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2761480 No.2761480 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2752301
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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So You Want To Play Some Fucking Doom? (v5)

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
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/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##

>> No.2761481


[10-25] Anon map release: bland.wad

[10-23] Doom 4 alpha title screen music

[10-22] BDv21 starter pack, all 150MB+ of it

[10-22] Doom 4 alpha footage (edited highlights, plus marketing drivel. skip to 0:59)

[10-22] Anon map release: Iceplant2

[10-21] Quake Live beta goes public.

[10-21] Doom 4 Closed Alpha leaked weapon screenshots

[10-21] Doom palette converted to 3DLUTs in 3DL and CUBE format for Photoshop etc

[10-21] Battlefield 2142 SFX

[10-21] Doom Retro v1.9 released

[10-20] Doom 4 Closed Alpha about to begin

[10-20] Alien Breed 3D Total Conversion (WIP)

[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


To submit news, please reply to this post.

>> No.2761490

>life is consumed by doom

feel bad for you guys tbqh fam
I could see if it was an mmo or something but damn son.

>> No.2761496

you could say it's condoomed

>> No.2761518

the size of the game world created by the union of all user-made Doom levels is, i imagine, far bigger than any MMO world.

either way, yes, you can spend your life playing doom and never run out of new maps to explore.

and the best part is, unlike an MMO, it's entirely free from corporate influence and meddling.

>> No.2761525


A Doom MMO would be.. interesting.

>> No.2761527
File: 23 KB, 1600x1000, titlepic.png [View same] [iqdb] [saucenao] [google] [report]

I wouldn't want it any other way.

>> No.2761585

>and the best part is, unlike an MMO, it's entirely free from corporate influence and meddling.
Then who was server?

>> No.2761689 [DELETED] 
File: 1.36 MB, 270x235, 1444749240010.gif [View same] [iqdb] [saucenao] [google] [report]

kill yourself

i mean it

>> No.2761695
File: 503 KB, 1366x768, Screenshot_Doom_20151026_155233.png [View same] [iqdb] [saucenao] [google] [report]

what a way to tip off an otherwise average at best experience, this still doesn't fail to make me laugh a second time around damn

also holy shit the attack chances for many monsters in smooth doom need to be nerfed the fuck out, some cacos and cybies can shoot for literally fucking forever

>> No.2761697

I thought SD didn't change anything but graphics

>> No.2761702

[10-22] BDv21 starter pack, all 150MB+ of it

New brutal doom? What's so special about this "starter pack"?

>> No.2761708

With the way animations work in Doom, it's set up so enemy attacks are tied to a certain animation frame - I think the animation frame itself triggers the attack. As smooth doom adds more frames of animation, it could easily have fucked up the way enemies behave

>> No.2761710

I thought they fixed that a good while ago, imps were broken

>> No.2761716

it seems like the starter pack is a loose remake of the original game(s), but with added zdoom map features, and rebalanced for the mod

>> No.2761718 [DELETED] 

Back to reddit with you

I mean it.

>> No.2761725

>What's so special about this "starter pack"?

They're a set of maps "better than the official maps" designed specifically for Brutal Doom.

For all of Mark's dumbassery, he's a pretty decent mapper when he puts his mind to it. I don't think he really put his mind to it with this, though, he's forcing himself pretty hard and it shows quite a lot in the maps.

>> No.2761740

gifty explicitly states in the SD project page on the forums that the goal of the mod is a perfect 1:1 reproduction of doom even though small fuckups do tend to squeeze through from time to time

keep in mind though all decorate files for all monsters are made from scratch to mimic vanilla behavior as much as possible, not pitch perfect on-point reproductions

there have been many monster-related behavior issues reported over time as well, such as lost souls being extremely aggressive and most ticrates just being fucked with in general, so non-vanilla behavior is to be expected to some extent

that said really fucking hope it gets updated soon, i sent some doom 64 PR and BFG smooth sprites to gifty not long ago and i just hope he gives out signs of not being dead later this week ffs

>> No.2761741 [DELETED] 

don't you wish you could block and downvote me :^)

>> No.2761754

back at ya.

>> No.2761778

>posting this on a doom thread

>> No.2761780
File: 10 KB, 1022x414, watch your step.png [View same] [iqdb] [saucenao] [google] [report]

Hey. I'm the guy that posted this remix the other day: http://picosong.com/6cBs/
Since a ton of you seemed to like it, even if it was my very first attempt at any sort of remix, I guess I'll make some more for you some time in the future.
It was pretty fun to slap together, so I'm gonna do one final mix of it, to add in, or change any last things.
Any thing else you could want added to it, or changed?
Oh, I'm also plopping on a shitty little name just for reference.

>> No.2761783

What would be a rock-solid cosmetic improvement?

I'm thinking these two together...



>> No.2761804

I'm all in for a remake of Doom 64's stats screen or the finale (monster cast call)

also that edit was pretty bitchin, I liked it a bit more than the original, even though it's just sped up a bit.

it still makes me happy that we're getting fucking mick gordon doing the OST (which judging by what little snippets we've seen so far sounds pretty fucking amazing) and not some nobody doing some orchestral garbage of sorts.

that said I hope we get some proper ambience in Doom 4 since metal is mostly confirmed. I'm hoping for some PSX-esque eerie stuff, at least to a certain extent.

>> No.2761873

it's not all his own work - e.g. map02/03 are based on old Freedoom maps. i made parts of map02 many years ago, it was fun to see it again, tuned up.

>> No.2761886


Do you get banned for this sort of thing over at doomworld?

>> No.2761913


Wild Faggot is not a mod in Doomworld, so, no.

>> No.2761929

assuming "this sort of thing" means "making tasteless jokes about events in recent memory in which lots of people die", no -- consider the case of the UAC Ultra II release thread, for which 40oz's account suffered no lasting consequences.

it seems clear here the ban reason is spurious. he says, "if that's how you really feel, get off this forum", yet the very next paragraph begins, "but seriously," showing the poster does not, in fact, really feel that way.

in my view, worthy of a warning at best. but perhaps there's more to the story i don't know; the banned poster has a history of such incidents, or the moderator has a sore spot, perhaps he lost a relative on 9/11 (although that's letting his personal feelings cloud his judgement, making his moderation decision very questionable)

>> No.2761930

>Gets banned for a clearly sarcastic post
Jesus fucking Christ.
Sometimes I wish I could just reach through the screen and punch WildWeasel in his fucking face.

>> No.2761959

>UAC Ultra II
holy shit please tell me this exists

>> No.2761962

Playing through Doom on the ps1. I really like this port for it's music and lighting effects.


>> No.2761983

His mods are pretty alright, but he sure does get high&mighty over fucking nothing on the regular

>> No.2762010

wow this was total shit. almost as much as the "joke" itself.

I however choose to laugh at the thought that the thread was helled because the wad itself was a threat against mankind.

>> No.2762040
File: 476 KB, 800x800, 1441320028402.jpg [View same] [iqdb] [saucenao] [google] [report]

Both are pretty damn awful, but which is worst?
DoomWorld, or the ZDoom Forums?

>> No.2762047

smooth doom is pretty fucking solid, but it would become even better if the monsters actually worked and behaved exacly like their vanilla counterparts

but such is the end result when you try to put additional sprites on anything, it either ends up looking pretty awkward in most cases (such as is the case with smooth doom's monsters namely) or you end up with a certain number of incongruities that shouldn't be there

not commenting on any of the weapons since, and let's fucking say it now, all the weapons in smooth doom are fucking godtier goodness and you'd have to be a earthbound-boss tier shitlord to say otherwise

>> No.2762098
File: 410 KB, 1440x1080, badreception.png [View same] [iqdb] [saucenao] [google] [report]

Going Down should get it's Cacoward revoked just for Map 07.

>> No.2762108

>they have no clue that RV007 is unironically a ultranationalistic conspiracy theorist

maybe it's a good thing you're left in the dark

>> No.2762159

>For all of Mark's dumbassery, he's a pretty decent mapper when he puts his mind to it.
I'll agree on this, Dead Cargo was a good submission for 200 Minutes of /vr/, I'd love to see him make a Vanilla or Boom styled episode for Doom 1, just to see what else he can do with just some basics.

I honestly like his maps more than his gameplay mods, he should dabble more in that every now and then.

>> No.2762167

>all the weapons in smooth doom are fucking godtier goodness and you'd have to be a earthbound-boss tier shitlord to say otherwise
I don't like that they changed the chaingun's minimum 2-cycle behavior when you tap fire.

>> No.2762171

>posts /b/ and/or /pol/ tier shit in a thread about an important subject
>has been on the mod's nerves before
You guys forget not all places are like 4chan,.

>> No.2762172

>Doom 1 having "great variety"
>Doom 1 having more notable variety than Doom 2

>> No.2762184

enemy variety of course not
enemy placement variety absolutely
Are there any mods out there that mash classic doom 1 level design and doom 2 content? doom 2 they way id did it comes to mind for me that's more just "doom 2 level design done better"

>> No.2762193

It's not their fault that they just wanted to have DemonCon in there.

>> No.2762194

>enemy placement variety absolutely
Disagree. The mapping, enemy placement, and pretty much everything is more varied in Doom 2, for better or worse. Even if you think Doom 2 sucks this seems hard to deny, the style of one level vs another can be much more drastic precisely because it's more uneven and weird.

>> No.2762197

What's so bad about it? It was too hard for me on UV, but I'm not a great player, and didn't seem outlandish in any measure compared to many difficult megawads...
I feel like I missed a joke, maybe.

>> No.2762198

while on that
>DT2WID literally has brown textures everywhere
>all levels look like shit
was this done deliberately

>> No.2762206

I just finished DT2WID and I didn't notice brown textures too much except for maybe the shipyard level and some of the final levels. What confused me is the black tile texture on the last hell levels. What were they trying to do there?
I think it's doom 2's larger amount of big open levels that give the sameness vibe to me.

>> No.2762212

Are you sure you're not just used to wads with custom textures? Play M03-M06 in original Doom 2 and look at how many brown and metal walls there are.

>> No.2762224
File: 77 KB, 947x723, ss+(2015-10-26+at+09.39.54).png [View same] [iqdb] [saucenao] [google] [report]


There's also the fact that RV-007 is legit a wackjob and inserts crazy shit into his mods.
I don't mean "crazy shit" as in "crazy fun" or "crazy bad", I mean the dude writes entire fucking essays about conspiracy shit and stuffs in government reports and newspaper clippings as well.
Also his mods are shit, but that's not exactly groundbreaking news.

If you wanna complain about someone getting banned, sure, whatever, but RV isn't exactly a sympathetic martyr.

>> No.2762238

whichever one you post in.

>> No.2762251
File: 21 KB, 460x276, 21312312423.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2762263

>all that shit
Fucking hell.

And I thought I'd be weird for thinking about sneaking in little Pro-2A snippets here and there in decorate code I write.

>> No.2762284

while I don't necessarily agree with the "Doom II was literal shit everywhere" meme (even though i admit it does stand out among other colors in some levels) i cant help but think this was done knowingly to appease those who misremember it entirely

>> No.2762292


I really like this remix. And this music. Map 29 was awesome.

>> No.2762413

It's not too bad of a map, but there needs to be less things you can trip on, and more cover.
In a map filled with, and surrounded by projectile monsters, you need both clear running space for strafing, and a few areas to hide from projectiles.

>> No.2762445

alright Ill say it out loud, doom forever zdoom port when

the fact that it's EDGE only rustles my jammonas something fierce

it's just so fucking awkward

>> No.2762493

I came here to say that e1m7 of HYMN was possibly the worst map I've ever completed. Whoever made that should feel ashamed.

>> No.2762518
File: 31 KB, 320x200, DOOM04.png [View same] [iqdb] [saucenao] [google] [report]

btsx looks good in vanilla doom aspect ratio, who knew?

>> No.2762554

I don't remember monitors being this tiny when Doom was out.

>> No.2762558

They weren't, that is just a 4:3 aspect ratio probably pixel doubled for old VGA. Took in chocolate-doom with vanilla devparm style screenshot feature, saved to pcx and converted to png.

>> No.2762565
File: 48 KB, 1600x1000, benis.png [View same] [iqdb] [saucenao] [google] [report]

Here you go m9

>> No.2762602

Did someone turn on low quality mode?

>> No.2762606
File: 1.27 MB, 1920x1080, Screenshot_Doom_20151027_063740.png [View same] [iqdb] [saucenao] [google] [report]

This some cool shit.

WAD is 1024 Claustrophobia, which I already like more than Congestion 2014 from the first few levels.

>> No.2762684

that snapshot faintly reminds of unholy realms for some reason

must be the green contrasting with the grayish brown brick texture in certain parts

>> No.2762764
File: 58 KB, 224x225, ez0Dyub.jpg [View same] [iqdb] [saucenao] [google] [report]


Why do you think it's called D2TWID you berk

>> No.2762795

it does exist but i think it was only a demo, nothing like a full release. there were only a few maps. i don't have a link for it, sorry.
i did wonder if there was history i had missed.
much lower dpi. 14" CRT, with screen about 11"x8¼" gives horizontally ~29 and vertically ~24 dpi
all these modern megawads use the same damn texture set. usually some subset of what is now known as cc4-tex, but that was just a compilation of sets that were already becoming overused when cc3 was completed.

>> No.2762857

map03 is brown and metal.
map04 is green and grey.
map05 is brown and grey bricks.
map06 is mostly metal with a bit of grass.

you may have something of a point but it's not as monochromatic as you remember, especially not map04.

>> No.2762858

this is how diehard prboom users (well, one at least, me) feel when forced to use zdoom by lazy or ignorant mappers.

>> No.2762989
File: 252 KB, 944x531, 944x531.jpg [View same] [iqdb] [saucenao] [google] [report]

So how do we fix this?

>> No.2762990


rename it.

>> No.2763021

you mean like how the Doom movie would be considerably better if it were not called «Doom» but something like «Genetic Mutants Go Nuts On Mars» ?

>> No.2763025



>> No.2763028

The Doom movie was shit even if it wasn't called Doom.

>> No.2763029
File: 122 KB, 640x768, UnrealTex.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm attempting to put together an Unreal texture replacement pack like that "Hexen2 disguise for Doom2" in my spare time, and the vagueness of a lot of Doom 2's textures leads to weird visuals based on how people use them... I'm going to have an issue that Unreal's textures are really quite dark, and I'm tossing up on vanilla/boom compatibility, especially when I want some flats to take up more than 64x64 space.

>> No.2763035

i enjoy terrible cliche-ridden sci-fi/fantasy/action movies, so i can't agree with you. case in point: the working title of one of my old maps was Sector 14, after a really cringeworthy line in AvP: "but there's nothing in sector 14"..."there is now!"

>> No.2763041
File: 174 KB, 800x585, dynamite.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't wait for it.

>> No.2763060

so basically a reskin? that's cool i guess. yeah you won't get 100% match because of the weird ways people use textures, freedoom has the same problem, every so often someone will moan that its textures don't match those of doom2 sufficiently well for some pwad to look right. the most common cause for complaint being the warning stripes on e.g. the gray cement textures.

are you also planning to release the unreal textures with unique names (not replacing existing textures) so they can be used as a pack for mappers? that would be great

>> No.2763103

Yeah, a reskin. I wasn't planning on releasing a separate pack, as a lot of the textures have been edited and hacked up to more closely match the Doom 2 textures they're replacing, and I thought people would want the original textures.
(Also I am new to texture stuff, at the moment just exploiting Zdoom's flexibility in allowing you to use files that aren't properly set up)

On a side note, fuck the vague-as-hell ASHWALL and ZIMMER textures and their ability to be used anywhere.

>> No.2763120

>On a side note, fuck the vague-as-hell ASHWALL and ZIMMER textures and their ability to be used anywhere.
haha, i set ashwall3 as the default texture in the editor because it goes anywhere and you hardly have to align it

>> No.2763148

Ghosts Of Mars is better in almost every way and feels more like Doom than the Doom movie

>> No.2763197
File: 56 KB, 980x895, dewm.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got a good tutorial on how to install Timidity++ that isn't 10 years old?

>> No.2763198

i thought Event Horizon was closer to a Doom movie than the actual one. but that opinion is probably just as much of a cliche.

i've not heard of Ghosts of Mars but i will take your recommendation, thank you.

>> No.2763201
File: 418 KB, 1440x1080, great AI.png [View same] [iqdb] [saucenao] [google] [report]

what the fuck

>> No.2763235

I was thinking of posting Ghost of Mars, but then I thought that no one would know what I'm talking about. It's good to know another anon knows what's up.

>that scene where they go for the train
>train isn't showing up on time
>"What're we gonna do?"
>"Plan B."
>"What's plan B?"
>cue heavy metal music as they start just blowing everything away

It's not a movie you watch for the plot, but it's so satisfying.

>> No.2763329

Timidity itself is pretty old.
Its all about FluidSynth or BASSMIDI now.

>> No.2763330

so tspmk2 confirmed Halloween release then?

>> No.2763337

Is there any doom mods that have a hub level?

>> No.2763346


I like you, anon. You're optimistic.

>> No.2763405

I love Doom, but I absolutely cannot into Heretic. Am I alone in this?

>> No.2763408

I have more trouble getting into Hexen honestly

>> No.2763415


Not really. Liking one iwad and not liking another is very common.
I fucking hate Strife with every possible ounce of hate I can muster.

>> No.2763452
File: 253 KB, 834x593, boilers.png [View same] [iqdb] [saucenao] [google] [report]

Fuck, it is monotoneous as hell to build something that looks like ship engine.

>> No.2763457

heretic is pretty bullshitty to be honest
huge damage randomization, silly enemies...
it still have some cool shit
have you tried playing it with Wrath Of Cronos?

>> No.2763474

>Wrath Of Cronos

Get out

>> No.2763483

i love all four doom iwads and am apathetically indifferent to all the others to the extent of never even having bothered to try them

>> No.2763490

Hey I've been away from Doom for like 6 months and with most other vidya being disappointing I'm looking to build up my Doom folder again. Any essential good megawads come out recently

>> No.2763494

Well, I don't think D2tWID is as monochromatic as that anon was claiming, either. I thought D2tWID used color and contrast quite well given only the Doom 2 textures.

>> No.2763571

It looks me a long time to get into Heretic. Playing the maps from a wand start helped a lot--enemies soak up more hits than Doom so it becomes more about resource management than reflexes. Also, I began to appreciate how Heretic's maps are more concept-based than Doom's. They still aren't very realistic, but it's cool to see something like E2M4: The Ice Grotto where they had an idea and stuck to it. I also really like Heretic's use of "house"-style architecture in maps like E1M4.

>> No.2763572

Can see in-game screenshot?

>> No.2763590
File: 64 KB, 320x200, DOOM14.png [View same] [iqdb] [saucenao] [google] [report]

Do anons like STRAIN? I think its cool.

>> No.2763619

I haven't really given Heretic a good chance, but I recall the gameplay felt much like Doom.

Hexen, on the other hand, is an abysmal gorefest and I don't understand what some people see in it, the combat is boring as hell, the puzzles are obtuse and annoying, and everything goes on for way too long.

I appreciate all the cool stuff that's been used to develop sourceports with, but the game just is NOT FUN.

>> No.2763695
File: 331 KB, 1366x768, Screenshot_Doom_20151028_013600.png [View same] [iqdb] [saucenao] [google] [report]

Here you go.

>> No.2763704
File: 93 KB, 669x542, wheeldrive.png [View same] [iqdb] [saucenao] [google] [report]

And the paddlewheel drive-ish thing.

>> No.2763770

thanks, I like it

>> No.2763954
File: 345 KB, 1366x768, Screenshot_Doom_whitemare2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2763982

I like Heretic more than doom but I just wish it got some fixes. Weapons in Heretic feel like shit and are in desperate need of a touch up, a la something smooth doom-ish. I mainly just prefer the level design and enemy variety, Doom 1 was a lot of corridors and Doom 2 was a lot of open areas, Heretic seems to strike a balance between it.
Try it with Hexercise and maybe Wrath of Cronos. It makes the game a lot easier, but the game was already pretty easy, so who cares. If there was a way to keep the WoC enemy, weapon, and class variants while removing the RPG shit, I would recommend that to.

>> No.2763984

Quake Live final update is live.

Steam workshop, LAN, and dedicated servers are all supported now. Subscriptions dropped, but the game now costs 10$.

Also the Doom 4 alpha music link is dead.

>> No.2763998

Try BASSMIDI instead, it's easy as piss to set up and it's pretty decent.

>> No.2764003

I like Hexen combat, and... actually I like almost everything except the obtuse at best "puzzle" design and constant but near meaningless backtracking.

Combat felt great for its time, game looked good, had some of the first destructable environments in a video game... there's a lot to like, shame it's covered by backtracking to go fuck yourselfville over and over and over

>> No.2764009

So practically speaking, it's now effectively a more updated Quake 3?

What happens if QL is already in my Steam library, do I still have to pay for it?

>> No.2764017
File: 380 KB, 1366x768, Screenshot_Doom_20151027_185201.png [View same] [iqdb] [saucenao] [google] [report]

just tried vupiter and it was pretty eh

was it ever finished though??

>> No.2764018
File: 436 KB, 1280x768, Screenshot_Doom_20151028_125314.png [View same] [iqdb] [saucenao] [google] [report]

Person messing with Unreal textures again, how large a wall texture does vanilla Doom support? I've looked around and couldn't find a clear answer, it's unclear if 128 or 256 is the maximum height, and if width is 256 or infinite.

Hope I don't take too long, then. Thanks though.

>> No.2764021

>Try it with Hexercise and maybe Wrath of Cronos. It makes the game a lot easier
It's not that the combat is particularly hard, it's just tedious and annoying.

You're still left with boring as fuck levels even if you fix combat.

>> No.2764032

Nope, it's free if you have the game on steam already.
If you played the standalone before this, contact support and they give you a key for the game.

>> No.2764045


What about the gibs? I don't see them in the DLC page yet.

>> No.2764109

... so I'm back fresh from finishing Doom 64.

Jesus fuck that game is a masterpiece from start to end I swear to God.

>> No.2764150

I never thought the levels were too bad, why didn't you like them? Castle of Grief is pretty generic, but everything else is pretty good.

>> No.2764182

How do you copy levels in Doombuilder?
As in telling it to take a map from a WAD and to copy it into your wad, so you can edit it without changing the original.

>> No.2764193

>why didn't you like them?
Endless switch hunting.
Endless key hunting.
Across multiple levels in a hub, with no real intuitive way of making progress beyond hitting a switch and being told basically "something happened".

Trudging about for hours and hours in one hub, now, thankfully, I'd have finished most monsters the first time trudging through most parts of the central hub, but on the other hand, that means there's nothing else to do while looking around for what the hell you're meant to be doing.

I really like the way maps look in Hexen, they're beautiful (it has great aesthetics and design, great music and sound design, etc), good use of textures, nice detailing, very moody, but 80% of the game is spent looking for a key, a switch, a door, a place where your key goes, whatever the fuck that switch just did, etc.

If someone made a megawad for Hexen with the maps styled after Doom, that'd be kickass with Hexercise.

And a mod to completely replace the Centaurs, because fuck them. Yes, yes, I know, flechettes, I still hate them.

>> No.2764216

Open the map, in the Map Options change its name to something that won't overwrite your own maps, and use "File - Save Map Into". If you don't want to put it in your wad yet, you can also use "Save Map Into" to save the map by itself as a separate wad.

>> No.2764245

I probably played more Quake Live today than I have in the past 6 months combined.

It's a shame this activity spike wont last.

>> No.2764250

Alright, just tried it. Game starts up fine but the mouse doesn't work properly on the menus. What in the actual fuck?

>> No.2764252 [DELETED] 

Hellbound should have its runnerup revoked for being boring as fuck 90% of the time.

>> No.2764253

Is your mouse plugged in?

>> No.2764265


your reply

>> No.2764268

Depends where you live really.
It won't drop below 650 players daily, that's for sure.

>> No.2764270

Well yeah, much unlike those who thought Doom never had mouselook initially.

Like, I hover over the different elements, click, and nothing fucking happens, cursor changes from the hand to the standard pointer. Not even the exit button works, Alt-F4 works as always though.

>> No.2764283

I live in North America. Quake is dead as shit here.

>> No.2764298

Why don't us Amerifats enjoy skill based shooters anymore? It's all cawadooty and the occasional battlefielder, I miss UT03/Q3 style games (yes I'm aware they both still exist, but like, NO development has happened for them or the like recently, unless you count unreal engine 4's free version of UT, which is underpopulated already).

>> No.2764307

I have a friend in California that says he still finds games easily.
Try pickup games, maybe?
>Why don't us Amerifats enjoy skill based shooters anymore?
Cuz you have choices now, and newer games have come out.
UT4 is doing fine for a pre alpha.

>> No.2764309

There's also Reflex and FRAGLIKEITS'99(TM).
But they are shit and dead as well.

It is a shame arena fps are so dead here.

>> No.2764314

>Try pickup games, maybe?
CPM pickups are completely dead in north america (-CPMPickupBot- Lastgame 67d 4h 20m 53s ago: CTF), and the quake live pickup community here is filled with some of the worst people I've ever had the displeasure of playing video games with.

>> No.2764328

Reflex's dead on NA, yeah.
FRAGLIKEITS'99(even though we are a clone of a game from 2004)™ is just dead. They got fucked by the new UT. A shame, the devs put some nice artwork in the game.

Arena shooters just won't come back, not like people want them to. Halo will succed like always, but if UT fails that's it for classic AFPS on PC.

>> No.2764330

M-maybe D44M will be good.

>> No.2764335


Well, the multiplayer is slow, really brown, unbalanced and a little uninspired. Weapon feedback is pretty wimpy, and none of the original Id guys are behind it.

Nah it'll be fine.

The one thing I really like about Doom 4 and what several modern shooters have been doing recently though is putting grenades and other tools on a cooldown system, effectively giving the player unlimited grenades, just with a wait time between use, I think that'd work pretty well in a mod

>> No.2764336

I think it will be okay.
But that's kinda what I meant by "not like people want them to".

>> No.2764369

It's a little more halo than call of duty than quake/doom, but I'll take halo over cawadoody. Yeah I'd rather it be a fast paced arena shooter also, but a halo rip on PC? Could be worse (also could be better, but that's not the point)

>> No.2764384
File: 2.21 MB, 720x360, still not quite happy with this.webm [View same] [iqdb] [saucenao] [google] [report]

I still can't grasp what the hell this attack needs, the spray of smaller balls are fine but I'm not happy with the big ball

Right now it just explodes on contact with all monsters, I could give it the ability to rip and then explode violently after travelling a set distance, that way you can still get the most out of the melee attack

I have no idea where the fuck that archvile went after I hit it.

I feel like I need to make the secondary fire a little more impact as well.

>> No.2764391

How would one go about making a vaporwave styled level?

I can only think of wide spaces in 80s neon colors (primarily pink and teal) with roman structures while slowed down Doom music plays in the background.

>> No.2764396

I suggest that you should remove the repulsion in the projectiles, as in sending enemies away with explosions and make melee be the only thing that homeruns enemies away Seriously, the archvile literally disappeared after that hit, and maybe increase the cost of the shots because 30 cells for something that can kill a Cyberdemon in 4 shots (2 being direct shots, the other just being the small ripping balls, which should also not be rippers for boss enemies)

Maybe reduce the wind-up because the animation looks stiff in my opinion, or make the animation be less stiff if you're keeping the same wind-up

>> No.2764398

>vaporwave style level
you could try a mordeth styled one.


>> No.2764417

What's on people's minds from what I've seen is why didn't they go full Halo and have actual weapon pickups when Halo MP borrows heavily from arena fps in the first place.

>> No.2764421
File: 807 KB, 500x375, tumblr_nb5l9wvxUe1qelyl4o1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Oh you.

>> No.2764428

So, any word on the gibs dlc for quake live?

>> No.2764430

For patches, height was 128 and width was 256 if i remember correctly. You can paste different patches together in the TEXTURE1 Lump to make wider textures. That's what they did for custom skies and for the marble wall.

>> No.2764434

Try out "My soul trapped in a Windows 98 Computer". That's Doom vaporwave as fuck.

>> No.2764436

I am being genuine. I only liked around 3 maps total.

>> No.2764438

Have you tried playing it with Project MSX?
It makes it less of a chore because of more mobility and you can sequence break the hell out of Map 12

>> No.2764442



Not really hitting MUH AESTHETICS. I would not use any texture from Doom or Doom 2, except maybe for a level that consists of several DOS games jumbled together.

>> No.2764451


>> No.2764465

>Also the Doom 4 alpha music link is dead.
Removed by user. Was expecting removed by copyright claim from corporate overlords. Maybe he got scared it'd get him banned from the beta? Who knows.

>> No.2764474

this is actually quite a complicated question, but, these days, assuming support for the deepsea tall patch hack, it's basically unlimited in both directions - cf the waterfall texture in hell ground, or DARKNESS in rush.wad.

however if possible you should restrict to widths and heights of powers of two:

- boom based ports can tile non powers of two vertically, but oddly, zdoom cannot, last i checked.

- however most ports save for zdoom will not handle non power of two widths correctly. for example prboom will repeat the texture at the next smallest power of two (e.g. width 80 will repeat at 64).

i should really fix the last one, i'm pretty sure i know how.

>> No.2764478

funny you should say that because the only time there ever seems to be anyone on Odamex servers is during the evening in America, which is the middle of the night in Europe. i refuse to become nocturnal again.

>> No.2764485

I hope I don't drop my spaghetti by asking this but what about team fortress 2?

there's the invasion update released this month and the gun mettle one sometime in july iirc, the game seems more active than ever

>> No.2764509

There's also the rumor of a new Quake, but in 4 fucking iterations the game barely changed, and it's likely that syncerror is on charge again like he was in Q4.
Arena shooter implies more than non-realism and projectile weapons, anon.
There is an argument to be made, however, that things like TF2 and Overwatch are the natural evolution of the genre.

>> No.2764513
File: 213 KB, 1600x1200, Screenshot_Doom_20151028_082147.png [View same] [iqdb] [saucenao] [google] [report]

>>2764474 (me)
>but oddly, zdoom cannot, last i checked
it seems my information is out of date!

90x72 and 72x90 hexagon tile test wad:

>> No.2764518

>the quake live pickup community here is filled with some of the worst people I've ever had the displeasure of playing video games with
What makes you say this? Just wondering. Quake Live is pretty much the only game I've been playing lately and the players don't seem that bad. The community is small, but for the most part they seem okay to me. Undoubtedly better to talk to than most people I came across when I was into online console gaming.

>> No.2764531

If I put two patches of 128x256 together to make a 256x256 texture, though? I have to try it out, I'm doubtful as the Icon of Sin is made up of multiple walls with 256x128 sections. (unless they weren't aware they could have taller textures or something)

These are the textures from Unreal, so they'll definitely be in powers of two. The question was about vanilla Doom, though. If vanilla Doom can't handle 256x256 I guess I'll have to work around it, or just step it up to "Boom compatible".

>> No.2764534

two patches of 256x128*

>> No.2764558

v0.4a of CottonSwab is offically released. Check your local thread for a copy.

>> No.2764651

i don't seem to have a local thread, could you clarify your meaning please? i'm sorry if i'm missing a joke

>> No.2764682

so, are they forcing you to use steam now or can you still use a regular launcher+QL account?

>> No.2764683

Cottonswab = Suab, aka "Shut up and Bleed", which is a D+ Mod for Zdoom.

This mod's Verson 0.4a release has been... well, released on both Zandronum's and Zdoom's forums.

This is iSpook, the guy who made the Zdoom-friendly port of "Shut up and bleed", and I was just trying to tip off those who like said mod, sorry.

>> No.2764686

oh, right. i don't follow the zd/z& forums and i didn't know you'd renamed it. i thought cottonsuab was someone else's fork.

>> No.2764692

Nah, just me being slly.

>> No.2764727
File: 44 KB, 320x400, 1446039014.png [View same] [iqdb] [saucenao] [google] [report]

>two patches of 256x128*

updated test wad:

>> No.2764739

What level wad is that?

>> No.2764741


Scythe, level 24 or 23

>> No.2764759
File: 125 KB, 640x480, mizusu.png [View same] [iqdb] [saucenao] [google] [report]

Damn.. seems fine in PrBoom though, so I guess I'll stick to that for now. Thank you very much for the information and test! the wad shows off the bad tiling pretty well. Now I just need to see if PrBoom supports large flats, and I'm set.

>> No.2764769

>Now I just need to see if PrBoom supports large flats, and I'm set.
it doesn't, sorry. not yet anyway.

>> No.2764774

perhaps make the circle energy effect sprite move forward like it's expanding forward

maybe even add a double helix particle trail to the main ball

>> No.2764783
File: 8 KB, 408x286, 1410890134672.png [View same] [iqdb] [saucenao] [google] [report]


I could probably make it move forward, that's not a bad idea.

I don't think I could pull off a helix effect though, I've never been good with visuals

>> No.2764793
File: 431 KB, 640x1344, bigflatnothing.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, I guess I have to shrink them...a bit depressing.

>> No.2764798

>I have no idea where the fuck that archvile went after I hit it.
You must have hit it so hard it travelled through time.

>> No.2764814

You could just split it up into multiple flats, but i guess that'd be far too much work.

>> No.2764848

Steam only.

>> No.2764886

it wouldn't be a drop-in replacement for doom2 textures then

>> No.2764902

huh? I thought this was a flat, not a texture?

>> No.2764910

yes, sorry. flat.

my point was yes you can split a 128x128 flat into 4 64x64 flats, but he seems to be making a reskin texture wad that replaces existing textures with approximate equivalents from unreal, thus not needing maps specially made for the texture set.

>> No.2764916

It's Romero's birthday today.

>> No.2764920

Anyone know the wad being played in this video?


>> No.2764925
File: 129 KB, 640x480, 1446049837.png [View same] [iqdb] [saucenao] [google] [report]

1994TU map30

>> No.2764946

Are there any good mappacks set on Earth?

>> No.2764947

But wouldn't having them exceed 64x64 already make that not work?

>> No.2764980

tvr starts on earth for the first eleven maps. then moves to some alien world named utopia (and ends up in hell as usual)
i'm not sure i follow you

>> No.2764984

If the whole project is meant to simply replace doom 2 textures and flats, how exactly would 128x128 or 256x256 flats replacing 64x64 flats even work?

>> No.2764989

well, obviously you couldn't replace a 64x64 teleporter pad with something that didn't fit the same gap, you'd only get the top left corner of it.

but if you have some large area that's meant to tile, like grass or water or lava or something, replacing the 64x64 flat tiled across it with a 128x128 tile won't make much difference. it might even look better.

>> No.2764992

Realm of Chaos also goes Mars->Earth->Hell i think.
still they're both vanilla wads and quite abstract, you're not exactly running around through highly realistic city streets

>> No.2764995

Wouldn't it basically need to be raiding dungeons? Like, maps made for 16 players in mind, and thus being huge levels that are overfilled with enemies, especially big enemies?

I basically imagine it being a more structured version of Invasion, probably limited by lives as well. Make some system where players have to revive (or be revived) when they die and if everyone is dead at once then it's game over.

As for gear/progression, I don't know what you'd do since to me, the notion of stuff-based progression is just a mindless borefest and isn't very doom-like.

>> No.2765003

holy shit I didn't even know this video had gameplay in it
I usually let it play on the background

>> No.2765127
File: 954 KB, 1366x768, Screenshot_Doom_20150716_145452.png [View same] [iqdb] [saucenao] [google] [report]

going down
inflation bay

>> No.2765246

In the original engine, textures are hardcoded to wrap at 128 pixels and only 128 pixels. It was a pretty big blunder by Carmack to do it that way honestly - he could easily have had the renderer take the given texture's height into account, but he didn't bother for whatever reason.

>> No.2765271

Actually, taking an arbitrary height into account would have had the potential to slow the game down considerably since the inner loop would have had to do a ton of divides. But he could at least have had it wrap at any given power of two and let people make textures that were 32 or 256 or whatever high (although 256+ would have required rewriting how Doom's graphics were encoded, but that's not a huge deal really - just use two bytes for post offsets and lengths instead of one.)

>> No.2765293

tangential story: i removed the 128 case from R_DrawColumn and let it be handled by the any-power-of-two-height case and it actually sped it up

i imagine this is because it made the function smaller and fit into cache better but i don't know

when i extended R_DrawSpan recently to handle non-64x64 flats it definitely slowed down a bit, but not enough to care about

>> No.2765317
File: 573 KB, 1366x768, schiffmap.png [View same] [iqdb] [saucenao] [google] [report]

I didnt find any detailed tutorial about lighting in GZDoom builder. Can someone point me to one? It just needs to be darker with flickering light and such.

>> No.2765327

it'll show up next week at his work

>> No.2765337

>It just needs to be darker with flickering light and such.

Those are sector effects, you change the properties of each sector you want that lighting to occur in. The light level, ranging from 0 to 255 (I think in DB, the default is 128 or maybe 160). Then you can assign effects that act upon that. If you are using the UDMF map format, there are also linedef actions and Things you can place within a sector that give off GL Dynamic Lights (Point lights and flickering lights).

In addition, you can have a GLDEFS lump inside your WAD or PK3 so you can assign lights to Actors or change the brightness of a patch or flat (useful for ceiling lights).

>> No.2765495
File: 228 KB, 500x333, 1405149977431.gif [View same] [iqdb] [saucenao] [google] [report]

am I the only one having a hard time trying to find this any fun

this is literally depressing for me

>> No.2765521
File: 190 KB, 1920x1280, sky_windows_98_flag_wall_2.jpg [View same] [iqdb] [saucenao] [google] [report]

I always imagined one using the Windows 98 Maze screensaver textures + Windows 3.11 textures.
Map could be a castle-like one (with outdoors and a nice Win98 themed skymap, perhaps the 98 clouds texture?) or a Wolf3D like one, would have some vaporwave-themed music, some sprite PCs on tables as decoration (using the Win98 icons) and other vaporwave-releated stuff
If you want i can give you some textures you can use and even more ideas.

>> No.2765525
File: 36 KB, 1328x747, pump.jpg [View same] [iqdb] [saucenao] [google] [report]

Get into the halloween spirit

>> No.2765537
File: 34 KB, 449x449, 1443967393124.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2765562

I've read your post and started it. First map in - so far so good.

What is it?

>> No.2765571
File: 1.83 MB, 422x480, 81817.gif [View same] [iqdb] [saucenao] [google] [report]

>Map could be a castle-like one
Maybe like the house from the Mystery Screensaver in the Win98 Plus! pack? Gif related.

>What is it?
It is a plain text file containing definitions for OpenGL specific features in GZDoom, such as dynamic lights, skyboxes, shaders, etc.

You can figure out how to write one here:

And if you're going to be making GZDoom-specific maps, keep this wiki bookmarked and refer to it as needed.

>> No.2765634

Yeah, maybe.
Here's a handy image pack (+txt with my ideas) to give you some help.


Im pretty sure i have a different idea in mind, but the result may look nice aswell

>> No.2765638
File: 43 KB, 416x604, raddest punk ever.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy late birthday, Romero.

>> No.2765660

How about making the big ball at the center attract demons and make them pass through the smaller ones with ripper effects, and make the big one explode at the end.

>> No.2765727


>> No.2765765


I'm going for Zandybam compatibility, so sadly I can't do any negative push forces.

>> No.2765830

Yea I can't stand how hard centaurs break the flow of combat either, especially since the game throws around a lot of them.
I never got why people didn't like the switch stuff though. Maybe it's because most of the stuff I've just been able to remember, but usually getting a key in one level meant that there are gates to open with said key in all other levels but that one (seven portals, badlands, the second part of the seminary) castle of grief is a bit weird but I already mentioned that place is stupid, and necropolis is as straightforward as it gets.
I think there are wads for hexen that are straightforward, not doom straightforward, but it's not as much as a run around. I'll have to look for them.

>> No.2765837

I have an idea, but I have 0 understanding of weapon making, so this is probably impossible.
Just have a standard bat with no projectiles, and with enough damage to kill anything that isn't a cyber/spiderdemon. Give it a fairly large amount of knockback to.
Now for the tricky part. When you kill an enemy or 2, their corpses become projectiles as they get knocked back during their death animation, and they pierce through all enemies, doing about half damage as the initial hit, and traveling as far as the time to complete their death animation allows them.

>> No.2765838


It's possible, and fairly easy. BUT

It'd require custom monsters responding to custom damage types, and I'm not changing monsters here

>> No.2765843

Is it possible to create an invisible projectile that spawns when an enemy is killed with the bat, and just follows the sprite until it stops moving?

>> No.2765850


That'd require custom enemies too anon, otherwise monsters would be turning into OTHER monsters

>> No.2765853

I don't get how that works, but again I don't know shit, so I'll just let be.

>> No.2765931
File: 168 KB, 640x480, Screenshot_Doom_20151009_174521.png [View same] [iqdb] [saucenao] [google] [report]

how do i get up there?

>> No.2765942

So i've got Demonsteele, Project MSX..
Anyone know any other game-alteration mods that have a focus on mobility and fast combat without going batshit insane or being based around their own map sets?

>> No.2765951


Burl Tumd, but even the authors admit it hasn't aged well.

>> No.2765963

metroid dreadnought
GMOTA (to some extent)

these spring to mind

I feel like I'm leaving some behind but I can't bring myself to remember their names for the life of me

>> No.2765991

Hypothetical Situation: Universal Studios, through some terrible system error, hired you to direct/write a new Doom movie. You can run with it, or turn it down.

If you run with it, how will you direct/write it?

If you turn it down, why?

>> No.2766004

turn it down, because it can't work.

>> No.2766019


Run with it. It can be done if anyone has a rudimentary knowledge of DOOM.

>> No.2766023

I'd run with it. Just write the story based on the bare-bones original, and flash it out.

R13 for Violence and Language (even though Doomguy only grunts

>> No.2766031

run with it
i'd probably make the protagonist a bit more vocal, with an AI inside the suit (said AI would be really basic during E1 but turn into a snarky bitch in hell because lol demontech)
i'd keep most of the movie in first person (maybe with a mugshot or the main actor somewhere)
a few private jokes here and there (the guy finding a carmack dogtag, maybe a dopefish hidden somewhere, stuff written in Keen's intergalactic alphabet, a demonic voice or two speaking in reverse, some computer showing infos on Tei Tanga...)
other than that, gore, gun porn, crazy shit

>> No.2766039

Just make it a first person movie [but not with turbo jittery realistic camera] that focuses on shooting and dodging everything at the same time. Maybe some chainsawing there but in a non-exessive way. No one liners, that belongs in duke nukem, leave the only form of voice acting be grunting and confirm orders from your UAC overlord or whatever AI that is in phobos/deimos guiding doomguy.

>> No.2766041

>said AI would be really basic during E1 but turn into a snarky bitch in hell because lol demontech
>implying it doesnt become corrupted and tell the protagonist to do bad things like jump into a blood of boiling river or open the door with a baron of hell behind it
It would get snarky in Doom II.

I like the rest of your ideas, though.

>> No.2766043


Sorry but your versions would be like ten times shittier than the actual movie. You would all be punished from Hollywood forever, and your imbd biography will just say "Worse than Uwe Boll".

>> No.2766048

why tho

>> No.2766049

Doom community has always had its share of people that don't like Heretic, even in the 90's. So you're far from being alone.

>> No.2766054

Sounds good already. The occasional yes and no added to Doomguy"s vocabulary of grunts and taunting laughs would be good.

>> No.2766057

This idea sounds like you just want the movie to be someone playing the game.

>> No.2766074

Not him, but that's close to what I want.

I want it to be more flashed out though, maybe involve Nazis somehow for a Wolfenstein tie-in.

>> No.2766080

Because videogames are not movies, and to make a movie about a videogame, unless it's a RPG, it can only be inspired on it, you can't make a literal translation. The first Resident Evil movie and Silent Hill are the "best" game to movie adaptation ever made, because they dont try to make a 1:1 copy of the game, they just build something over the game's lore. Doom had the potential to be a good movie. They had a nice crew, the plot wasn't that bad (heh just your average Aliens clone, but Doom was suppoed to be an Aliens game anyway, so whatever), their only fault was to shit on the lore and make vampire alien zombies instead of demons from hell, and the extremely poorly directed action sequences (the very same sequences would have been great if filmed by a competent director) Andrzej Bartkowiak was a shitty director that already had directed shitty action movies with shitty action sequences, so, everyone saw it coming.
But even with Andrej being an incompetent director, don't think your childish scripts would be better than his. It would take a fucking James Cameron to make a good Doom movie, and even so, he would turn it down because he wouldn't want to stain his career with an Aliens clone.

>> No.2766103

>but Doom was suppoed to be an Aliens game anyway

Err, no. 20th century Fox asked them to make an Aliens game, and after a short discussion, id software declined. Doom was already in alpha when this happened, too.


>> No.2766137

I'd take it, and have a bigger focus on biblical demons and the hell portion of doom rather than they dark metallic corridors and alien-like demons the doom movie was like. Probably would just adapt the plot of Doom II into a movie, and give it a very hellish landscape.

>> No.2766148

Me too. I want the Doom monster to feel truly demonic.

>imps are what happen to humans exposed to hell fire
>zombies are soulless shells that only know how to feed
>the walls of flesh scream
>revenants have no visible muscles or skin, and are powered by lol hell magik
>archviles very existence

If a moral is necessary for a Doom movie, make it that even in the face of the Devil himself, you fight. Pick up that shotgun and fight.

>> No.2766179


I think I'm finally satisfied with the sounds of this thing, just needs a few more tweaks for the secondary fire

>> No.2766303
File: 137 KB, 466x492, 1411569104140.png [View same] [iqdb] [saucenao] [google] [report]

Did they nerf Ultra-Violence in the Doom 3 BFG Edition version of Doom 2?

I've been playing through it and on Circle of Death I'm pretty sure there was a cyberdemon in the middle. The Factory doesn't have the spider mastermind in it either.

I started the game over twice because I thought I was playing in an easier difficulty. Can anyone else confirm this for me?

>> No.2766304
File: 98 KB, 352x319, revenant_by_vaneetra_d70v2c2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2766309

I might be misremembering seeing as I hadn't played those maps in UV in literally forever but I'm having a really hard time recalling those instances you just mentioned and I don't have my pc handy to check out myself atm

>cyberdemon in map 11
like, right at the very beginning or in the exit switch room

>mastermind in map12
u wot

>> No.2766314

Both of those are co-op monsters only encounters.

>> No.2766315

Oh okay, thanks for clearing that up. I haven't played single-player Doom 2 in a long time.

>> No.2766319

turn it down because i have zero experience writing movie scripts and am too autistic to work with others.

>> No.2766337

does anybody remember, in the secret room with the bfg on map16, did there used to be a baron in there on doom2 versions < 1.9 ?

>> No.2766339

wasn't it a revenant?

>> No.2766340

there's two revenants in there on the way in, but i mean actually inside the tiny room with the bfg

>> No.2766345

I'm 99.9% certain it was a baron.

>> No.2766349

so you remember it as well? i'm not just making this up?

>> No.2766364

I have a faint reminisce of there actually being a rev on HMP but I can't corroborate that

I do know there was a Baron on UV that's for sure, I even recall dying in that part over and over while playing when I was younger and you just don't forget shit like that all of a sudden so that's a given

>> No.2766369

Just checked 1.666. Same grouping as 1.9, two revenants and three cacos. Not sure if there was a Doom 2 version prior to 1.666. If there was, I don't have it.

>> No.2766371

i had the Aug25 version that was declared pirated

>> No.2766561

What's in this image?

>> No.2766578
File: 123 KB, 572x303, aaaaaaaaaaaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]

If I had to run with it?
3 acts
Act 1: Space Marines investigate phobos, leaving doomguy in the hangar. They find scientists who explain roughly what is happening
Act 2: Doomguy goes in to meet up with the last marine at the hell teleporter. marine gets killed by the barons, DG kills them and goes through teleporter
Act 3: Deimos Base embedded into Hell, finds out the demon master plan. Fights the cyberdemon and spider mastermind. Tries to close gateway to earth, but gets sucked in. (A bit of a cliffhanger ending.)

I doubt it would ever work well.

>> No.2766839
File: 647 KB, 600x863, Brutal-Doom-2-Игры-песочница-526754[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>every brutal doom deathmatch

>> No.2766847

Is there not an option to turn off taunts? Feel like that would improve things in a big way all by itself

>> No.2766869
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google] [report]

>Mystery Screensaver in the Win98 Plus! pack
Oh fuck yes

>> No.2766934

i think they had to add it to zandronum

>> No.2766950


Burtl taunting is handled a different way than Zandronum's taunts.

>> No.2766960

Does classic Doom still have a future? It's crazy how it's still going strong.

>> No.2767001

for the foreseeable future? yes of course, it doesn't seem to be slowing down

>> No.2767009

There will always be mappers.
Gameplay mods are dwindling a little but the ones that are out are still getting updated

>> No.2767048

it's weird that. because zdoom seems to be developing at a far faster rate than the vanilla-compatible engines. yet it's the latter that get the most material made for them.

>> No.2767062

It's not too weird when you think about it.

There's a lot of Doom fans that love Doom for what it is, and maps cater to everyone still involved because it works for all engines unless you use specific features.

While gameplay mods need certain engines and have to worry about compatibility to begin with because most people are not interested in dehacked stuff.

>> No.2767079

maybe the fact that it's a relatively stable platform gives mappers confidence that anything they make won't be broken in a couple years

>> No.2767105
File: 37 KB, 274x274, ComfyDoom2.png [View same] [iqdb] [saucenao] [google] [report]


Hey. Wanna curl up and play a little bit of your favorite game tonight?


>> No.2767107

nicely timed, the clocks went back here last weekend, the dark nights are back, time to get in front of that warm fireside.

>> No.2767112

Are there any slaughterwads for Ultimate Doom?


It's lower barrier to entry as well.

>> No.2767116

>- Pistol frames are now mirrored.

>> No.2767118

some of the maps in conCERNed get pretty hard/slaughtery. the last one E3M8 in particular.

i've not played the maybe-a-sequel-by-same-author Thy Flesh Turned Into A Draft-Excluder but i wouldn't be surprised if it had some of the same kind of thing in it.

there's also E4M5 of switcheroom. but i didn't find it very much fun, i can't recommend it.

>> No.2767119

spoilers asshole

>> No.2767126


so this is the power of edge

>> No.2767137

wow i bet Doug The Eagle just wishes he could have done that back in the day.

>> No.2767168

>TNT: Sniping hitscanners: The wad

>> No.2767173

Doom2 isn't anything like as full of monster closets as the comic implies

>> No.2767175
File: 874 KB, 1920x1080, Doomguy_low_on_health.jpg [View same] [iqdb] [saucenao] [google] [report]

Run with it.
Make it almost silent, with protagonist narrating couple of times, audiologs from martian base in which he roams at the beginning and some weird dialogues with hellish entities later, when he is teleported to hell. To be honest, i like to think that maze-like structure of the martian base is caused by collision with Hell and its twisted logic - that can be a good material for them. The idea with AI inside the suit (think about Rogue Trooper comics) and/or some demon/lost soul sidekick would be a fine addition. Make it part-Frodo's journey through the Mordor, part-first third of the last Riddick movie. If the studio has some plans for the sequels - let there be a remnant base of some UAC expedition or part of a base dragged into hell, a tribe of anarchistic imps lead by outcast Archvile who refused to worship the Icon of sin, an orden of crusaders trapped in hell since medieval remaining knights of which went full illuminati and eventually became UAC, the possibilities are fucking endless. Bonus: never show a marine's face or show only his eyes behind the helmet visor. And make him actually use powerups to vary action scenes, make them look like ones from original.
Here it is, Doom: the screenplay.

>> No.2767176


>> No.2767178

Well fuck you.

>> No.2767180


Somebody remind me why Decay isn't permabanned yet

>> No.2767193


If being stupid was a bannable offense, the Zandronum forums wouldn't exist.

>> No.2767194
File: 119 KB, 640x480, 1446154925.png [View same] [iqdb] [saucenao] [google] [report]

what - if anything - would you replace the partial invisibility with?

restrictions: it is a mid tier powerup so it should not be as powerful an artifact as an invulnerability. but should be generally useful, not situational, like a radsuit, or goggles.

my answer: keep the invisibility effect, because it's cool. if asleep, monsters do not wake up if they see you. unlike zdoom this does not depend on your movement speed, i think that's stupid. if already awake, they can still sense where you are to know what direction to shuffle in, but on top of (or in place of) the accuracy reduction, it greatly reduces the chance of their firing at you at all, with increasing range outside of melee distance. implementation: reduce the chance of them making a successful line of sight check, with increasing distance, while the powerup is active.

>> No.2767198

the few times i've interacted with him (at previous odamex nitro events) he seemed like an affable chap. don't know what he's like outside of that context, though.

>> No.2767201

i think he's just 'aving a giggle there.

>> No.2767238
File: 14 KB, 250x305, Horrified.jpg [View same] [iqdb] [saucenao] [google] [report]

>get tired of dying constantly on Hideous Destructor
>close game
>open thread
>see this picture

>> No.2767240

Bonus for muh environmental storytelling in hell:
>a pack of curious firefly-like cacodemon minnows gather around some shiny glowing thingy at marine's armor when he is asleep and fly away scared when he wakes up
>an unusual grown-up one that just passes marine imperturbably minding his own business
>two pinky bulls fighting for territory
>a lone mancubus howls like elephant and listen to the howl at the distanse

>> No.2767250

i'd remplace it with some kind of "fuck this room" one-use weapon (like the demon hearts in shadow warrior)

>> No.2767254

i don't get it. but i've never played HD.
that's not a bad idea.

>> No.2767260

In HD, blurspheres are unmanned levitating demonic defense turrets that roam around at will without making noise

>> No.2767264

eww; are they still even powerups? can you pick them up and use them yourself? or are they entirely detrimental? (just like the ones in the regular game, someone will say)

>> No.2767271
File: 96 KB, 250x250, sweating-doomguy.png [View same] [iqdb] [saucenao] [google] [report]

>- Imps and zombies have a very rare chance of playing an Archvile's see sound on see.

>> No.2767278

spoilers asshole, the whole point of his mod is to discover these things by yourself

>> No.2767285

They don't replace partial invisibilities, they just use the sprites. They're real jerks, spawning at random, usually where cellpacks would be, and spitting wound-inflicting fireballs at you. When you shoot back, they explode violently. One spawning right in front of you can be a much faster death than you might've been prepared for.

>> No.2767294

ah, i see. sorry for the misunderstanding.

>> No.2767302

tome of power. obviously.

>> No.2767358

Stupid unfunny mods are made to be spoiled.

>> No.2767383
File: 377 KB, 1600x900, clone tubes.jpg [View same] [iqdb] [saucenao] [google] [report]

How's the mapping coming along anon?
I just finished the clone tubes for my meat lab.
What've you been working on?

>> No.2767407
File: 390 KB, 1036x1400, MAP01.png [View same] [iqdb] [saucenao] [google] [report]

Still working on my 5-level set wad. Have 4 almost ready, starting soon with MAP05. All vanilla comp, and succesfully added new sky.

Also, what do people here on /vr/ think is "bad taste" to add on the few first levels? I'm trying to make these levels hard, but not frustrating.

>> No.2767420
File: 12 KB, 476x411, doomguy is mad.png [View same] [iqdb] [saucenao] [google] [report]

Whenever I try to make a new map I end up either getting bored or deciding it looks like shit after completing a room or two and I give up.

>> No.2767424


You're a riot at parties.

>> No.2767429

I feel the same way anon.

>> No.2767435


Also, it probably depends on preference because, personally, I feel like if it's a short wad then longer beginning levels are fine since there's less levels overall. I also try to avoid overly complex run arounds with tiny passage ways so it's easier to remember what is where.

>> No.2767441

I do plan on making this a full megawad, making something like the 5-level episodes in Scythe 2. I have noticed I've made lots of small corridors.

Once I finish 5 levels I'll upload here so I can receive some feedback. Thanks for the advice.

>> No.2767510

Can you disable the view nudging for those that don't use mouselook, please?
Also, what does compat_allowmonsterautoaimonpain do? I can't find anything written about it and it's not normally accessible in the menu.

>> No.2767521


It doesn't do anything.

>> No.2767536

How's the Quake scene these days? I was looking at Strafe the other day and it got me in a mood to play some Quake 1 but I've never dipped into mods.

>> No.2767569

Nowhere near as alive as Doom's but they get shit released now and then.

>> No.2767620
File: 468 KB, 1280x720, Screenshot_Doom_20151030_001157.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2767642

so brutal

>> No.2767647

Good luck mate

>> No.2767701


>> No.2767705
File: 118 KB, 705x540, Laughing Judgemental Spongebob Characters.jpg [View same] [iqdb] [saucenao] [google] [report]


>one of the hardest levels in doom

>> No.2767778


>FIGURATIVELY sharing your video as soon as it's up

>> No.2767790


Bloody hell that was boring

>> No.2767798

the head
your joke

>> No.2767812


I genuinely have no idea what you're trying to achieve, but keep going, it's pretty amusing.

>> No.2767841

anon, I'm only>>2767798 and I wasn't implying anything in particular

are you okay

>> No.2767932

Prologue: Doomguy on Earth. He gets discharged, and is contracted by UAC Labs on Mars for a security job.
Act 1: A demonstration of new teleportation technology goes to hell. Doomguy dies during the evacuation, but drags himself from Hell. He enters the Phobos base through the hangar and makes his way to the laboratory. He fights two Barons of Hell here.

Act 2: Doomguy dies again in the laboratory, but is teleported to Deimos. He moves through the Deimos base and makes finds out that Deimos is in Hell itself. He fights the Cyberdemon. He jumps down into the inferno.

Act 3: Doomguy pushes his way through Hell, guided by heavenly voices telling him how to stop the invasion. He fights the Spider Mastermind, and is teleported back to Earth.

Epilogue: Doomguy finds out that the invasion already started on Earth, and that his pet rabbit is dead. He gears up and confronts a horde of Hellspawn in the ruins of a city. Roll credits.

>> No.2767998
File: 264 KB, 600x387, 1365734701733.png [View same] [iqdb] [saucenao] [google] [report]

>brutal doom

>> No.2768006

Fuck off normie.

>> No.2768008


>> No.2768020

>Also, what do people here on /vr/ think is "bad taste" to add on the few first levels? I'm trying to make these levels hard, but not frustrating.

just don't do anything too bullshitty, like dropping the player into a 128 square with three archviles.

make it so it's at the challenge level that feels right for you. if it's fun for you it's likely to be fun for others. after that listen to testers who are sure to say "this part was too hard/annoying". it's an iterative process.

>> No.2768027

The switch hunting isn't too bad once you've done it through once, but it's really tedious and annoying the first time through. It's a shame because the level designs are otherwise really cool, I prefer levels that actually look like locations instead of abstract stuff.

>> No.2768036

Dumb frog poster.

>> No.2768053

lmao chill out bro

dont take out on us just because ure are still on a hangover from last month because you took a shot of heineken with a wonka nerd

>> No.2768065
File: 19 KB, 252x234, image_4.jpg [View same] [iqdb] [saucenao] [google] [report]

>shot of heineken with a wonka nerd
this is the best I've heard all week.

>> No.2768067
File: 198 KB, 640x1440, 1446191180.png [View same] [iqdb] [saucenao] [google] [report]

the secret you missed was here, by the switch that raises the bridge to the secret exit. another secret-in-a-secret, so mysterious. ;)

also, i'm disappointed you shouted out a bunch of facebook groups and doomworld.com, but not /vr/. why don't you love us?

>> No.2768071
File: 185 KB, 640x480, sithgonbgud.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2768085
File: 669 KB, 1920x1080, Screenshot_Doom_20151030_160826.png [View same] [iqdb] [saucenao] [google] [report]

I'm at the part where I scrap what I've got and start over because I don't like the way it plays. Here's something I'll probably use in some form though.

>> No.2768093

that's cool. how do you do diminished lighting vertically? is it a gzdoom feature, a specially made texture, or lots of sectors?

>> No.2768095

You can do lots of sectors (doesn't look that great if you walk into it and is difficult to do) but I'm using transfer_brightness, which I believe is from ZDoom. Phobos: Anomaly Reborn did the same thing by straight up editing textures so that's an option, too. It's more work but you can make the gradient look really nice.

>> No.2768101

I want a gritty, quakelike texture pack, like NMN corp, that has textures that fit reasonably well together, unlike NMN corp. Does anyone have the texture pack that was released with UAC Ultra?

>> No.2768104


is this it?

>> No.2768121
File: 855 KB, 1280x2880, 1446195064.png [View same] [iqdb] [saucenao] [google] [report]

battle.zip (45 KB, 1995-06-16) - Sander Dee

a single large map for doom2, fairly plain, but entertaining enough. you have a large open area with some buildings, a pit, and a slime lake. be careful of the free-roaming archvile.

i didn't find everything at first, in fact there are eight secrets and i didn't find a single one in my first recording attempt (well, second, after that archvile killed me, but i wasn't recording)

demo (135/161 26 2/12 0/8 11:13+18):

>> No.2768203

>deleted while those other two get to live
lol nice 1 janny, promotions were there are due

>> No.2768204
File: 30 KB, 320x200, 200% agitated.gif [View same] [iqdb] [saucenao] [google] [report]

OK lads
Halloween is almost upon us, and I have nothing better to do than smoke a shitload of weed and play Doom for hours.
What are some suitably spooky wads? Maps and gameplay mods equally welcome.

>> No.2768207

Hellcore 2 is a pretty good halloween wad.

>> No.2768212

perhaps the other fellow deleted his own post. i posted those requests to stop posting unmarked spoilers, i realize i was a little rude but otherwise i don't see what's rule-breaking about them.

>> No.2768216

1. Get Ultimate Doom Visor
2. Set the darkness in the UDV setting to Dark or Darker.
3. Get a Doom64 music WAD.
4. Play on Ultra-Violence.
5. Play with the flashlight on (press M).

There, that's actually pretty scary.

>> No.2768218

>that first level
Jesus man
I mean the wad looks great and all but it's barely even playable.

>> No.2768220
File: 863 KB, 1920x1080, Screenshot_Doom_20151030_114746.png [View same] [iqdb] [saucenao] [google] [report]

One of my favourite "unknown" games is called Spellcross, a turn based game of modern military versus forces of darkness.

I managed to find a way to gain the graphics from this game, and I thought about making a monster pack (maybe wad too?) from them. But being almost top-down and simple, do you think it's worth it?

Keep in mind all enemies have animations and 8 directions needed to complete.

>> No.2768221
File: 307 KB, 1024x768, Spellcross_map[1].png [View same] [iqdb] [saucenao] [google] [report]


This is where I'm ripping them from
Is it worth making new usable monsters out of these?

>> No.2768225

nah, I wouldn't fucking delete a "the joke, your head" post even if a mod were to address me for it because I know for a fact that's not shitposting in any way

but the fact that the guy just casually shuffles in,sees my post and wipes it off all while paying zero attention to those other two that I know for fucking experience are meant for nothing else than subtly shitting up the thread goes beyond me

i know i shouldn't even be bitching this loud over such a simple matter but this legit hit me in the most retarded way possible

>> No.2768226

you're saying they already have 8 rotations? why not, then? all ya gotta do is stick em in a wad n write sum dec'rate, y'all.

>> No.2768227


yes they do. But because of them being from a turn-based perspective, and the general scaling, i'm uncertain if this is going to work. I can use decorate for these, though a few replicated effectsw from ingame (causing fear/stuns etc)

>> No.2768229

>I know for fucking experience are meant for nothing else than subtly shitting up the thread
well, i'm telling you, i made those other two posts, and i had no ill intention other than to maybe get people to stop spoiling the mod before i'd had a chance to play it. so i'm sorry your post got deleted by mistake but please stop being so rude and presumptuous about my intentions, because your presumptions are wrong.

>> No.2768231

fair enough

id still like to hear out why precisely that happened unless the mod made a mistake and meant to delete another post though.

>> No.2768261

Man does NIN fit Doom like a glove. Every song just sounds like it could work in a Doom map.

>> No.2768263
File: 636 KB, 1280x720, Screenshot_2015-10-30-07-53-45.png [View same] [iqdb] [saucenao] [google] [report]

why do I feel sad and unsure about this

>> No.2768267

i don't know, why do you?

>> No.2768270

I didn't enjoy Doom 3 at all and just don't have any fond rememberances of it at all, and as such I'd really rather have them not reference anything related to it

>> No.2768272

This works pretty well tbh

>> No.2768276

oh right heh. i never played it so i missed the reference. thanks for explaining.

>> No.2768278

at all

>> No.2768279

it's the people who shipped the chainsaws mistakenly

>> No.2768420

I think I will end up building my own house and get it done before Jimi actually releases one of his many Doom clones he made over the course of this year.

>> No.2768481
File: 42 KB, 798x570, modding01.gif [View same] [iqdb] [saucenao] [google] [report]

What is the most detailed / realistic Doom map ever made? What are some of you guys personal favourites?

Also: Is there such a thig like a 90's mapping vs modern mapping wad? Like the same level 2 times, but once like it would have been made in the 90's and then with all our modern doom mapping experience?

>> No.2768503

1. planisphere 2, most likely

2. see the 1994 tune up community project

>> No.2768505
File: 314 KB, 1366x768, schiff.png [View same] [iqdb] [saucenao] [google] [report]

Bretty gut. The interior of my steam ship is done.

>> No.2768515

i read it as motom or something

>> No.2768592

noice m8

>> No.2768603

You do realize that Doom 3 actually did have pretty decent reception and there's no way they aren't going to reference it in some way?

Hell, 4 apes some of it's aesthetics to a degree.

>> No.2768647

Anyone here play MMOs? Yes? No? Why?

I think they are overly complex and it's just so slow till anything fun happens.

>> No.2768667

How's this related to the thread topic at all?

>> No.2768715

>a huge text message covers the screen telling me to change an option that doesn't exist

>> No.2768727

>play knee deep in zdoom
>wow, this is pretty fuckin' neato, would be great for coop
>it was released when bush was president
>shores of zdoom still isn't out


>> No.2768763

Cause I'm interested in what Doomers would say.

>> No.2768776


see: someone trying to stir shit in the third post from this thread

>> No.2768778

Play it on nightmare

>> No.2768854

doom is a piece of free software for which i have the code. it can't be changed externally by corporate interests fiddling with the game server i'm connected to.

>> No.2768894

>doom is a piece of free software
No it isnt.

>> No.2768897 [DELETED] 

you overly angry testosterone fueled assholes need to get the fuck off of this board, your fucking shitty attitude has invaded this entire board and ruined.
not fuck off with these threads to /vg/ where you belong so we can have our fucking board back, thank you.

>> No.2768901 [DELETED] 

you overly angry testosterone fueled assholes need to get the fuck off of this board, your fucking shitty attitude has invaded this entire board and ruined it.
now fuck off with these threads to /vg/ where you belong so we can have our fucking board back, thank you.

>> No.2768902

it is indeed a piece of Free Software. You can't use it to play Doom without the copyrighted IWAD, but the source code itself is Free in the libre sense.

>> No.2768913

Hey anon, you goin' as a ghost for Halloween? 'Cause you're transparent. :^)

>> No.2768916

ironically he is the angry one with the shitty attitude. everyone else is pretty chill and helpful.

>> No.2768924


>> No.2768929

>How dare you to actually play the game that you discuss, enjoy it and even try to add something to the community's chest! Don't you see you are ruining my SEGALORDS>NINTENIGGERS fun!

>> No.2768936
File: 263 KB, 1366x768, Screenshot_Doom_20151031_011728.png [View same] [iqdb] [saucenao] [google] [report]

This is starting to look like Liberty-class with paddle wheels.

>> No.2768939

Steamboat Impy

>> No.2768945

A good name for a map.

>> No.2768953

wad name please

(that's not just some beefed up colourfulhell, is it?)

>> No.2768962

It's Brutal Doom's "starter pack" mapset, and I'm playing it with Accessories to Murder

>> No.2768991


I haven't opened one of these threads in a few months and am out of date

back then I just played shitloads of GMOTA and everyone around here became rabid if brutal was mentioned

>> No.2768995

which one is the monster from?

>> No.2769017

starter pack

>> No.2769049
File: 43 KB, 1092x201, Screenshot_2015-10-30-17-10-39-1.png [View same] [iqdb] [saucenao] [google] [report]

I thought this was a meme and people were overreacting all along

but holy shit turns out this crap actually does happen probably more often than Im aware of

>> No.2769069
File: 45 KB, 676x380, 1386532770701.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2769070


I feel you. With any games, there are memes we won't believe till we see with our own eyes.


>> No.2769108
File: 260 KB, 1366x768, Screenshot_Doom_resurge.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2769109


Weeeeeeeeeeeeeell that's not really a shocker tbh.

>> No.2769117
File: 955 KB, 360x360, 1426811868592.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2769145

speak up, fag

>> No.2769146

minecraft's community is a sad fucking joke.

yeah I don't follow.

>> No.2769186
File: 680 KB, 679x737, I sperg... again!.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2769202

Still happens, just enough people tell them to stfu they usually chill pretty fast.

Except for reasonable BD criticisms, but I feel those even have been beaten to death

>> No.2769221

Looks like a decent Caleb costume for Halloween.
He just needs some dynamite, a flare gun, or a dub barrel shotty and he'd have it set.

>> No.2769229


And proper annunciation :V

>> No.2769246

> :V
Get out

>> No.2769284

yeah you sound just as much of a sperg as he is now.

>> No.2769346


Not that guy but you two seem to be getting bent outta shape over an emoticon. That one isn't even that bad compared to the others out there.

That being said, yeah. That anon should know better about how things work here.

In other news, how'd you guys feel about a gameplay mod that gives the player a grenade you can pitch at things and operates on a cooldown? I've been thinking about that feature from doom 4 and I think it's pretty cool

I wonder how hard a portable translocator would be to implement

>> No.2769390

>brutal doom's "starter pack" mapset

how many mods, .wads, and maps were made with brutal doom in mind?
Is compatibility an issue?
Does knee deep in zdoom work with brutal doom?

>> No.2769391

>turned off mouse acceleration
>suddenly doom is twice as fun
and now I want to play all fps's with a mouse

Xbone mouse support when

>> No.2769404

It already has mouse support doesn't it?

>> No.2769419

>how many mods, .wads, and maps were made with brutal doom in mind?
Besides the Starter Pack, only Brutal Doom: Beyond Hell and Earth.

>Does knee deep in zdoom work with brutal doom?
With a lot of issues? Yes.

>> No.2769508
File: 960 KB, 567x831, 1437161471719.png [View same] [iqdb] [saucenao] [google] [report]

>Picking level music

Has anybody here ever tried a MIDI converter and was it not shit?

I'm wanting to try one for some music to use in a Doom map.

>> No.2769512

Haven't been on here for a few weeks due to uni shit - when did the /vr/ community project get pulled from the OP? Did everyone finally officially give up on it?

>> No.2769526


MIDI converter as in, audio file to MIDI?

>> No.2769529

Yeah, the impression I was getting was you throw in an MP3 you like and it spits out some generated MIDI version of it.

Though because it's automated I was wondering how it would affect the quality of the end product. I'd be trying it with Unreal Tournament 1 music.

>> No.2769536


you poor thing...

yeah, the short of it is that it's impossible to get something of value out of an MP3 to MIDI converter; you're better safe looking for MIDI renditions of said songs you're looking for

>> No.2769537

that sounds like it would be shit. It would be like taking a ps2 game and running it to a genesis converter

>> No.2769539

But I want heavy rocking MIDIs ;_;

>> No.2769554

go here https://github.com/TerminusEst13/Folded1000Times
and download the zip, navigate to metal jukebox source, boom, couple hundred midi's to choose from

>> No.2769559

MIDI converters work on pitch detection which is really hard, pushing to impossible, on anything that has more than one note at a time (because of harmonic frequencies and shit). So it's not gonna happen.

>> No.2769564

also .ogg is a good format ( i think ) for when you can't get a midi version of whatever you want wrt file size. im not sure if all source ports can handle that but a quick glace suggests that prboom can handle mp3 so i don't see why the fuck not ogg.

unless you want your song to sound like a midi arrangement in which case that's gotta be done by hand if you don't want it to sound like hot garbage

>> No.2769584

there's a few, i seem to remember a recent newstuff having a wad designed for BD.

actually it might have been this, don't remember.
no idea if it's any good.

>> No.2769596
File: 208 KB, 436x337, yeah but.png [View same] [iqdb] [saucenao] [google] [report]

brb, playing them without brutal doom

>> No.2769608

there was a discussion a few threads back:


which continues through a chain of replies following. this basically concluded it was dead. then, to the best of my knowledge, nothing more was said about the project since those posts. so i quietly* dropped it from the most recent opening post.

however, i am not the organizer. i was only using my own judgement of the situation. so perhaps i was premature. but the fact remains you're the first person to even mention it for two weeks. i will cheerfully put it back in or link to updated rules etc. as people desire.

* quietly, not to draw attention to it, because frankly it's embarrassing that another /vr/doom project has failed

>> No.2769609

speaking of wads made for mods, is there a megawad that has level themes, textures, and monsters from all the iwads? Would work well for Samsara.

Demons from Doom, monsters from Heretic and Hexen, aliens from Duke Nukem, etc?

Someone should get on that. Someone who isn't me.

Or barring that, a mod like FKER, which swaps out enemies with enemy variants, except this time they'd be being swapped out with enemies of similar strength from other iwads
(ie, imps or sergeants might be swapped out with pig cops)

>> No.2769629

It didn't help that, while people were working, there were anons in the thread complaining about the theme and trying to change it. Fun Fact: there's an anon who was mapping for a completely different theme because he legit believed that the theme had been changed because of the funposting. As another anon said, it'd be better if the theme was something waaaaaaay easier, like only having so many monsters or some shit like that, since taking extreme liberties with real world things is "too restrictive."

Who knows? Maybe there's going to be some huge update where a bunch of news about it gets posted; however, it seems like even the person suggesting the theme didn't think it would even get done. Personally I'm not surprised when the majority of posts was shitting on the original theme, and complaining, instead of anons posting progress. Also looking at the responses to the "how's the mapping going" it's possible anons simply dropped off, but this happens to quite a few community projects.

What I'm really confused at is what you mean by, "another /vr/doom project has failed." What other /doom/ projects have there been that have failed? The only ones I know about are this current failure and the 200 minutes of /vr/.

>> No.2769660

sorry for the misunderstanding, i was referring to the sentiment expressed in that memorable "i am not shia lebouf" post that pointed out /vr/doom had been failing to even start another project despite having talked about it constantly since 200minvr was done.

having a bunch of anons respond to that with "right now we're definitely doing another project!" and actually starting but still having it die ignominously, well, i would see that as quite embarrassing.

>> No.2769682

That's probably because the anons saying, "/doom/ is failing to do a community project," aren't even mappers themselves.

>anonymous being embarrassed
I don't know why someone anonymous would be embarrassed, ever, unless they started a community project just to prove one anon wrong; but that'd be incredibly dumb.

In an anonymous project you're basically waiting to see whether complete strangers are going to cooperate in an extremely lax manner; this is a hobby after all.

>> No.2769778

embarrassing for the community as a whole

>> No.2769798

Isn't this the thing where it's in a level?

I'd just like to listen to them in the background while doing other stuff rather than having doom open and moving about.

>> No.2769802

>open a song randomly
>it's "back in black" in midi

Hah, well nevermind. I'll check them all out.

>> No.2769826
File: 182 KB, 800x600, scr_spellcross_10[1].jpg [View same] [iqdb] [saucenao] [google] [report]


I've decided I'm going to make this wad. Someone is helping me gain the terrain and sound effects, so I can make a FPS world out of this. If anyone here is interested, I can update progress. Shame Spellcross wasn't well known, hopefully get some new fans.

>> No.2769845
File: 8 KB, 113x105, 1342972106194.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you guys recommend me some good spooky .wads for Spookaween?

>> No.2769848

Unloved, definitely.

>> No.2769859

demons of problematique 1

also replay doom 64 or psx doom if you haven't already

>> No.2769860 [SPOILER] 
File: 574 KB, 900x677, 1446301539436.jpg [View same] [iqdb] [saucenao] [google] [report]

(Why is it that it's always the Ghost type pokémon who have the most charming smiles?)

>> No.2769862
File: 3 KB, 123x88, paxauslogo.png [View same] [iqdb] [saucenao] [google] [report]

PAX Aus had a little ZDaemon tourney with 64 players (65 due to a signup error), it was fun but mostly "who can kill the people that have no idea how to play the most" since there wasn't any 1v1-ing. even the final was just the top 3 of the 4 servers, so it was a clusterfuck of 12 people on Dead Simple with the BFG spawn constantly getting nuked. I came top 3 though, so I'm happy.

>> No.2769869

>one failed community project embarrasses everybody

Speak for yourself. I guess Doomworld's face is permanently red because of how many failed community projects they've had. Really though, who the fuck cares? If something failed then it'll only be a matter of time before another one pops up.

>> No.2769932

fair enough. from my recollection, the inability of /vr/doom to get its collective mapping shit together has been used many times before, as ammunition by/for critics. my pride in this community means i would like to have more than one answer to this criticism. so it seems you are right, it is my problem alone.

>> No.2769952

I felt nauseous watching this guy talk and attempt dodging imp projectiles with ADS strafing

>> No.2770018


>> No.2770020

>the inability of /vr/doom to get its collective mapping shit together has been used many times before, as ammunition by/for critics.

Every community is going to have some criticism.
I'm more than happy enough with how my people receive my projects with actual criticism and feedback rather than lickspittling, and I like how people actually speak their minds here rather than just try and snark away in private chatrooms.

If "they don't map!" is the biggest criticism someone can give, well fuck that.
You might not map, but you aren't afraid to fucking speak your mind, for good or bad. And I value that far more than any other community.

I've seen too many modders that refuse to hang with anyone other than other creators because, ugh, the FANS bring CRITICISM and FEEDBACK and they're WRONG and DUMB and DON'T UNDERSTAND. Just recently I saw in a chatroom how someone was banned for no other reason than the admin didn't like his opinions. After shittalking him endlessly behind his back in another chatroom, without ever fucking saying anything to his face.
That attitude is fucking disgusting.

If I make something, and you don't like it, you fucking tell me it's bad and you don't like it.
If I say something stupid, you call me a dumbass.
This is far more valuable to me than any other community can give. I can't grow as a developer if I sit in a vacuum chamber of "good job!" and "oh real fun <3 <3"

>> No.2770041



>> No.2770074




>> No.2770081

The fuck is this shit.

>gets stuck at the image of a cocaine bear


>> No.2770108

>hotdiggitydemon references
These maps look like they were shat out. Not even extra detail in a room that's supposed to be littered with corpses. It'll be good for a playthrough; ironically.

>> No.2770113

should i newspost this...?

>> No.2770116

Do you really think it's newspost worth? Really?
Trick question! Fuck it!

>> No.2770126

shiga mods are a treasure
they're perfect in how bad they are

>> No.2770134
File: 121 KB, 1680x1050, helpmeeee.png [View same] [iqdb] [saucenao] [google] [report]

So I'm on map 10 of Doom II, and I was in that maze-ish area in the top left when I suddenly got teleported into a room with a Cyberdemon, so I killed it, and now I'm stuck here cause I don't have the key. What the fuck do I do?

>> No.2770143
File: 516 KB, 320x240, map10.webm [View same] [iqdb] [saucenao] [google] [report]

um, you can just open it can't you? without the key. it might look locked because of the coloured door tracks but it isn't.

>> No.2770151

>these new wordfilters
baka desu senpai

>> No.2770158

huh? what was it meant to say

>> No.2770161

desu kek senpai

>> No.2770163

wait what caused hotdiggitydemon
i know about the other filters

>> No.2770165

No, the first screenshot from the linked Swan Fox guy thing is a picture from Fluttershy from hotdiggitydemon's clips on youtube.

It's not a wordfliter. It's an artists name.

>> No.2770168


>> No.2770181
File: 1.64 MB, 1600x900, z6veywY[1].png [View same] [iqdb] [saucenao] [google] [report]



>> No.2770183

The problem is you are playing it with retro doom.
For some reason you cant open that door in retro doom.

>> No.2770216

I'm on Linux. Am I getting the normal Doom Game if I'm playing the thing called freedoom1? I know its a remake, but does it have the same levels and stuff?

>> No.2770223

no, freedoom is a completely separate thing. it is intentionally a total remake, sharing nothing with the original games, in order that it can be distributed under a permissive copyright licence.

if you want the original game data, check the FAQ.

>> No.2770226
File: 5 KB, 360x270, 1446322634.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2770326

Playing this now desu

>> No.2770327


what fuck

>> No.2770359

i'm trying to build DOOM retro from source.
does anyone know how to build doomretro.wad?
the files are there in res/ but there's no makefile or instructions.

>> No.2770391

never mind, i gave up. >>2770183 piqued my curiosity but i can't be bothered any more.

>> No.2770413

Ghosts of mars starts off like a nice sophisticated sci fi and then just goes into zombie mashing Troma movie. Ice Cube best character imo

>> No.2770427

I changed my OS from windows to linux, what sourceport do you guys recommend for ripping and tearing?

>> No.2770431

>and I like how people actually speak their minds here rather than just try and snark away in private chatrooms.

I lurk the zdoom forums and I strongly get the impression that it is an absolutely MASSIVE circlejerk in the chatrooms. I even saw somebody brag about how they laughed at people who posted bug reports.

I get a bit pissed off with over-enthustiastic bug reporting sometimes but gloating about how superior you actually think you are?

The funny thing is some people seem to think Doomworld is the hostile place; I would say zdoom is far more hostile if you're not in the moderating clique.

>> No.2770439

>Just recently I saw in a chatroom how someone was banned for no other reason than the admin didn't like his opinions.
But Eric does that in #vr so we're no better.

>> No.2770454
File: 11 KB, 182x266, cyber.gif [View same] [iqdb] [saucenao] [google] [report]

These pages are fucking golden.

>> No.2770464
File: 720 KB, 1920x1080, Screenshot_Doom_20151031_232701.png [View same] [iqdb] [saucenao] [google] [report]

I've tested one of the enemies from Spellcross, 16 direction graphics.

>> No.2770468
File: 590 KB, 1920x1080, Screenshot_Doom_20151031_232720.png [View same] [iqdb] [saucenao] [google] [report]


Might work some more on original terrain soon
Sound is also provided for the enemy from the game

>> No.2770471

I wrote up a shell script awhile back parsed the file listing from /res into a buildcfg textfile and piped it into deutex to create a wad.
I'll look for it, and if i can't find it, I'll rewrite it.

I'll look for it.

Were you using a sourceport on Windows before that doesn't have a *nix port? If not, why not use the same one?

>> No.2770505

>I'll look for it, and if i can't find it, I'll rewrite it.
if you can't find it, don't worry -- you've told me what i wanted to know and already suspected; that there's no official way to do it.

unless you actually want to rewrite it, please don't feel you need to spend the time -- i can write such a thing myself. but thank you for the offer nonetheless.

>> No.2770514

Yup. I think you need to have something to convert the .pngs into doom lumps. I almost want to say I used ImageMagick's "convert."

But one could also just throw contents of the /res directory into SLADE, convert all pngs to lmps from that, place S_START and S_END Markers to stick the BLD2** sprites in between and save it as doomretro.wad.

Awhile back, Brad Harding neglected to take Unix's case-sensitivity into account when the sourceport searched for wads, so it might not recognize "doomretro.wad". but "DOOMRETRO.WAD".
This should have been fixed, but I haven't checked. Just a heads up if you get that problem.

>> No.2770537

I just went through all of the contents on the git repo. Neither the GNU Makefile, CodeBlocks, Visual Studio, or XCode Project Files, contain any references to the WAD.

I think Harding puts them together manually. doomretro.wad is placed into msvc/Release/ so all the files are in the same place to be packaged.

>> No.2770549


So i decided to host this shit because halloween
:: [BE] Montreal :: /vr/'s spoopy halloween
Password is "spoopy"

Have fun

>> No.2770551

I'm hoping for something like Quake 2's soundtrack, oh boy.

>> No.2770612

moments like these makes me wish I had a script that switches an image for another

(if you don't see it, reload)

>> No.2770640

Baw, am I late for the fun?

>> No.2770695

Ok /doom/, it's halloween and I want to play spooky Co-op with my friends.

What are some good mods or wads for spooky coop?
MansionV2.5.pk3 is the type of thing I'm looking for, but I feel like it's unfinished or something.

Also why does PRboom+ have the best netcode?

>> No.2770718

And Decay isn't banned why? All he does is shitstir.

>> No.2770720

>Just rewatched all the Evil Dead movies
>Realized there's still no good Evil Dead WADS
How do we live like this

>> No.2770743


psh, who needs Evil Dead when we're going to get a WAD based on the FNAF movie as soon as it hit theaters?

>> No.2770746

AOD-DOOM isn't terrible considering it was made in 1996.

>> No.2770762

>FNAF movie
wasn't this just a rumor tho

>> No.2770776

>caring about Zandronum forums
Lord Smash pls

>> No.2770783
File: 155 KB, 1152x1280, scrap189_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy Halloween from stimpack-tan!

>> No.2770794

What the other guy said, AoD Doom isn't bad, it's pretty bareBONES (get it?), but for a 90's TC it's quite ambitious, and some of the levels are actually really good.

>> No.2770804
File: 288 KB, 1920x784, Desolation Williams.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck yeah, Desolation Williams!
(I'd totally play a basic TC where you play as him, fighting hordes of the possessed)

>> No.2770853

Ah ok, thanks for explaining. I have to take some responsibility for complaining about the theme. I was trying to explain why I thought the pickup rate was so abysmal but I could easily have put people off.

I did contribute - I made the Nazi moon base. I know that's technically not fitting the theme and it wasn't the best but that's the best I could do with my limited skills and ability. I certainly couldn't do any impressive ZDoom stuff like what was implicitly expected with Z& compatibility.

I had planned to make more maps but real life, especially uni, got in the way. I also realised that while I could think of a few interesting ideas, I simply don't have the skill to do them justice.

I think that's the biggest problem with the theme - not that it's creatively restrictive but that it's really restrictive (I think) in mapping skill required. I know there's a case to be made for only wanting good maps anyway but on an anonymous Indonesian shadow puppet image board it's probably too much to expect that more than a few people are really skilled at mapping.

To take the "skeletons" theme that everyone was mocking, it's at least easy - everyone can do a skeleton-related map. I still think it's obvious and been done to death and I don't recommend it as a theme but I do recommend something that people of all skills can do. That's why I recommended a nature theme - just grab some nature textures and off you go.
And now an unrelated point:
I got permabanned from a non-Doom-related forum I'd contributed to for years for rubbing up the moderating clique the wrong way. Cliques seem to be endemic to forums with names. In my observation any forum with names on any topic inevitably becomes a friendship replacer for some people which leads to cliques.

>> No.2770901

what happened to doom threads?????????

>> No.2770913

I hear they moved over at /d/, you should go sent them a shout

>> No.2770954


You're in it you dongus.

>> No.2770959
File: 309 KB, 2500x2500, _F362259D5243591820C5F9E3E6DB4C724CDA12CE74FE730C13_pimgpsh_fullsize_distr.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2770984

>check /d/
>no futa skeleton boning a pumpkin

>> No.2770991


>> No.2771019

...that could be afforded

drawfriend here, sadly wouldn't be able to post anything of the sort here (hypothetically suggesting I would ever draw doom r34 that is) but I could take requests i-if anyone here wants me to

>> No.2771020

do you'are worst. post it in the NSFW deliveries thread on /ic/ and link here.

>> No.2771025 [DELETED] 


>> No.2771027


>> No.2771038

>The funny thing is some people seem to think Doomworld is the hostile place; I would say zdoom is far more hostile if you're not in the moderating clique.

Agreed with this.

>> No.2771045


oh come on now..

we all know he's hung over from huffing mike's hard lemonade with a warhead in it.

dudes hardcore.

>> No.2771049
File: 55 KB, 620x348, 090.jpg [View same] [iqdb] [saucenao] [google] [report]




>> No.2771069

thank you for writing this!

>I did contribute - I made the Nazi moon base. I know that's technically not fitting the theme and it wasn't the best but that's the best I could do with my limited skills and ability.

FWIW i thought it fit the theme well enough, it was an easily recognisable location, even if fictitious.

>I certainly couldn't do any impressive ZDoom stuff like what was implicitly expected with Z& compatibility.

honestly it was the z* requirement that made it uninteresting for me. i do vanilla/boom stuff, for demo friendliness.

>> No.2771145

thanks anon

>> No.2771147
File: 26 KB, 297x297, 1443470145167.jpg [View same] [iqdb] [saucenao] [google] [report]

so I'm done with undertale now I guess, don't know and most certainly don't care

I really fucking hope some much needed urge to get shit done of sorts grew inside me without noticing after all the damn time I spent playing that shit though so I could finally finish my playthrough of community chest 1 at last, jesus fuck

all maps thus far have felt like a fucking drag I feel

>> No.2771157

i think i remember you. weren't you up to map12? did you get past it eventually?

>> No.2771163

not that anon sadly.

i actually had to restart the entire thing as a matter of fact because the load order of the mootators I had on ZDL were completely fucked with thanks to my great moving the files to different folders and thinking playing it with smooth doom, NC HUD, voxels and quake strafing actually looked good


>> No.2771175

TNC #486

>> No.2771193

That'd be me. I made it up to Map 21: Avenger, but then got distracted by more interesting things.

>> No.2771197

By which I mean finishing Congestion 1024 for the second time. Christ, the last stretches of that WAd are not nearly as difficult as some of the more middle positioned ones.

Caco District in particular was a fuckfest.

>> No.2771204

Are there any Greek/Roman themed doom wads?

>> No.2771212

Oh hey, Vanillic Acid's on there.

>> No.2771219

yes i noticed that. a favourable review too.

>> No.2771236
File: 19 KB, 590x311, 1333973886175.png [View same] [iqdb] [saucenao] [google] [report]

>Pick up berserk pack
>Chaingunner appears behind you immediately

>> No.2771241
File: 690 KB, 1280x720, 2015-07-14_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to recreate Doom's original color palette using something like Reshade or SweetFX? I really want GZDoom to have that old chunky "software" look. Pic related is a mockup I made using the Doom palette LUT and a posterize adjustment in Photoshop.

>> No.2771297
File: 1.10 MB, 640x480, map05.webm [View same] [iqdb] [saucenao] [google] [report]

the chaingunner appears well before you reach the berserk, unless i've misunderstood where you are.

>> No.2771314


We need Doomguy with a sword more often

>> No.2771319
File: 2.41 MB, 720x360, sans.webm [View same] [iqdb] [saucenao] [google] [report]

>Someone made an undertale themed mod
>it's pretty fucking cool

Damn son

>> No.2771348

needs better weapon sprites than some flat MSPaint job but otherwise looks interesting

>> No.2771349


well, given the lazy, half-assed nature of the character the mod is based off, I think it's pretty fitting.

>> No.2771351

fair enough. i know nothing about undertale besides the name and that it has skeletons in it.

>> No.2771352


I'd suggest giving it a play if you're curious, pirate it and play through it, buckle up too because it's a hell of a ride as long as you play nice and never kill anything

>> No.2771398

No continue to make my Undertale mod then.

Does it have any character aside from sans?

>> No.2771404

finished the game yesterday

and i felt it was bland uninteresting shit throughout save for the beginning

>> No.2771407

Why are you faggots using spoilers?

>> No.2771409 [DELETED] 

Because they're breaking the rules, but it's okay because they're using spoilers while they do it.

>> No.2771412

why must you be a no fun faggot?

>> No.2771414 [SPOILER] 
File: 22 KB, 400x400, 1446395366428.jpg [View same] [iqdb] [saucenao] [google] [report]

>x.wad:DECORATE line 191: Invalid state parameter.
Wat do?

>> No.2771428

update g/zdoom


>> No.2771431
File: 57 KB, 811x481, dfgdfg[1].png [View same] [iqdb] [saucenao] [google] [report]

>Plutonia 2: Map 11 - Arch-Violance

>> No.2771469

Panic Station should be the name of a map

>> No.2771474

good luck on map 29

>> No.2771487

>No continue to make my Undertale mod then.

Why would you think that? Keep working on it. Just because a mod came out doesn't mean you have to cancel yours.


You're a dumbass.

>> No.2771521
File: 37 KB, 540x360, 1e6d3bf7116ed7c5309e74f0ffee97fd[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>New Doom suck . We do a lot better Doom Unreal Engine for real Doomers . Many normal maps will be made and the Real New Doom Doomer will be created .

>> No.2771551

http://forum.zdoom.org/viewtopic.php?f=4&t=34984 a few years back a guy hacked on GZDoom to make the lighting look just like software so it's certainly doable

>> No.2771586

dont you love the scent of fresh autism in the morning

>> No.2771626

This sounds promising

>> No.2771631


Not just autism, but also foreign autism as well! That beautifully broken English and those wrongly capitalized words give it such an exotic flavor.

>> No.2771635

I used Zdoom, but I played either vanilla IWads or pwads which didn't really use too much zdoom functionality.

>> No.2771639

zdoom is fully functional on linux

>> No.2771643

>keep restarting CC1 with different gameplay mods
>always make it past the Dead Simple clone
>lose all motivation because damn these levels just weren't fun

I want to finish it, I really do, but it really becomes a huuuuuuge drag 1/2 of the way through.
I don't know what it is with that time period, but there's quite a few levels that lower the shit out of all the brightness and then add tiny little lights so you can barely see where you're going. I like some good contrast, but when your whole level is in a dark ass cavern so dark I can't see the enemies; that's when I got a problem. Even worse is when it's a base or some shit and it's still fuckin' dark. I mean damn, at least put in some light amp goggles.

Map02, Nullen Precinct, by Thomas van der Velden is still my favorite map that I've played through, and I'll probably end up just demonsteele'ing through the whole thing.

>> No.2771653

Where can I download this glorious MSPaint drawn thing

>> No.2771656
File: 387 KB, 917x636, 1444661282719.jpg [View same] [iqdb] [saucenao] [google] [report]

Couldn't find it on the official website but it turns out a sec of googling and I could find it on zdoom forums. Thanks for help and sorry for being a dumbass.

>> No.2771714

What's the best way to prevent Visplane Overflow in vanilla doom? Just deleting sectors? Or is there a method I'm not aware of?

I've seen a lot of more detailed maps than mine in vanilla, but for some reason I can't grasp how this works...

>> No.2771776

A visplane is any unique combination of floor / ceiling texture, height, and light level.

A sector in view will generally spawn 2 visplanes, one for the floor and one for the ceiling.

However, under certain circumstances, visplanes with the exact same properties can be merged. In other circumstances, though, a single sector can spawn multiple visplanes. It's kind of complex.

Nowadays, the best way to avoid visplane overflows is to test in chocorenderlimits or use the Visplane Explorer plugin in GZDB.

>> No.2771810
File: 39 KB, 319x239, pln.png [View same] [iqdb] [saucenao] [google] [report]

Read the Doom wiki:

You should get Visplane Explorer if you're using DoomBuilder, it really helps visualize how visplane count is affected by things, and shows where the game can crash.

Personally I had a big visplane problem when I tried to make a detailed pentagram in my map, I thought it would be simple as technically it was two sectors and only two different textures, but the way Doom's renderer works, it was splitting it up into a ridiculous amount of visplanes, and I had to hide its ceiling half by changing it into F_SKY.
Picture related (pardon its size), it's said map in Chocorenderlimits, note the high amount of visplanes (PLN) onscreen despite the relatively simple scene. It's almost all in that pentagram.

>> No.2771912



>> No.2773150

Do you have Guitar Pro? There's a shit ton of Rock and Metal Songs in Guitar Pro format. You can easily export them as Midi's.

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