP. Rather lenghty article.
I dig it too to be honest.
They've called the MC a marine in the past. Look at the pinned tweet in their account, for example.

>> No.2751194
File: 1.65 MB, 2908x914, wepcomparison.png [View same] [iqdb] [saucenao] [google] [report]

I honestly like these designs more than the originals.
I feel like lots of people are just afraid of change.

>> No.2751197

i like the super shot gun in the original little bit more the rest are great

>> No.2751198
File: 512 KB, 1400x642, QPnuUM8.png [View same] [iqdb] [saucenao] [google] [report]

Not Retro but UT just had a Halloween update.
This is the Shock, BTW.
I just noticed the watermark in the top right.
That nigga got banned for sure
I'll miss the stock in the SSG. And I kind of prefer Doom 3's plasma but it's been a while since I actually played it, so.
But yeah, generally I agree.

>> No.2751201

I honestly think that those guns literally look like every other sci-fi gun in every other modern sci-fi game, and I also think that your opinion is trash and you should never state it again.

>> No.2751204 [DELETED] 

>and I also think that your opinion is trash and you should never state it again.
Don't you wish you could downvote him :^)

>> No.2751209

>Plasmagun styled a bit like the Doom 3 one
Neat. It had a really lame sound in the gameplay reveal, I hope they give it more oomph in the final product.

>select-fire battlerifle, has the option for using sights
FUCK YES! That will be so useful for general purpose fighting!
(repeater is a fucking dumb name considering it's a self-loading weapon, but whatevs)

>really big rocket launcher
>but it can detonate rockets in flight with the alt-fire
Fucking groovy, that can REALLY come in handy!

>super shotgun
Saw this, was alright, but wish it had a full stock instead of a pistol-grip like that. I can deal
>alt-fire engages chokes to constrict shot pattern
On one hand, that's really fucking weird, but it also seems like it would be a very useful feature to have.
Someone is going to invent this within the next 10 years, they'll call it a "smart-choke", hunters are going to love it, then hate it when they realize it'll be a bitch to clean.

>Vortex rifle
Some kind of laser sniper or whatever, it'll be interesting to see.

>Static cannon
Heard about this, interesting idea (though the motion charge seems like the worst idea ever for any kind of combat weapon, it'll make sense in Deathmatch). Looks really badass.

Oh, neat. I hope you can use them with a quick-button this time. Hand-grenades can be really useful, but I don't find myself using them very often in games if I'm force to put away my current weapon to throw them.

I didn't like the grenades in Doom 3 because one, you had to select them as their own weapon, and two, they had a really shit bounce pattern and they would almost always bounce back into my lap when I tried to throw them somewhere.

Semantics, soldiers are infantry on land, marines are infantry at sea, little sets them apart except that soldiers do way longer tours of duty than marines do.

I'd prefer if they said marine instead of soldier, just because it was always space marines, but it's not a huge deal.

>> No.2751215

I actually prefer the lack of stock on the new one.
Seems a bit sleeker, and I also love the engravings on it.

>> No.2751218

>Neat. It had a really lame sound in the gameplay reveal, I hope they give it more oomph in the final product.
I think it was in the PC Gamer article, they commented on it. They were worried like you because of the trailer but apparently each time you hit it does this crunchy sound, like tf2's critical hits

>> No.2751220
File: 186 KB, 1325x745, the right thing.png [View same] [iqdb] [saucenao] [google] [report]

> you’ve got things like updates and patches and DLCs and all that kind of stuff.
Modding confirmed to be gimped.

>> No.2751223 [DELETED] 

nhb stay mad tbqh lol

>> No.2751237
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>> No.2751238

>those wood engraving/wear marks on the SSG

The only two things I'd say the guns would need to be truly perfect as of now would be for one, changing the PR's firing sound to a beefier one and adding a stock to the SSG. Perhaps making the chaingun a tad louder, too.

I'm legitimately happy with how everything's coming along so far though.

>> No.2751240
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>> No.2751243
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>> No.2751246
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>> No.2751249
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>> No.2751251
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>> No.2751252

It's just the barrel that looks similar
I don't mean this in a "this looks generic" way, but I'm sure I saw something like this before

>> No.2751254
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>> No.2751256
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>> No.2751258

I really hope the teleportation happens with a big green and yellow ball of lightning.

>> No.2751259

It's just me,or that thing looks like a (human) heart?

>> No.2751260

Woah, it does.
If it's supposed to look like one, that's a nice little touch.

>> No.2751262

that looks like something literally straight out of doom 3. I.e shit.

the rest look awesome though.

>> No.2751267

It kinda does. I like it.
Basically a UT translocator, but more limited. Could be cool.

>> No.2751275 [DELETED] 
File: 1.57 MB, 580x433, in the frigging trash it goes.gif [View same] [iqdb] [saucenao] [google] [report]

>site has a reddit link

>> No.2751283

oh my god who cares

>> No.2751302

hmm kind of looks more like a old timey duelling pistol than a shotgun

>> No.2751356
File: 52 KB, 869x238, CR3KNBDUEAAnYbQ.png large.png [View same] [iqdb] [saucenao] [google] [report]

This just in: id thinks you're a drooling moron who will mark out at the slightest bit of fanservice

sadly they are probably correct.

>> No.2751379
File: 46 KB, 466x122, poop freeze.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2751395

They're two different kind of aesthetics.

Each fit with what they're going for.

>> No.2751396

>Homages to original games is now fanservice for retards
What the fuck are you on about?

>> No.2751404

i'm tired of mass effect aesthetics

this isn't change, it's exactly what every other scifi game has

using the original doom weapon designs would be different

>> No.2751408
File: 336 KB, 1600x676, 1367721209730.jpg [View same] [iqdb] [saucenao] [google] [report]

For a battlerifle it looks really weird.
I'm glad it's in though.

Not sure if I like the bullpup design or not, looks kind of overbuilt and overdesigned, but I guess they're kinda going a bit for the Doom 3 aesthetic in that regard.

>> No.2751424

seriously. if you said those were guns from mass effect, or deus ex human revolution, or destiny, I would have believed it

I'm not sure why video games converged on one boring futuregun aesthetic, but it's really dull.

>> No.2751623

>it's the same of what every other scifi game has
>using the original designs would be different

>I'm not sure why video games converged on one boring futuregun aesthetic, but it's really dull.

Holy shit. It's like games that take place in the future are futuristic; what a crazy fucking concept, and as someone who has played the fuck out of Destiny, Deus Ex, and the first two Mass Effects, I can clearly tell the difference between all of those guns - since not only are they styled differently but also distinct in their look.

If this was some Star Citizen levels of gun design then yeah, that'd be some generic future shit, but y'all are just being bitches for the sake of bitching by saying that re-using an old design would've been unique.

>> No.2751626

Alongside other modern games it would have been unique.

Like, what, are you arguing that if it looks like weapons from a 20 year old game then it isn't unique

But if it looks like every other scifi shooter this year it is?

>> No.2751646

So you're saying we should ignore the plethora of other games that have miniguns, pistols, rocket launchers, and shotguns? The only unique thing about Doom'so arsenal is the plasma rifle, BFG, and maybe chainsaw in a stretch. Complaining a gun isn't "unique enough" is fucking stupid since Doom was never about super unique guns, ever.

Why not focus on the important shit like how the guns feel, sound, and function instead of whether or not it's a special enough snowflake to be deemed unique.

Damn nigga.

>> No.2751665 [DELETED] 

>defending games with a shitty follow the leader artsyle
Are you sure you shouldn't be on /v/ now? It seems like more your thing.

>> No.2751669

Because plenty of games already feel good and I don't want just another game.

It's been 20 years, I want Doom.

>> No.2751674

The go play Doom on DosBox and shut up, stop annoying us.

>> No.2751682

I hope we get more intresting weapons in release. Knowith bethehteb, absoltely not.

Needs more looking at the MODS that made DOOM great

You know


The thing that DOOM was partially built for.

>> No.2751684

Bethesda shills pls go

>> No.2751689

I know you don't have a defense for the previous logic thus your "you must be from /v/, go back, etc," but don't delude yourself into thinking Doom was ever about breaking the mold or pushing the envelop when it comes to gun design.

The original was incredibly generic for its time, and so looks this one, but you're basically complaining about something incredibly superficial that the orignal games, themselves, were guilty of doing.

But then again I'm apparently from /v/ or whatever so that means Doom should be focused on super unique guns even though it only had two in the two originals.

>> No.2751696

>I want Doom

And you can play Doom anytime you like with a variety of sourceports. There's enjoying classics and then there's blindly bashing other games because they don't fit your preconceived notions for what should and shouldn't be in a game; even when the original game doesn't fit into what you say should be in the next one.

>> No.2751697

No, I'm going to continue complaining about how samey the new Doom made by these nobodies is, in the thread about Doom.

After 20 years of playing Doom, the old Doom, I'd like for it to be rebooted.

What I don't want is its name slapped onto generic scifi shooter #9.

Doom was groundbreaking, this new game that bears its name... isn't.

>> No.2751702

You're saying a whole lot of nothing, Bethesda.

>> No.2751720

Yeah, these are the kind of responses I'd expect from /v/ cross posters.

>> No.2751726
File: 61 KB, 625x626, Bait.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2751729

>>using the original designs would be different

>Plasma rifle is an accordion
>BFG9000 is a big fuck you rectangle of technology
>Rocket launcher is this funky tube thing
They don't look like sleek designs, that is the point.

>> No.2751730

You know why doom was groundbreaking? It wasn't the weapons but actually the engine. If you want doom to be as ground breaking as the old one then it's have to be fully VR since that's the next step, and it's what Carmack is working on.

But noooooo, it's all about the weapons.

>> No.2751738

>Alongside other modern games it would have been unique.
They would look like rather bad to be honest, and not that innovative either. BFG and PG already look techy, RL has the same look to it in the new one, SSG mostly kept their look, Chainsaw is a chainsaw, etc.
>Why not focus on the important shit like how the guns feel, sound, and function instead of whether or not it's a special enough snowflake to be deemed unique.
Not just the guns, but yeah.
>What I don't want is its name slapped onto generic scifi shooter #9.
New Doom could turn out to be not great but it isn't generic.
Current level of modding took a long ass while to get there.
You don't know what bait is

>> No.2751740

thanks for further proving his point.

>> No.2751752

so I'm replaying Doom 2 on UV. I mean to get 'serious' and at the very least beat Plutonia on HMP without savescumming and beating Doom 2 on UV seems like a good place to start.

I'm also re-reading Masters of Doom. And what I really gotta ask is.

Why is Doom so good? I mean, we're all playing it in 2015. It's fucking brilliant. How did id Sofware get this one game so god damn right? Carmack is of course a world class programmer but technology alone would not hold it up after 22 years. The game design is so fucking good it just seems way above Romero's league based on his other efforts.

id is a good developer overall but it also has its fair share of blunders; individually no member of the original team has accomplished much. How come they made a perfect game?

>> No.2751764

You can't bottle lightning and it doesn't strike twice.

Being highly moddable really, really, really helped it in the long run.

>> No.2751765
File: 88 KB, 400x350, demons.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2751768

holy shit these got old real fast.

>> No.2751769

Doom isn't good. That's why Bethesda is changing everything for Doom 4. No keycard hunting bs. No scouring the map for health. Actual good gun design. You faggots just can't accept a better game when you see one.

>> No.2751775

Quake Live beta goes public.

>> No.2751776

Everyone can see what you're doing.
Pretending to be retarded is still retarded and you just look like a retard.

I think it has to do with its simplicity. There's not a lot of things getting in the way of gameplay thus there's more of a focus on it; it being the whole shooting + dodging part. I'm looking forward to how Doom4 will try to expand upon that by giving the player more tools and mobility to work with.

>> No.2751786

The aesthetic and theme are neat. It still looks rather good.
Dodging and shooting feels good for the most part. Particularly with the slower, more powerful weapons. Dodge, close in, shoot, repeat.
> How come they made a perfect game?
Doom isn't perfect, it has some faults.

>> No.2751808
File: 2.86 MB, 1136x640, mp_heatwave.webm [View same] [iqdb] [saucenao] [google] [report]

Found this video dunno if it has been posted yet, decided to make a webm, and wasn't shooting for a quality looking webm either.

>> No.2751813

>No keycard hunting bs.
As long as they make the levels interesting.
>No scouring the map for health.
The push forward combat thing they're doing sounds great. Honestly going back for one medkit half the map away wasn't exactly engging gameplay.
Basically, as above. If they make secrets and shit still interesting without health packs, all's good.
>Actual good gun design
Doom gun design isn't bad.
I'm intrigued by the new game though. Sound design, for starters, wasn't too strong on the original weapons. The altfires sound neat too.

>> No.2751820

>Doom isn't perfect, it has some faults.

I'm curious.

>> No.2751825

>Why is Doom so good
It is a very simple game that focused on the fundamentals of the genre and basically made them really really solid
The weapons are all iconic and cover everything a player could want.
The enemies in Doom are all very well designed and Doom 2's enemies added a lot to how the flow of combat works.

Doom was made with love

>> No.2751831

I love how some of the floors are actual plain concrete instead of the tiresome metal grating bullshit that was all around Doom 3.

I won't lie, these environments actually remind me of the original game a lot in many ways.

>> No.2751845

Jump pads, teleporters, armor and health pickups, dm6/that other map I can't remember the name of style pillars, plenty of opportunity for verticality. It looks sweet too.
Could be neat.
Weapon switch times are way too long, pistol feels terrible (fires slow, sounds like crap, does too little damage; applies to chaingun too with the added problem of lolnoammo), plasmagun looks like an accordion, shotguns have a fire delay, some enemies have way too much health for what they do, some levels are way too mazelike or just straigh up bad, keyhunting can get old rather quick on poor levels, the screen gets too damn red for too damn long when you get hit hard, and the powerups tinting your view is annoying as shit
The MP has problems too but I think you were talking about SP

>> No.2751864


Thinking twice I actually agree with most of what you said with a few exceptions - I like the chaingun as a situational weapon and also the way the shotgun works.

Which enemies do you think have too much health? Mancubus? Arachnotron?

>> No.2751873

Lost Soul should die with a single shotgun shot. Cacodemon should have 300 health instead of 500.

>> No.2751878

>and also the way the shotgun works.
The delay? If so we're really going to have to agree to disagree on that one.
>Which enemies do you think have too much health? Mancubus? Arachnotron?
Funnily enough, the first enemy on my list would be Lost Souls. Too resistance for the threat they pose, and for the threat it seems they pose.
Cacodemons take way too long for how dangerous they are and how early they appear. On a similar note, Pain Elementals combine both of the previous ones. Yeah, I don't like them.
Barons of Hell is another. It's just a huge imp. Does more damage and can take lots of it, but it's attacks are still too simple, his movement too slow.

Mancubus and arachnotrons are just fine, I think. Mancubus should always die to 3 rockets though.

>> No.2751894

>plasmagun looks like an accordion,

and how is this a bad thing? Except for the fact no one has made a mod where firing the Plasma gun makes a bunch of strained accordion noises?


>> No.2751895


they probably came up with the Baron somewhat early in development. Even included Hell Knight in Doom 2 for a more reasonable bullet sponge.

I think you are correct about Lost Souls but 500 is fine for the Cacodemon.

>> No.2751901

Yeah Hell Knights are okay. Not great, but fine.
Cacos take too much punishment for how early they appear. 6 shotgun shots is an eternity, chainsaw probably will get you hit depending on the situation, chaingun kills them faster but means you have to use the chaingun, which sucks dick

>> No.2751907


>chaingun kills them faster but means you have to use the chaingun, which sucks dick

isn't that kinda contradictory? I think the chaingun is alright precisely because it's really useful in situations like that. Cacos with low health would be, well, floating imps

>> No.2751914
File: 1.38 MB, 2000x1289, 1428047738301.png [View same] [iqdb] [saucenao] [google] [report]

>Weapon switch times
Be smart about which gun to approach a situation with. Most games have a delay between drawing and shooting, besides Quake. Not a bad thing in itself.

>Pistol feels terrible
Wolfenstein heritage showing, weapon-based progression. Having a good gun right off the bat would make getting the sg/cg less exciting, and early fights less of a desperate rush.

Fits into Doom's bill just fine, personally. Guns generally encourage getting closer and risk damage, but despite the tap fire being accidental it works out since it's slower to kill than the ssg and up anyway. Personally, I feel Doom 2 fucked its role a bit: the chaingun does more damage than the shotgun but with a smaller ammo pool. Then the SSG comes along and takes that niche away, but still retains a light rapid fire role. It reliably keeps high pain chance monsters from attacking back where they might if you used a sg or ssg.

>Some monster health too high
Thankfully even they addressed this with the hell knight. Doom 64 goes futher and fixes most monsters I can think of, with more unique arachnotrons, weaker but more annoying lost souls, etc.

Cacodemons have 400 health, and were always meant to be tough. Granted, it's only give or take 40 bullets.

Spice it up with UV -fast once in a while if you think the monsters are too slow, maybe.

Fault of map, not of concept. Then again, I've seen some people so clueless I wonder how they don't get lost in their own house.

>> No.2751915

>isn't that kinda contradictory? I think the chaingun is alright precisely because it's really useful in situations like that.
I don't mean it sucks dick as in it isn't effective, I mean it sucks dick as in it feels bad.
>Cacos with low health would be, well, floating imps
You don't need to make them be 1-2 shotted with the shotgun, but 6 is way too much.

>> No.2751951

>Be smart about which gun to approach a situation with. Most games have a delay between drawing and shooting, besides Quake. Not a bad thing in itself.
The delay isn't so huge in most games. Making weapons switch faster would make combat more engaging in some situations. You don't need to go full Quake. It also feels inconsistent as shit. You can run laps around the demons, but you take ages to take out a weapon.
>Having a good gun right off the bat would make getting the sg/cg less exciting, and early fights less of a desperate rush.
But they don't feel like a desperate rush. Projectiles and enemies are too slow, your gun takes it's time trying to kill them while they do mostly nothing.
Even if it's functionality seems good to you (and I do agree it was better in 1) the gun feels terrible.
>Fault of map, not of concept.
Kinda what I said.

>> No.2751984

>I just noticed the watermark in the top right.
>That nigga got banned for sure


>> No.2751989

Is this sarcasm, or are you confirming he got banned

>> No.2752024

so i've been playing doom for 15 years and I JUST found out that blue and green armor actually absorb different amounts of damage. I always thought that the blue armor just gave more percentage

>> No.2752048

well... shit.

what kinda damage exactly

>> No.2752056


according to the wiki the blue armor absorbs half damage, the green armor absorbs 1/3rd. You take more damage per hit when you have a green armor equipped, and you 'equip' a green armor if, say, you have 50% of your blue armor left and pick up a green one.

I honestly had no idea.

>> No.2752085
File: 98 KB, 1024x768, cgun.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't really disagree there, but hey, it's talk.

>weapon switch delay
Yeah, I figure it can do with some reduction (bout 2/3 of a second sounds good), but still feel there needs to be at least some weight to weapon choice. If you see a mass of mancubi up front and charge headlong with a chaingun equipped, that's on you.

>Pistol starts are boring
True, if you play each map sequentially. Pistol starting each one, you'll find it becomes much more of a scramble to find a gun to defend yourself when you're surrounded from the get go and not armed and loaded to the teeth. Much less so in D2 than Plutonia/TNT/user maps, though, gonna give you that.

Good thing they fixed it up in D64, and made it more of a middleman between the SG and SSG in power. I still feel there's a bit of charm to the classic one (smooth doom does wonders for making it look better), but they needed some punchier sounds. Maybe an audible motor/drive gear, or something.

Pretty sure it's just a result of them originally having a rifle planned and then reskinning it as a chaingun for Wolfenstein's sake or something.

>> No.2752086

Always thought that was a % thing, not an armor color thing. I'll be damned. Been playing about as long (well, since 1993, but with significant breaks)

>> No.2752098

>You take more damage per hit when you have a green armor equipped.

I think that's a typo there.

For green armor, you equip it if you have 99% armor percentage or less. Armor bonuses (the helmets) default to green armor, but if blue armor is active they won't change you back to green, they'll just keep adding to your percentage.

>> No.2752101

>If you see a mass of mancubi up front and charge headlong with a chaingun equipped, that's on you.
Yeah, but ambushes still exist
>Pretty sure it's just a result of them originally having a rifle planned and then reskinning it as a chaingun for Wolfenstein's sake or something.


>> No.2752203

It looks kinda overengineered for what is basically a thing that explodes and sends metal bits into you. Well, it's futuristic space tech so having a plain old pineapple just won't do I guess.

>> No.2752234

>The original was incredibly generic for its time
top kek

>> No.2752241

totally proved your point bro

>> No.2752303
File: 295 KB, 720x1188, 1.png [View same] [iqdb] [saucenao] [google] [report]

really really shitty edit.

>> No.2752305



>>2752304 (me)

>> No.2752506

>inb4 those cryptic pictures strike again at page 10

>> No.2752519

they contain maps and demos collected from the previous few threads, encoded within an image, in order to preserve the material along with the thread itself, instead of on some off-site host, which may be shorter-lived than a 4chan thread archive.

in other words, they are an attempt to work around link rot* and preserve /vr/doom creations for future archive readers, despite the website's limitations on file type upload.

i don't know why you have such a problem with this.

* https://en.wikipedia.org/wiki/Link_rot

>> No.2752539

>i don't know why you have such a problem with this.

because nobody ever bothered to explain them, and since we're on 4chan and people used to embed weird stuff in glitched and non-glitched pictures, you get the idea.

>> No.2752570

all right, fair enough. point taken.

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