[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 369 KB, 1092x1042, tumblr_nw9lu4nO1j1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google] [report]
2771906 No.2771906 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2761480
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

FAQ/Pastebin, updated semi-frequently

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

Doom Thread Archives

Image Database



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

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

## Our WADs can be found here! ##

>> No.2771908


[11-01] The /newstuff Chronicles #486

[10-31] Angry Anna's Halloween Quest, by the swan fox guy

[10-29] Comfy Doom V2 released

[10-28] SUAB v0.4a released

[10-27] Quake Live final update is live.

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

[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)


To submit news, please reply to this post.

>> No.2771925
File: 1.86 MB, 400x535, 1433345766562.gif [View same] [iqdb] [saucenao] [google] [report]

(in the hopes that nobody bashes my skeleton out my ass by saying this) request time

will possibly do doom lewds

>> No.2771931

Doomgirl fighting HDoom girls in a nonsexual manner.

>> No.2771934 [SPOILER] 
File: 634 KB, 1280x720, 1446419405837.webm [View same] [iqdb] [saucenao] [google] [report]

Imp-tan handholding

>> No.2771937

Forgot to say
Tsundere handholding

>> No.2771939
File: 92 KB, 450x500, KAKATTE KOI!.gif [View same] [iqdb] [saucenao] [google] [report]

Someone getting bonned

>> No.2771943

first come first serve I guess

expect them sometime later, possibly ten mins tops

>> No.2771957

Requesting a baby Baron of Hell drawing a pentagram with crayons.

>> No.2771963

don't forget the tsundere part

>> No.2772016

out of curiosity, could you show some samples of previous work?

>> No.2772171
File: 566 KB, 469x163, Demon Party.gif [View same] [iqdb] [saucenao] [google] [report]

Have doom threads gone down in quality and speed?

>> No.2772194

Yes, both, but you can't expect greatness to last forever

>> No.2772209

that bites.

>> No.2772239

It fluctuates.
There's been times where threads have been drawn out for weeks, sometimes it just slows down, I think it did last Christmas.

>> No.2772279

Is gzdoom builder the go to map editor? Also what other programs are essential for mod making?

>> No.2772313


Wait til term updates demonsteele or makes something new. There's also combined_arms and a GMOTA update... Eventually

>> No.2772341

>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
>Marty will never work on TSP ever again
>Project MSX continues to be dead
>Berserk mod never was
It hurts.

>> No.2772343

Yea and you probably need SLADE as well.

>> No.2772424

>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome

I'm working on DemonSteele right now, silly.
Marrub's the one that works on GLOOME.

>> No.2772483

You're not me, and I'm never working on DemonSteele again! I'm far too busy working on my new Magnun Opus, Comfy Doom, to be throwing peanuts to peasants who are too uncultured (and jealous) to enjoy Comfy Doom for the definitive Doom experience as it is.

>> No.2772487

what I enjoyed most about the mod was __________

>> No.2772495

>comfy doom

I get it that he made it for some dude's birthday or whatever, but it just seems like such a dumb thing to be continuously updating.

>> No.2772497
File: 18 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2772508

But I showed off a new gun for TSP a thread or so ago.

>> No.2772510

How do I get tag 666 to work on Keen's death? I've applied it to a sector, killed Keen, and the sector doesn't open as a door. It doesn't do anything at all. What am I doing wrong?

Here's the file:
I've made the map in MAP01 and cloned it to MAP32 and it doesn't work in either. The idea is to press the switch to crush the cybie in the middle and also crush a keen in a hidden room which should then open a door on the far side of the room but it's not working. Can anyone help?

>> No.2772531


I didn't think it'd ever get touched again, either. But guys in #doomtwid kept asking me about an update for it and suggesting things to put in it, so eventually I did.
It's kind of ironic that Doomworld's the place that took to it the most, I thought they'd hate me for it.

The moral of the story is that I give in easily to peer pressure, apparently.

>> No.2772551
File: 303 KB, 250x141, 1440049878650.gif [View same] [iqdb] [saucenao] [google] [report]


never, ever change, /doom/.

>> No.2772629

going down i quality?
I doubt it, this general hasn't gone to shit like any other /vg/ general that turns into circlejerks
Its the same speed as ever.

If anything, /vr/ lost quantity because you don't see anyone here appearing out of nowhere and saying "hey i made a doom mod, r8 and h8" and then making it bigger and bigger. Hell, the lastest community project got dropped out because no submissions ever.

In all honesty, i sincerly doubt that anyone from the big boys are going to update/release new stuff quickly as mods are big things to do and take time, there's always hope but, you won't see the same quantity like 1 year ago.

>> No.2772682

Why was the community project so devoid of submissions? I see plenty of people discussing and/or uploading their levels often; one would think a /doom/ community project is not far from reality.

>> No.2772696

Keen's death event opens doors tagged 666, meaning it raises ceilings. It doesn't lower floors, and your door is actually a floor as the opening's against the ceiling.

>> No.2772704
File: 53 KB, 730x591, u did it.png [View same] [iqdb] [saucenao] [google] [report]


Actually I'm working four day work weeks at my stupid job now. I'm steadily getting my motivation back, though I'm stubbornly gonna finish combined_arms first.

All that's left there is a custom HUD, some extra blur sphere weapons and finish up the particle smasher altfire

Have hope anon.

>> No.2772705

Shit you're right, I'm an idiot who can't remember how to make a door. Thanks mate, works like a charm now.

>> No.2772721
File: 496 KB, 855x1090, Screenshot_Doom_20151102_171455.png [View same] [iqdb] [saucenao] [google] [report]

Also unrelated to your question, I noticed your stairs aren't building correctly - if you step out of the starting area and turn the nukage into ground, then activate the stairs, practically the entire level will raise up and break. What's happening is the top step has a linedef that leads to the floor of the room, and if the connecting sector is the same texture it will raise it.
Flip the linedef circled in the picture and things should be fine.

>> No.2772728
File: 5 KB, 678x155, RIP AND TEAR YOUR DATA.png [View same] [iqdb] [saucenao] [google] [report]

Found this on an assignment at uni.

>> No.2772756

Thanks for the tip! That shouldn't happen - the start position in the final map isn't where I put it in the file I uploaded (I moved it for testing). It should be impossible to turn the nukage into ground before raising the stairs but I'll flip it anyway to be on the safe side.

>> No.2772764

if you've managed to inveigle yourself into that clique, more cacowards are sure to follow

>> No.2772769

>reading the fluff for quake 3 arena
>find out sorlag is female
I'd still tap that.

>> No.2772782
File: 96 KB, 250x250, 1429480396079.png [View same] [iqdb] [saucenao] [google] [report]

Monster girls that are literally monsters that happen to be female are the best

>> No.2772808


I sincerely doubt taking suggestions off a public chatroom anyone can get to will result in anything of the sort, but I appreciate the vote of confidence, anon.

>> No.2772809

heh nice. but that's a university-level question!?

>> No.2772813

>Its the same speed as ever.
as thread-maker i can assure you this is false. i know how often i have to remake the thread.

>> No.2772816 [DELETED] 

http://youtu.be/03XqTl1DrBk Watch this guys!

>> No.2772819

Gotta get those easy questions in so everyone can get at least a pass. People who fail don't pay more fees. But you can't get a job with just a pass grade though, so it all works out in the end.

>> No.2772826


I'm not sure what this has to do with Doom.

>Brendan, y'know like from That One Show.
>I mean, I'm not trying to be cocky, but it's kind of a big deal.
>only 7 subscribers
>barely 300 views


>> No.2772858

That's a 101 class level question.
I spend the entire lectures dicking around on my phone and I have a perfect score.

>> No.2773076
File: 40 KB, 500x369, 1379100690142.jpg [View same] [iqdb] [saucenao] [google] [report]

New mapper here; what do you guys do to get or keep motivated on a map project? I can't seem to keep going on a map just because I keep discouraging myself on how it look or plays.

>> No.2773098

Who here has fapped to hdoom

>> No.2773121
File: 1.56 MB, 720x360, smash those particles you whore.webm [View same] [iqdb] [saucenao] [google] [report]

Hm, been debating on different effects for this secondary fire.

When you directly shoot a monster, the beam collects, shrinks, expands and then contracts sharply into an explosion which I'm gonna try to make cooler, except I'm fucking garbage at making good visual effects.

I'd give it negative thrust forces to draw monsters in, but Zandybam.

I don't have them implemented yet but I'm thinking:

>Shoot the floor
>A wave of energy surges along the floor, sweeping away monsters and shit

>shoot the ceiling
>the energy clumps up and falls to the floor, goes bang

>> No.2773149
File: 415 KB, 1280x720, Screenshot_Doom_20151011_010048.png [View same] [iqdb] [saucenao] [google] [report]

That alt fire.. what happens to the smaller projectiles that explode out of it when you shoot at the ceiling? I've been trying to make a weapon with a very similar effect, but half of the smaller projectiles spawn in the ceiling and get stuck there.

>> No.2773153


My weapon reacts differently depending where you shoot it.

Lemme see your weapon's code anon, I'll see if I can help

>> No.2773159

I actually lost my boner playing hdoom.

>> No.2773160

I have twice
it's easier than you might think

>> No.2773174

Imps has always been interesting to me, so this was a god-send. Yes, yes I have.

>> No.2773179

>>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 .
Reminds me of https://www.youtube.com/watch?v=mCigiEuRvrA

>> No.2773182

>floor and walls made with galvanized and/or painted stamped/riveted steel plating
>"Let's make it shiny like slabs of solid steel with a polished nickel surface!"
I've never seen reflect maps so furiously abused.

>> No.2773185

Wow I'm not surprised

>> No.2773228

Keep on doing single maps trying different stuff; then ask for feedback to improve some points. After a while, you'll have enough confidence in your skills to keep going, but don't force yourself.

Start small, finishing a level is really satisfactory. If you already have one, I'll gladly check it out.

>> No.2773326
File: 245 KB, 1280x768, Screenshot_Doom_20151103_022805.png [View same] [iqdb] [saucenao] [google] [report]

Here's the current version, just drag the file onto Zdoom. The one in the previous screenshot was experimenting with trails.
I'm not really sure how to have the upward-moving shrapnel not spawn bugged out in the ceiling.

>> No.2773427
File: 141 KB, 1280x720, retrojam4.jpg [View same] [iqdb] [saucenao] [google] [report]

New Q1 release! https://www.quaddicted.com/reviews/retrojam4.html

>Four-day 'retro' map jam following an Episode 4 tribute theme. The result is eight small, dark and brutal levels by various authors. The map sources are included.

>> No.2773572

that effect sounds really cool - make a separate Zandrybamn version/ZDoom version so we can have that in singleplayer at least?

>> No.2773586

>make a separate Zandrybamn version/ZDoom version
this is a really clunky way to handle it, especially for a weapon to behave differently in two different ports

>> No.2773607

watch out we got a badass here

>> No.2773682

It has gone down in quality and speed. It hasn't gone down AS MUCH as /vg/ circlejerks, which is why I'm still here.

Some generals are just heartbreaking now. Like why does every game have to get sexualized by someone? There's a guy writing rape porn for Vermintide who posts constantly. Like, fuck off.

H-Doom and stuff doesn't bother me, because it's not inserted into every fifth post in an obnoxious manner. And I think it's more humor than actual wankbait, although I could be wrong.

sorry I just really like vermintide and I hate that that's what the general has come to, and let's not even speak of mass effect and all

>> No.2773685

>I keep discouraging myself on how it look or plays.
Post that shit here and get other opinions.

Use constructive criticism as a baseline for what to do to make it fun for more than just yourself.

Your own opinion is important but if you keep putting yourself down then you can not rely on only your opinion.

>> No.2773828


Could be worse.
Could be 8ch's Doom threads.

>> No.2773830

I don't think I want to know

>> No.2773897

singleplayer Quake really doesn't get the love it deserves imo

>> No.2773942
File: 56 KB, 980x895, dewm.png [View same] [iqdb] [saucenao] [google] [report]

I've been working on maps for a while now, but I feel like my progress has stagnated a bit.
Here's one of my most recent ones.

Please give as much criticism as you can.
I feel like I really need to improve more.

>> No.2773972
File: 74 KB, 350x447, 1388056689491.jpg [View same] [iqdb] [saucenao] [google] [report]

>>Tested with: Chocolate Doom

Oh my. Vanilla compat level? I'll be sure to try this once I get home.

>> No.2773975
File: 9 KB, 350x268, 1393878676584.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2773979


>> No.2773998

Thanks man.
Keep in mind the .txt is a bit outdated at this point, as it's actually a map I picked back up and re-touched just recently.

>> No.2774000


No it isn't, dumbass.

>> No.2774005

Well, he HAS to be telling the truth now.

>> No.2774049
File: 229 KB, 413x413, 1442471052665.png [View same] [iqdb] [saucenao] [google] [report]

Is there a map pack that has lots of varying themes/slight humor like Going Down? I enjoy the elevator theme but the later levels start busting my balls ;_;

>> No.2774094

I just found a ton of old stuff for WADs and maps I never made.
Here's an old little title screen thing I made that I actually like.
It's a bit lacking, but I like the beat, the instruments, and the overall sound. Might polish it up into something else someday.

>> No.2774102

Turbocharged Arcade

>> No.2774119

I wish I knew how to map for Quake.

>> No.2774121
File: 595 KB, 1920x1002, ericw_wip_trenchbroom.jpg [View same] [iqdb] [saucenao] [google] [report]

Try Trenchbroom, apparently it's the new hot shit on the Quake mapping block

>> No.2774134

People have also recommended Jackhammer, which supports Source games. Not sure which one I should start with.

>> No.2774190

I remember I checked out their /vr/, and it's slower than /po/, I'm pretty sure Doomworld is faster than their Doom threads.

>> No.2774239


They mostly go on /v/. Their /doom/ board is completely dead, and /vr/ is about as active as Terry Schiavo.
The threads rarely reach more than 100 replies, half of them are stale recycled shitposts ("why does everyone hate brutal doom???"), the other half is a strange obsession with talking about things from here (someone took offense to talking about Shiga's halloween quest, lol), with very little actual Doom discussion or modding discussion.

Love it or hate it, for 'chan discussion, 4vr is really the only viable option. It's not like this place is perfect, but the other options simply aren't even an option.
8doom has absolutely nothing, 8vr's flickers of a pulse can barely be considered life, and 8v is more obsessed with flinging trash than playing video games.
But it's /v/, so that's not really surprising.

>> No.2774241

yes i read the dictionary for pleasure, what of it.

>> No.2774246

TrenchBroom is the easiest of the two. It's the perfect tool for pure architecture, building stuff with it is effortless when you know your way around and know the shortcuts. The only downside is that its entity editor is extremely barebones and not noob friendly, something Jackhammer does well (it has a SmartEdit mode inherited from Worldcraft/Hammer)

>> No.2774324
File: 1.11 MB, 1059x5368, Devoured.png [View same] [iqdb] [saucenao] [google] [report]

Love the map, the fun factor IS there, and it doesn't feel like a simple corridor full of enemies.

The start of the map is somewhat more difficult than the later bits; there are more enemies, and the chaingunner sometimes sneak up on me. Some rooms feel empty, but is not a serious detriment.

Good texture variety and fun map. In my opinion, you should make a little more detail on some of the empty rooms and make the last one a bit more challenging.

I took way too long because I tried to make a webm of the map but failed miserably; it used way to much space, or the quality became shit.

Keep up the good work, man.

>> No.2774331
File: 204 KB, 1366x768, Screenshot_Doom_Resurge.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2774343


Ah anon, the problem is they're UPWARDS firing shrapnel no matter what, add this to your projectile's death state:

TNT1 A 0 A_checkceiling ("ceilingshrapnel")

Then make a ceilingshrapnel state where the shrapnel fires DOWNWARDS instead of up.

>> No.2774369

Holy crap this solved everything, I didn't realize I could check for the ceiling in the main projectile's death state. Thank you so much!

>> No.2774378
File: 5 KB, 303x243, 1357385989920.png [View same] [iqdb] [saucenao] [google] [report]


You'd be amazed at some of the cool shit you can do with some of the lesser known features of DECORATE anon.

Now you finish up that gun, you got anything else planned? I'll want to play the finished thing

>> No.2774407

>Now you finish up that gun
You too

>> No.2774409


Working on that right now, though I'm talking with Yholl on figuring out what effects the beam should have when you shoot walls/ceilings.

I've also been contemplating the blursphere weapons, I might give a few of them have no ammo use or regenerate their ammo, but the tradeoff would be you can only carry one of them at any given time.

>> No.2774418

I'm planning up a weapons/gameplay mod that brings a similar feel to playing Turok 2 and Unreal, they have a distinct style of "medieval industrial scifi fantasy" that's probably my favourite setting in games ever, it's why I like Strife a lot, too. I'm the same person doing the Unreal texture replacement thing

>> No.2774429
File: 50 KB, 350x365, 1410422524804.jpg [View same] [iqdb] [saucenao] [google] [report]


Holy shit, tell me more please. What weapons have you got lined up

>> No.2774431

Have you checked out new UT's Titan Pass?

>> No.2774487
File: 28 KB, 640x467, Dinosoid_(5).jpg [View same] [iqdb] [saucenao] [google] [report]

Basically it's bringing elements from both games, unoriginal, but it's meant to be a homage. Unreal's Automag and Turok 2's Mag60 are combined, the Eightball and Scorpion are merged together, Firestorm Cannon + Minigun, PFM Layer + Razorjack, some sort of delayed explosion screaming weapon (the Tek Bow is awesome), use of silent weapons, etc. it's still heavily WIP on how it's going to work out (and bloody ambitious), but with so many things to do I'm hoping that even if I did run out of steam I'd have something in a playable state to show.

>> No.2774490

No, I haven't. Should I?

>> No.2774513
File: 282 KB, 1280x1024, b46.jpg [View same] [iqdb] [saucenao] [google] [report]

Reminds me a bit of unreal tournament 3's shock rifle.
It has a medieval world look to it.

>> No.2774525
File: 636 KB, 1366x768, Screenshot_Doom_20151102_225229.png [View same] [iqdb] [saucenao] [google] [report]

this fucking map.

where's the yellow key?

>> No.2774529

Shotgun or Shredder?
Normal or explosive shells?

>> No.2774535

I'm pretty sure it's right in front of you, in that little marble enclosure, but I'm also pretty sure there's a cyberdemon in there too.

I really disliked that map so I don't remember much about it.

>> No.2774538



>> No.2774545

>I see plenty of people discussing and/or uploading their levels often; one would think a /doom/ community project is not far from reality.

Yeahhh, about that...

>> No.2774562

The levels being discussed/uploaded aren't apart of the /doom/ project; which as this point should just be considered dead as fug.

>> No.2774563

I'm unsure what to do for the SSG replacement right now, but the Shredder doesn't fit its role very well. I currently have that Shredder-like Ripshotgun as a Rocket Launcher replacement, but I'd rather the RL replacement be a more traditional explosives weapon. The current shotgun replacement is a sibling to the Stinger from Unreal. I might have to pull a Demonsteele and have two separate characters with different arsenals, but that's getting way ahead of myself... I'd rather focus on what's right in front of me at the moment.

>> No.2774569

noice 1 m8, it was fairly fun

>>Known Bugs : Some textures may appear incorrectly in Chocolate Doom

i spotted a small pile of CRATINY with some nasty misalining (?) in the room with the two shotgunguys in the room with the three imps as you go through the right door at the start of the map

i'd post a screenie to save all the shitty contrived explanation here but i tested it with chocodoom and it saves the files with a .pcx extension which i have no fucking idea how to open

>> No.2774583

>.pcx extension which i have no fucking idea how to open

.pcx is a ZSoft Paintbrush image file. Was the de-facto standard for 256 color bitmap images in the early 90s. In fact, Win9x versions of MS Paint could open these with a certain optional hotfix/update (maybe it came with the Plus! pack or something, i dont remember)

IrfanView, XnViewMP, or any other adequate image viewing program can open these.

>> No.2774604

If there is no proper shotgun then I will be very unhappy

>> No.2774605
File: 576 KB, 1366x768, Screenshot_Doom_20151102_235121.png [View same] [iqdb] [saucenao] [google] [report]

wrecked everything but to no avail

the upper upcoming point in the bridge leads to a room with a cyberdemon enclosed in a small pillar with yellow bars, and the lava underneath the marble enclosure is a dead end with a radsuit and a teleporter which only leads to the lava below the aforementioned cybie pillar room with a second radsuit, a non functioning teleporter (the way I came from) and a yellow door which i for obvious reasons can't open

what the actual fuck, did the mapper mean you to entirely keep away from jumping down on this area until you got the yellow keycard? i mean jesus there's literally nothing on the topside either besides a square building with a blue door, and revenants and barons on each side which was tedious as shit to get through and not even then did I find the key

I fucking hate these open arena style maps to death, they're such a fucking slog to get through

>> No.2774636

Unreal doesn't have a shotgun that was used in the final game

>> No.2774645

Flak cannon counts too.

I don't remember if it had it in Unreal 1.

>> No.2774650
File: 277 KB, 854x480, butcher.webm [View same] [iqdb] [saucenao] [google] [report]

Flak counts.

>> No.2774657

What unreal version is that?

>> No.2774660
File: 20 KB, 552x473, ScreenShot089.png [View same] [iqdb] [saucenao] [google] [report]

>try to start Zandronum LAN co-op server through ZDL
>the server starts off well enough, in its own program
>when I change ZDL to "joining," and hit start, it just starts up its own game
>putting the IP address or the host name in that box doesn't change anything
>try to "join server" through the zandronum server gui
>"you don't have that wad"
>no way to add that wad to me joining the server
>try to join the server in game by going to multiplayer and browsing servers
>"showing 0 servers" no matter what I do
>click "help, my server isn't showing!"
>it's a web link to "port forwarding"
>I do all that and it changes nothing

why does it have to be so fucking difficult? THIS is why there are console fags.

>> No.2774662
File: 275 KB, 404x341, 1444717034501.png [View same] [iqdb] [saucenao] [google] [report]

>10 ammo
>11 ammo

>> No.2774664


Okay, let's get the obvious question out of the way.
Why aren't you using Doomseeker?

>> No.2774667
File: 27 KB, 542x474, 1444078385600.jpg [View same] [iqdb] [saucenao] [google] [report]


>b-b-but its a b-beta, baka!!

>> No.2774670


Looked like it said 08 to me.

>> No.2774671
File: 1.00 MB, 854x480, ut.webm [View same] [iqdb] [saucenao] [google] [report]

The new one.
Nope, it's cycling numbers.

>> No.2774675

Doom 4 looks better than this imo

>> No.2774676


What the hell does that have to do with anything?

>> No.2774680 [DELETED] 
File: 75 KB, 795x473, derp.jpg [View same] [iqdb] [saucenao] [google] [report]

i couldn't tell senpai

>> No.2774682

One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.

Doom 4 damn well better look better.

Sincerely had no idea parkour was in the new one

>> No.2774686 [DELETED] 
File: 127 KB, 794x936, derp.jpg [View same] [iqdb] [saucenao] [google] [report]

lol meant to post this

>> No.2774689
File: 136 KB, 794x936, derp.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2774692
File: 926 KB, 1600x900, CTF-Titan.png [View same] [iqdb] [saucenao] [google] [report]

May I ask why?
New UT is in alpha at the moment.
>Sincerely had no idea parkour was in the new one
Kinda has been in all of them since 2k3. But they added new moves, yeah, like that slide at the end of the webm.
It's all good.

>> No.2774693

Spent a few dozen hours on that game and had no idea you could do that. Mind = blown. Also how people get to certain powerups without translocators is now a little clearer

>> No.2774694

>One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.
>Doom 4 damn well better look better.


>> No.2774695

Technically, for them, it's not even alpha yet.
But game already has around/more content than q3test for example, so.

>> No.2774698

>muh indie developers

>> No.2774701

Fucking lol.
>Spent a few dozen hours on that game and had no idea you could do that.
That game being 2k3/4 or the new one?
Cuz you can't wallrun on the former (you could walldodge tho), and now we have a movement tut on the latter.

>> No.2774703

>epic games is an indie developer
are your parents related

>> No.2774704
File: 462 KB, 640x480, Dig.png [View same] [iqdb] [saucenao] [google] [report]

I didn't mention the Flak as I already mentioned the Stinger, and >>2774604 said a proper shotgun.

>> No.2774705

>One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.

That's a fourth degree burn right there.

>> No.2774709

Nope. Unreal 4 still has better graphics than D4.

>> No.2774713
File: 229 KB, 610x415, UT3_stinger.png [View same] [iqdb] [saucenao] [google] [report]

The new Unreal is a fair bit more than UT99.
I kinda agree with the general sentiment tho
My bad, I just skimmed your post and thought Stinger referred to the Stinger minigun for some reason.

>> No.2774717

>he's completely oblivious to the unnervingly amount of times this shit has been regurgitated time and over on youtube and videogame forums
come on now

nah, pretty sure they aren't working on the game

>> No.2774720

it's pretty known for a fact that UE looks better than most other licensed engines out there. I think the point anon was making was that Doom 4 looks better gameplay-wise than this.

motion which I agree with, honestly. Both games look rather similar in some aspects to me also.

>> No.2774721

>nah, pretty sure they aren't working on the game
They are. They curate the community content, develop models and maps based on concept art, do better meshes and textures for the models, work on weapon balance, set the movement, release map skeletons that later get textured, etc, etc.
>motion which I agree with, honestly. Both games look rather similar in some aspects to me also.
Please elaborate. The similarities are rather skin deep, if that, to me.

>> No.2774723

Well desu I thought it wasn't necessary. ZDL is what I use to launch doom all the time, and I can get Prboom+ lan games working with it

>> No.2774731


That's a fair reason.
To be honest, I'm honestly surprised they haven't outright cut the in-engine server browser, because it's fucking useless and even the devs have said how useless it is.

Doomseeker is Zandro's "official" server start-up/maintenance tool, and I'd suggest giving it one more shot with that.

>> No.2774735

>They are
I'm about 99% certain my parents aren't related to the project in any way, anon

>Please elaborate
you mean aside from the fact that the movement speed in the UE remake seems a bar or two above doom 4's and the guns in both games feel and look wimpy as shit?

they're both unfinished and in early alpha state (at least doom 4 is afaic, don't know anything about the other, please correct if mistaken) so I'll grant them the benefit of doubt and wait until either shit hits the fan and flops, or if they genuinely look and play out nicely

but as of now, I'll say it is doom 4 that seems more promising to me than a straight up hd remake of a retro mp-focused FPS if only for the fact that it incorporates other stuff besides prettier graphics and added kickslides

>> No.2774747

>I'm about 99% certain my parents aren't related to the project in any way, anon
It was an insult, anon. He's asking if your parents are related to one another.
>you mean aside from the fact that the movement speed in the UE remake seems a bar or two above doom 4's
This is bad? UT is significantly faster.
>and the guns in both games feel and look wimpy as shit?
I think the guns in both games look alright (UT doesn't have all the models finished yet, by the way). Can't comment on Doom's feeling. UT feels pretty good, but some sounds need work and they've acknowledged this.
You're equating them here, though. I asked why D4 is better.
>they're both unfinished and in early alpha state (at least doom 4 is afaic, don't know anything about the other, please correct if mistaken)
UT is on pre-alpha. Doom 4 is on alpha, yes.
The validity of the terms in these cases could be discussed, though. Doom's alpha seemed more like a stress test, UT should be called alpha at this point.
> straight up hd remake
It's not.
> if only for the fact that it incorporates other stuff besides prettier graphics and added kickslides
I can list UT current and planned changes compared to UT99 (which is what I assume you're comparing it to, since you said retro), if you'd like.

>> No.2774773 [SPOILER] 
File: 13 KB, 504x381, 1446536769922.jpg [View same] [iqdb] [saucenao] [google] [report]

Guys, what mods/wads would you like to see or want to make (if you had the skills to) that may or may not have been made before?

I, for one, would like to see a comedy-themed gachimuchi wad someday.

>> No.2774781

>It was an insult, anon
it was a joke, anon
did you seriously expect me to take such a shitty excuse for an insult at face value
>I asked why D4 is better
you asked to know why did Doom 4 looked better in my eyes, and if you want me to expand upon that, it's mainly because the devs have chosen to deviate from the omnipresent SSG josting and BFG hogging in the Doom II's MP to elaborate on newer features involving light parkour and glory kills and the such which imo flow better with the style of play they're reaching for
but if you want me to expand on the guns themselves though, I can safely tell you that Doom 4's guns do feel somewhat wimpy and need some sever balance brough to them (the devs acknowledged this and took proper feedback on this thankfully) whereas UT's guns feel severly lacking in almost every way I feel, but I guess I should save up on criticisms at this point seeing as I might very well be wrong
>UT is on pre-alpha. Doom 4 is on alpha
oh okay
>It's not
cool, what other new features does it introduce then? I'm guessing maps and maybe a couple new gameplay features here and there but that's about it
>I can list UT current and planned changes compared to UT99
yeah that would be much appreciated

I'm not really interested in the new UT that much at the moment honestly but I guess it'd be retarded to miss out on one game just because I happen to enjoy the other more, even for the sake of curiosity only and seeing how UT is free, I might give it a chance

>> No.2774782

God Hand mod with the standard Doom enemies but with projectiles instead of hitscan so you can kick them into orbit.

Vanquish mod with more suit power than the actual game so you can actually do fun shit in it for once instead of rolling around nonstop like a jackass

>> No.2774783

fucking damn was that worded poorly in some parts, sorry about that

it's late as fuck here and I'm cold and eughhh

>> No.2774801

I will
But my laptop charger just melted, so later

>> No.2774824
File: 71 KB, 800x600, StoneTitan.jpg [View same] [iqdb] [saucenao] [google] [report]

I just tried out Titan Pass, it was neat, I'll admit I was expecting something else though. (picture related)

>> No.2774825

>Play doom
>it's neat
>try quake
>sourceports like glquake and joequake don't let you
>-change video mode
>-turn off mouse acceleration
>from the program, you have to command line it
>Play it, it's pretty neat
>Consider playing quake II
>I should finish 1 first though
>quake 3 has no monsters, just enemy bots

Are there quake 3 mods for campaign?
Or is there a way to port quake 1 and 2 campaign maps and monsters to quake 3?
I only ask because I assume quake 3's engine is better/more fun to play

>> No.2774827

>it was a joke, anon
My apologies.
>and if you want me to expand upon that, it's mainly because the devs have chosen to deviate from the omnipresent SSG josting and BFG hogging in the Doom II's MP to elaborate on newer features involving light parkour and glory kills and the such which imo flow better with the style of play they're reaching for
I understand, but this is a comparison of Doom 2 and nuDoom (if I might refer it to like that, to avoid confusion and because it's fun) not nuDoom and UT4.
However, there's the implied message, and correct me if I'm wrong, that nuDoom changes Doom's multiplayer in a significant way, removing long standing flaws and adding new features to it; but UT4's doesn't fix the flaws of previous titles or shake the formula enough for your liking. Correct?

It's worth nothing at this point, the main difference of spirit between the titles: While Unreal Tournament 4 is Unreal Tournament 4; Doom 4 isn't Doom 4, it's just Doom.

About the guns, a lot of them don't feel as strong as they should. But many animations and sfx are incomplete, and most sounds and some guns are still placeholders. Not to mention gore.

>[changelog/roadplan request]
Alright. I'm probably going to miss stuff, by the way. Some changes willseem minor but I want to be somewhat thorough

New movement:
Liftjumping (a legit, non buggy form)
Rocket boots (not jump boots)
*Vehicles. Land and air.

Weapon changes:
Hammer secondary launches a wall of air that destroys projectiles and pushes players away based on distance travelled
Enforcer secondary fires a burst
Bio rifle primary and secondary, on hit, will make all other goo on the ground follow you and damage you. Holding both firemodes makes the gun fires faster, but goo won''t stick to the ground. You can charge a secondary blob or join smaller pieces of goo with the linkgun secondary to make webs.


>> No.2774839

[I forgot to put rampdodging on movement. Woops.]

Keepign on with weapon changes:
Shock rifle secondary blocks enemy fire.
Pulse gun changed to Link gun: Secondary can be used to link to other players using Link gun to multiply their damage. Secondary fire heals vehicle/control points. Holding secondary + primary pulls players towards you.
Ripper projectiles can be directed while on the air.
Minigun changed to Stinger Minigun: Secondary fire launches a shard projectile that can be used as a stepping point for trickjumps.
Rocket Launcher can only load 3 rockets now, fires them in a burst, effectively combining previous fire modes (cluster and horizontal line).
*Vehicle gamemode weapons. This includes vehicle monted weapons and weapons effective against those vehicles.


This is obvious, as you pointed out. New maps are being added. The mapping tools, however, are a lot stronger and Epic has a really detailed documentation on them.

New gamemodes:

Bombing run
*Onslaught/Warfare (hopefuly the later)
*Vehicular CTF

General modern game things:

It's free, with hats and leveling.

Things marked with * are not in yet.

>> No.2774846
File: 5 KB, 225x225, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>Are there quake 3 mods for campaign?
while not full-on quake 3, hunter's moon for GZDoom by Zanieon is rather good and pretty decent

with "not full-on quake 3" meaning it includes mostly (?) monsters from Doom 3 or made from scratch

areas are pretty open and employs a fuckload of resources from Q3, but be warned, it's a fucking resource hog as it uses 3D models for often pretty much everything, even enviromental decorations such as torches, lights, even the monsters themselves, you name it

don't know if it's finished yet though. might wanna take a look http://forum.zdoom.org/viewtopic.php?f=19&t=30942

>My apologies
heh don't mention it

>However, there's the implied message--
you got me, I worded that pretty poorly in my post, sorry

>dat changelog
damn, i know this might be probably wishful thinking at not much else but I sincerely fucking hope Doom 4 implements at least three or four features from those you mention for the sake of replayability and shit

well, you just got me hyped for both games at this point. but then again i'm a huge sucker for arena style FPS and i've been playing quake 3 arena to hell and back as of lately so im aching for new games that feature fast-paced style of play.

i just hope my future PC will be able to handle both UT and Doom properly

>> No.2774848

there is this


>> No.2774859

No problem. It's late here too, 5:30 am, so I'm sure I wrote something badly too.
There's been ideas of adding a stone titan somewhere, actually. Enviromental hazard, likely.
Use Quakespasm or the like for 1.
No real campaign I know of for 3. The SP stuff was mostly trickjumping maps.
Are you going to try Quake 4?

>> No.2774879

I get the feeling that quake 4, doom 3, and doom 4 are all on one side, and doom 1-2 and quake 1-3 are on the other

>> No.2774881

uh, I'd say Doom 4 is more on RAGE's side than anything.

but I sincerely hope it doesn't flop twice as hard.

>> No.2774883

A reasonable position about the Doom games.
I'm not so sure about the Quake games, though. If you do want to put 1, 2 and 3 on the same group, I see no reason to keep 4 out.

>> No.2774887
File: 208 KB, 436x337, yeah but.png [View same] [iqdb] [saucenao] [google] [report]

am I the only one who genuinely likes Doom 2 Reloaded's music and plays along with it?

>> No.2774896

Fuck yes, UT4 needs monsters. I remember having a lot of fun with a UT99 map called DM-Titania][, it had floor hazards which would teleport you to an arena with a titan, who talked shit in chat and had his own score on the scoreboard, and could even win the game.

>> No.2774901

What you said doesn't make sense, either in the context of the other anon's post or as a standalone thought.

>> No.2774902

>>2774896 (me)
I think a Jailbreak map had one of these talking titans, too.

>> No.2774904

That might have been it.
You've reminded me:
>New gamemodes

>> No.2774905


>There's been ideas of adding a stone titan somewhere, actually. Enviromental hazard, likely.

>> No.2774907

What does a discussion about monsters as an enviromental hazard in a map in the new unreal tournament have to do with grouping Doom with Rage?

>> No.2774914

"in rage's side" as in id's current lineage of games released in latest years

if that's not what you meant either, would you care to elaborate as to why you think my post is out of place in any way instead of being this vague

>> No.2774916

Woops, sorry anon, I got confused there, thought you were responding to me for some reason. Just ignore that.

>> No.2774919

It seemed to me like >>2774879 was grouping by similarity of gameplay, in some way.
But them being grouped like you describe makes sense too, I didn't think of that.

>> No.2774929

>It seemed to me like he was grouping by similarity of gameplay
nhb Doom 4's gunplay does remind me of RAGE to a certain extent (what with the movement and attack AI for the imps being directly taken from RAGE's bandits, as ID themselves admitted) and the regular shotty feels a lot like Doom 4's as well.

Might as well be just me, but eh.

>> No.2774969
File: 582 KB, 660x614, 1440059825576.png [View same] [iqdb] [saucenao] [google] [report]

you guys sure you don't want to screencap it while you're at it?

>> No.2775045

Doom 2 Reloaded has music?

>> No.2775081
File: 1.05 MB, 1920x1080, Screenshot_Doom_20151103_001636.png [View same] [iqdb] [saucenao] [google] [report]

Playing around with Spellcross houses.

For some reason my Photoshop/General Image Programs is making every screenshot darker after this one, I know its something to do with Colour Settings, but I've tried every option and still not fixed. I've googled and nothing, anyone know a good fix for this?

>> No.2775223

At the risk of sounding not retro:


>BO3 having somewhat more proper mod support than D44M

>Call of Duty does what Doomn't

>> No.2775227
File: 9 KB, 201x220, 1439051385512.jpg [View same] [iqdb] [saucenao] [google] [report]

>not Bethesdon't
step up senpai

>> No.2775241

More like Bethesdon't

No, but what they've done to Fallout, Elder Scrolls, and now Doom, I have become really bitter towards Bethesda.

>> No.2775254

I've been looking for a certain wad for a long time.

It was based on different games, having maps based on them or even music.

For instance, one map was like a power plant with Spark Mandrill's theme from Megaman X.
Another was based on Metroidvanias games, with the automap looking like a map from those games with Catacombs from Circle of the Moon as background music.

I've never been able to find this again.

>> No.2775276


shaddap Stratton

>> No.2775287

>"If you guys are from Zdoom forum and Zandronum, you guys sucks, don't ask me about have the mod even in alpha version, don't dream for play Hotline Miami for DOOM with GZDOOM or Zandronum."

>> No.2775289
File: 1.54 MB, 320x240, doom? yeah, i play that sometimes.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2775292

come on he's too busy working fun and having hard to post here

>> No.2775296

I still hate them for Prey.

I mean it's partially because I'm from Wisconsin, but man Prey was still some good shit.

>> No.2775297



>> No.2775301

you sound slightly annoyed

>> No.2775307

great job cunt

>> No.2775328


uhhhh, wrong board, buddy?

>> No.2775329

go away shadman

>> No.2775332


and what does he have to do with anything?

>> No.2775337



>> No.2775338 [DELETED] 

nothing, I'm shitposting

>> No.2775339

>nothing, I'm shitposting

Go figure.

>> No.2775343

great posts, y'all

>> No.2775347
File: 769 KB, 1308x653, 3.png [View same] [iqdb] [saucenao] [google] [report]

>If anything, /vr/ lost quantity because you don't see anyone here appearing out of nowhere and saying "hey i made a doom mod, r8 and h8"

W-well, h-here it goes.

>> No.2775350
File: 950 KB, 730x727, leggy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2775436

>playing Memento Mori map 04
>playing through the level in about 15 minutes, moderately challenging level
>about to beat the level
>final room, door locks behind you and you're trapped in a cramped hallway with a Baron headed your way
>literally nothing to do but just sit there and wait to die

Is this one of the most unfair traps in Doom history? Also, how do you get past it?

>> No.2775461

i hate to say "shoot it until it dies", but, shoot it until it dies.

seriously though. what did you have in terms of weapons, health, ammo etc? i mean i've done the level from a pistol start, it wasn't impossible.

>> No.2775476

Why is Shihong so terrible at melee

>> No.2775489


It would probably be better if you hit them with your fists rather than your face, anon.

>> No.2775497

>punches don't hurt very much
>terrible dodge
>gun mode shotgun is absolutely godlike

>> No.2775502

I did it from a pistol start as well. I was just blasting at it with a double barrel.

A baron needs about 5 or 6 double barrel blasts to kill it, and that takes way too long, considering you aren't allowed to strafe in the hallway and he's just advancing towards you.
Couldn't use rockets because it's too close contact.

It's just a shitty unfair trap and I'll have to see if there's a way to sneak out before the wall comes down behind you, before I attempt the level again.

>> No.2775508

You have to Get close to force it to attack then back off


>> No.2775514

Actually she gets way more mileage out of her gun mode across the board.

Her melee mode is lacking a bit from what I can tell but the uppercut demolishes groups.

Have not really tried her agility mode.

>> No.2775526

The trick is to use the sword

>> No.2775527

i tried to record a demo but got lost (it's been years since i played it) and quit, assuming you didn't want to watch ten minutes of me trying to figure out how to get through a door before it closed again.

>> No.2775530

>punches don't hurt very much

Anon, each punch does 45 damage. With each punch taking five tics, that's a maximum DPS of 315. It's crazy strong for a Doom weapon.
Also, consider that Strength's damage boost adds a 1.25 damage multiplier to all melee across the board; adding a third multiplier with combos means damage increases exponentially with every rank.

I can understand "gun mode is much more immediately effective" (because seriously, it way fucking is), and I can understand "base punch damage should be increased" (Hae-Lin's sword damage is 60 per hit), but punches definitely do hurt quite a bit.

>> No.2775534 [DELETED] 

genuinely oblivious to whatever it is that you're implying here, but ok anon. have fun shitposting.

>> No.2775537


genuinely oblivious to why you're replying to a 4 hour post, but ok anon. have fun shitposting.

>> No.2775548

>With each punch taking five tics, that's a maximum DPS of 315. It's crazy strong for a Doom weapon.
this takes perfect timing and her punches are weaker than the sword
on top of this she is bad at closing the distance

>consider that Strength's damage boost adds a 1.25 damage multiplier to all melee across the board; adding a third multiplier with combos means damage increases exponentially with every rank.
shihong is terrible at building rank outside of using the dual pistols or using her sword around a corner because her dodge is terrible

> I can understand "base punch damage should be increased" (Hae-Lin's sword damage is 60 per hit), but punches definitely do hurt quite a bit.
the damage output for her punches demands good timing and the means to not get hit as a character who is not built for melee

the sword is good but she is not good with the sword

>> No.2775549

so, any other reason for a reply like that besides questioning my reasons for replying to a post i got a notification for and calling that shitposting while unironically shitposting yourself?

>> No.2775551

NHB what's wrong with replying to posts 4 hours old?

>> No.2775559


because he is prolonging a shit-stirring string of nonsense posts that stopped a while ago?

>> No.2775562

I am genuinely curious, however, as to why Marty Stratton's last name ignited all of this.

>> No.2775564

yeah that'd be cool and all save for the sole fact that I wasn't even replying to any of those other posts you so rightfully call out but that one in particular.

I repeat my question, what was the reasoning behind your post?

>> No.2775570

>Have not really tried her agility mode.

Honestly, this mode is one I'm seriously concerned with.
In the most recent git build, I have it so that everything costs two notches, and side special stunlocks everything in a radius around you and gives them a 2.25x global defense debuff to all damage. It was previously 3x but then one shotgun blast took out a hell knight so OKAY THEN.
Back special is cloaking device that also renders you intangible to ranged attacks, lasting 20 seconds. Melee/explosions still hurt. It's pretty useful for sneaking in close.
Forward special is fucking useless and needs changed because it was fun but god damn it's useless for anything but swinging around.

I'm worried about how stupidly OP these are/aren't, and I'm not entirely sure how to adjust the values to compensate. Do I make them cost more? Last less? Different radius? Longer start-up? Etc.

>shihong is terrible at building rank outside of using the dual pistols or using her sword

Hm. Yeah, this would kind of render everything moot. I'll run some tests later tonight and try to adjust the values, thank you.

>> No.2775573

why are you fuckers still arguing about that? move the fuck on and discuss fucking doom

>> No.2775578

man I'd fuck doom so hard

>> No.2775582

I think the other two modes need to be overpowered at what they do because Gun mode basically covers everything and fits her actual playstyle and design the best with absolutely no downsides while the other two are not built with her weapon/movement in mind

I also feel that tapping the booster should result in a standard dodge that takes however much of the meter you feel would balance it out, because her booster is very.. Imprecise and you have to work around it's flaws.

>Boost too little and you eat the projectile
>Boost too much and you are frictionless and sliding on ice
>Can't tap to boost because it's not nearly enough to dodge
Only ever use it to get to places I was previously at faster as a result.

> side special stunlocks everything in a radius around you and gives them a 2.25x global defense debuff to all damage. It was previously 3x but then one shotgun blast took out a hell knight so OKAY THEN.
Shihong already two shots them in gun mode.
Having to use meter when she doesn't generate meter that well should result in high payoffs.

>> No.2775593

That guy makes it look much easier than it is, but thanks. I'll try that.

>> No.2775614

>Forward special for ghost
Turn it into an afterimage of Shihong that doubles her attacks at the cost of extra ammo.
Have it take more than two notches.

Maybe give her a grenade launcher or change the default throw for the grenades to be the overhand one instead of the underhand toss
Shihong has no good weapon made for nonstop shooting despite being so gun oriented

>> No.2775615

It's actually a lot easier than it looks if you do it right at the corner there.

But yes this is the answer the player is meant to use for the encounter.

>> No.2775639
File: 29 KB, 452x280, weliketoworkhardandhavefun.png [View same] [iqdb] [saucenao] [google] [report]

Because it's never too late to strap on the Stratton

>> No.2775661
File: 19 KB, 236x280, prescribed dosage.png [View same] [iqdb] [saucenao] [google] [report]

Thanks doc

>> No.2775673

>dat 3% confidence

Truly remarkable.

>> No.2775736

you don't see all the failed runs where he didn't get the luck at 3%

>> No.2775746

Im playing through Heretic for the 1st time. I love it.

>> No.2775771
File: 62 KB, 620x400, monkeys_paw72-620x400.jpg [View same] [iqdb] [saucenao] [google] [report]

>I wish doom threads weren't as slow!

>> No.2775792
File: 63 KB, 742x626, ScreenShot090.png [View same] [iqdb] [saucenao] [google] [report]

>my own LAN server running off my computer has more PING than these nerds

>> No.2775804 [DELETED] 
File: 315 KB, 525x473, you don't want to get on my bad side.png [View same] [iqdb] [saucenao] [google] [report]

I want the edgy kiddies to leave
Your parents must hate you

>> No.2775810
File: 67 KB, 500x325, lmyzklQlle1qd1egho1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>Turn it into an afterimage of Shihong that doubles her attacks at the cost of extra ammo.

I really like this idea.
Punch, and it punches too, shoot and it shoots too. Would give her melee attacks a LOT of extra range, able to knock dudes silly at a distance, and would allow her to get some extra oomph on ranged attacks.
I have no idea how I'd be able to code it, though. Maybe an entity that follows at a specific distance, like the buttshield, but reacts to the player's inventory, so it knows when the player is shooting or punching? Man I dunno.

>Shihong has no good weapon made for nonstop shooting despite being so gun oriented

How would you feel about a fuckoff minigun?

>I also feel that tapping the booster should result in a standard dodge that takes however much of the meter you feel would balance it out, because her booster is very.. Imprecise and you have to work around it's flaws.

I'll take another look at the booster.
It sounds like one thing that might go well with the problems people bring up is that the speed isn't dependent on pitch/height, but rather on how much fuel is left. More fuel means a much faster boost. Less fuel means a slower boost.
Ergo, if you're tapping it, you don't use much, and you have a massive lunge to dodge. If you hold it, you can maneuver longer, but as fuel deprives it dies out.

>> No.2775813
File: 16 KB, 314x114, 12649843.png [View same] [iqdb] [saucenao] [google] [report]

>implying Hunter isn't a common English name

>> No.2775826

it's not

>> No.2775828 [DELETED] 

It's a name that literally got popular in like, 2003 - 2004, and then died off, essentially confirming that the Anon is super underage.

>> No.2775830 [DELETED] 

epic reply face bro!

>> No.2775841

This is such an absolutely fucking trivial thing, why do you care? For an "edgy" name, it's pretty fucking mundane, and as the guy pointed out, Hunter is also a name.

Hunter S. Thompson exists, and he's what, like 60? Evidently it's a name that's been in use, and that's just one example.

Did you just want to post that fucking picture or what?

>> No.2775859

>I have no idea how I'd be able to code it, though. Maybe an entity that follows at a specific distance, like the buttshield, but reacts to the player's inventory, so it knows when the player is shooting or punching? Man I dunno.
Could always just make a sort of ghost afterimage in third person and put some extra transparent sprites while attacking or something so the player knows what is going on.

>How would you feel about a fuckoff minigun?
I'll take it.

Also just to mention it is not really the guns she has are bad so much as when there is large numbers of enemies she can't actually deal with them so good. Her options for crowd removal outside of melee forward special is her shotgun and grenade spam. Both of which are tap to shoot and require a fair amount of accuracy.

Single pistol? Not very useful for groups(Really powerful in gun mode though)
Dual pistols? Same issue as single pistol but the burst fire makes it pretty good on hefty enemies(Gun mode only though)

Is a fuckoff Minigun going to be her BFG replacement?

The main thing about the booster right now is that it is made for long range playstyles only.

Hae Lin works well in melee because the lunge is basically made for it.
>Dodge goes forward
>Easy to control
>Can use it up close
>Only need to guide it's direction

Even if Shihong's booster changes only in melee mode to something easier to use it would help her a lot.
Right now she is best in Gun mode because her design compliments it the most(Also that firepower, god damn. )
Melee mode only really shines for the specials(That uppercut mostly)and her sword.

Ghost mode could just be full on utility or something.

>> No.2775860 [DELETED] 
File: 150 KB, 480x480, 1446418961181.png [View same] [iqdb] [saucenao] [google] [report]

Hunter is such a white-trash name.

>> No.2775865

Also I am assuming that if her rank becomes easier to build up then her fists and sword should be able to keep up with guns easier.

The guns are really strong even at no rank but the melee weapons take awhile to get going(And at that point the guns stay pretty well ahead too)

>> No.2775870
File: 2.71 MB, 320x240, 1383853512582.gif [View same] [iqdb] [saucenao] [google] [report]

why do people hate my name so much every fucking time.
It's a name get over it, sorry yours isn't as cool.

anyway, what are the best settings for co-op, in vr's opinion?
In DOOM, you can just respawn immediately where you died, and I don't think that's very fun or interesting.

In cod zombies, a player is "down" if their health reaches zero. Here they lose their powerups, such as double max health, speed reload, etc. If they are not "revived" by a team mate in time, they die and lose their weapons, and the next round they respawn next to the players with their pistol. They can spend their points to get stuff.
So player downs/death punish by
1. reducing player effectiveness
2. focusing enemies on fewer players, giving each player more stress
3. less firepower to deal with the enemies
4. fewer players around to revive other downed players

In halo if a player dies, his inventory is left where he died. If his teammates clear the immediate area of enemies, he can re-spawn (and then hopefully pick his stuff up). He CANNOT respawn until the area is clear (sort of).
If everyone dies before anyone respawns, the game starts from the last saved "checkpoint"

And speaking of checkpoints, is there a way to save and load co-op games? I feel like I've done it in PRboom+ at one point...

>> No.2775881

>Hunter S. Thompson exists, and he's what, like 60?
he died like 10 years ago you dummy

>> No.2775882 [DELETED] 

>liking meme games
how many reblogs do you guys have already? ;)

>> No.2775883
File: 4 KB, 249x288, ss+(2015-11-03+at+06.25.26).png [View same] [iqdb] [saucenao] [google] [report]

>In DOOM, you can just respawn immediately where you died, and I don't think that's very fun or interesting.

You can disable that.

>> No.2775885

I am Hunter S. Thompson.

>> No.2775893

Is there a way to make them wait a certain amount of time

>> No.2775935

>hey i made a doom map, r8 and h8
Probably h8 because it's mostly a platforming map.
Here it is: https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE

Replaces MAP01 (the MAP32 in the WAD is a WIP so don't play that).

Based on my previous suggestion that a nature theme would be a good idea for a community project, I made a nature map. And to try and demonstrate some but not too much creativity, I took one anon's idea for a level inside a cyber-tree.

The idea for the level is kind of stolen from Quake's House of Chthon:
>cybie in the middle
>you only have a pistol
>get to the top of the tree to activate the crusher to kill the cybie and open the door to the exit

>> No.2775937

Forgot to mention: requires a Boom-compatible sourceport due to quite a few generalised effects.

>> No.2775945


Sort of yes.
You can do a Respawn script in ACS that makes them intangible and freezes them for a certain amount of time, so they can't actually do anything until time has passed.

>> No.2775975

is there a compilation download/torrent for all the mods/maps in the vrdoom guide? theres a lot of stuff in there id like to try, but its going to be a pain in the ass to hunt each one down.

>> No.2775976 [SPOILER] 
File: 384 KB, 1440x900, 1446598120723.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2775979

I've been out of the loop for a few months. Were there any exceptional maps released while I was gone?

>> No.2775983

What am I meant to be seeing - that it's really dark? Did something break? It shouldn't be super dark.

>> No.2775987

I'm just showing I beat it

>> No.2775992

Oh cool, had me worried there. What did you think and what difficulty did you beat it on?

>> No.2776017

I played through tabula rasa recently. It was bretty gud but I don't know when it was released.

>> No.2776023

"Bump", because I'm intrigued by this post.

>> No.2776037

Ultra Violent
it was fun

>> No.2776101

I feel like replaying Heretic.

Anyone got any decent wads for it?

>> No.2776106

Hey Term, is there a reason Hae-Lin's grappling hook special input is reversed from other weapon specials? I keep accidentally doing spin attacks with her sword while I'm trying to line it up. (it doesn't help that the grapple attack itself is delayed and can't be held like the Acacia's)

>> No.2776117
File: 14 KB, 203x178, SheatheThrustD.png [View same] [iqdb] [saucenao] [google] [report]


Reversed? I'm pretty sure it's the same as the other alt-fire specials. Hold fire, hit alt-fire.
Code-wise, though, I can very easily add the ability to hold it like the Acacia's. Won't be difficult at all, it'll just be a simple loop at the end of the lift animation waiting for Fire to stop being held.

The sprites will need to be polished up a bit. One of the reasons it's so fast is to hide how absolutely hideous the sprites are.

>> No.2776127

Oh oops, I thought it was hold alt-fire, hit fire for some reason. the comment about the ability to hold it ready still stands though, I think I just accidentally do sword specials so often with it I don't realize it's the same input as the other weapons.

>> No.2776132

I always thought that sprite was Hae-Lin pulling out something akin to a utility knife.

>> No.2776147

People are leaving to other places because of the constant censorship on this board. That over eager janitor is constantly hacking threads to shreds with his rampant post deletions.

A community will die out if it isn't allowed to have disagreements.

>> No.2776160

I never had a problem with the janitor myself, or gotten angry at him deleting certain posts.

>> No.2776173


I agree, posts like
and >>2775338
are extremely vital to the quality of the board.

>> No.2776186

Janitor does a pretty good job at keeping Doom threads clean.

Now, I wish he paid some fucking attention to the rest of /vr/ too, but that's another thing.

I think you're exaggerating.

>> No.2776209

>any opinion even slightly dissenting from the general hivemind opinion gets eradicated

Yeah, clean.

>> No.2776214


>>2776127 Again, was just trying to use the grapple and I think the problem it has is that you're forced to swing Kharon first before you can shoot your grapple, and the grapple is such a small and precise projectile that I end up holding fire down until I can get a good shot off with alt fire.

I also noticed that for some reason you can hold down altfire with the sheath to delay your swipe, it would be nice if the grapple command was altfire+fire for almost instant grapple attack (and it makes sense as Hae-Lin's readying the sheath), but then it wouldn't be the same input as other specials. Mind you it's the only "special" that doesn't use souls, so it could okay with a different command?

>> No.2776219 [DELETED] 

the three deleted posts in this thread that I see are

>liking meme games
how many reblogs do you guys have already? ;)


epic reply face bro!


genuinely oblivious to whatever it is that you're implying here, but ok anon. have fun shitposting.

I don't see how those aren't worth deleting.

>> No.2776223
File: 63 KB, 240x135, slide.gif [View same] [iqdb] [saucenao] [google] [report]

Oh what? You're mad that some low tier b8 got swept away and now want to feign incredulence?

>hi, what do you guys think of Brutal Doom/Brutal Doom is the best
Had that discussion a million times and it only leads to shitposting, we're done with that
>Hey, I have a personal grudge against this one guy, you people should agree with me
>I'm a histrionic tripfag who radiates abrasion whenever I open my big fat mouth, please pay attention to me
>X thing is edgy (usually something not very edgy at all)
High value posts m8

That's all the bullshit I can think of recently which the mods have cleaned up in this thread, and dare I say it, this general is better off for it.

>> No.2776225

Is there a mod with BD's enemy ai and weapon mechanics without all the framedropping insanity?

>> No.2776234

>BD's enemy ai
The extra attacks and stuff, right?
>weapon mechanics
What do you mean by this?

My hunch would be no. You would be better off setting the blood to low and if that doesn't work editing the mod yourself to make less stuff spawn (less blood, gibs, casings, empty magazines, shit like that)

>> No.2776235


Nah, she's firing a hookshot out of her sheath.

For a cheap piece of shit she bought for like 10 bucks it's pretty useful

>> No.2776257

While I do think you're exagerrating, there was a time where I said I found Hellbound 90% boring, and it got deleted.

>> No.2776261


Come Zandronum 3.0, it'll have the Reload and Zoom keys. The Zoom key will be a dedicated "special" button--rather than having to push fire, then do whatever else, you'll just need to push Zoom and then direction/alt-fire.

The problem will be, well, the wait for 3.0.

>> No.2776270

>The problem will be, well, the wait for 3.0.
Indeed. Wonder if we'll get it next year or in 2017. I remember hearing predictions about Zandro 2.0's release date back in March 2014, then it came out in April of this year, one entire year later.

>> No.2776291

Have you tried the latest v20b beta in OP? It runs pretty smooth for me, I was even able to run it with Memorial.

>> No.2776292

Thanks! Anyone else want to give it a go? Anything need changing?

>> No.2776302

gameplay mods or megawads?
For megawads I would recommend HYMN, except for e1m7, that level is absolute shit. Masters of Chaos is also alright, but it's not vanilla.

>> No.2776319

It runs ok unless I blow up a bunch of shit, or if the spider mastermind is attacking me.

The extra attacks, the way they can lose sight of you (and their behavior afterward), their different movement behaviors, etc

>weapon mechanics
The rifle, ADS with the rifle, reloading, firing one barrel at a time with the SSG, basically all the altfire stuff. I rarely see things that use altfire well.
That mod where you can throw the chainsaw with altfire is pretty good.

>> No.2776324

Have you tried enabling the janitor already? What about turning dynamic lights off?

>> No.2776329

>dynamic lights
I'm in zdoom, so they aren't there.

The game runs fine 99% of the time, it's just those few instances with lots of explosions all at once in your face.

And speaking of ports, can someone explain why PRboom+ runs way better than zdoom? I get that PRboom+ is more primitive, but what specifically sets it apart from zdoom?

it's the only sourceport I can get planisphere2 to run on at a decent framerate.

>> No.2776385

I kinda hated it, but I don't like most things that are trial and error.

But it would be neat style of rapid fire wad, where you were under duress for a bunch of quick fire levels. Where if you restart the map you're never more than 1-2 minutes out from the beginning.

>> No.2776386

>phobos:anomaly reborn
wow this is some utter boring shit.

i normally start hating a mapset at the fifth level on a average day, most certainly did not expect to fucking hope it gets cancer in fucking E1M1. who the fuck thought this was any fun.

>> No.2776390

Fucking love that map.
Fucking love Unreal...

>> No.2776413

>genuinely oblivious to whatever it is that you're implying here, but ok anon. have fun shitposting.

where's the shitpost in this

>> No.2776428

I thought you were being harsh so I tried myself - giant empty rooms connected by a 64 unit tunnel maze that loops over itself, hitscan from across said giant rooms, camouflaged blue key and hidden red key, no sense of any direction, starting the player off half dead with little health items, buggy hurtfloor you're forced to walk on because you don't know where you're supposed to go.. 79 monsters on HMP and 112 on UV on just E1M1, yeah, fuck this.

>> No.2776434

Yeah, fair call, I wasn't too sure about it myself. Has a WarioWare-style WAD been done?

>> No.2776445

>playing hideous destructor

how much not fun can you possibly put into a mod.
I love it.

But I think soulsphere ought to be an insta fix to all health issues.

>> No.2776448

>Has a WarioWare-style WAD been done
Dunno. There are mini map wads but they're generally still around 15 minutes each.

Might be fun.

Also hate was a strong word. I didn't "hate" it. Just not super fun and a little awkward to move about it.

>> No.2776463

hey cool i made that!

>And speaking of checkpoints, is there a way to save and load co-op games? I feel like I've done it in PRboom+ at one point...
one of prboom's ancestors added co-op save/loadgame. not sure about other ports.

>> No.2776472


>It is possible to create savegames in multiplayer (useful for cooperative gamemode). When saving, the save is written on each computer using the same filename between each. Loading a savegame, however, must be done from the command line. Both the host and each joiners must use -loadgame name_of_savefile in addition to -host or -join. It is not possible to load while the game is already in progress.

so if Zdoom has this then by extension, so does Zandronum, right?
So Doomseeker would need a feature added which allows you to put a savename in and load that on server join.
Or even better, the server has the savename, and doomseeker loads that savename if you join the server.

But wait, zandronum starts the game and lets people join it, whereas Zdoom waits on everyone before starting.
Obviously this won't work with save state loading...
So someone would have to put multiplayer save state loading into zandronum.
>never ever
oh well

>> No.2776474

there's no one aspect in particular. one has everything hard-coded in C and compiled to native machine instructions, the other runs everything through a script interpreter / VM in order to be moddable.

>> No.2776476

>so if Zdoom has this then by extension, so does Zandronum, right?
doubtful, since the entire networking layer in the latter has been changed to a different model

>> No.2776495

i enjoyed the first time i did e1m1. i found i was compelled to play very very slowly and explore every corner of it. but that does not translate to replays and when i reached e1m2 i didn't feel like doing the same thing over again. that was 10+ years ago and i never picked it up again.

>> No.2776556

Is there any easy way to use mods with Quake?

There's always a different installation process for different mods/maps and I really want to know if there's a simple way (like equivalent to loading mods for zandronum/doom) to using them.

>> No.2776559

Quake Injector

>> No.2776573


>> No.2776574
File: 1.14 MB, 720x360, MAKE WAY FOR THE GIANT BLUE LASER DILDO.webm [View same] [iqdb] [saucenao] [google] [report]

you guys think this is okay for a floor effect when the big beam hits the floor?

>> No.2776594

Does it throw as ridiculously far with higher mass monsters (Mancubi, Barons)? It just looks silly on those imps currently.

>> No.2776610
File: 1.77 MB, 720x360, fatties and barons prove to be resistant to laser dildos.webm [View same] [iqdb] [saucenao] [google] [report]


Nope, looks like heavy guys don't get launched.

Should probably make that direct hit a little more potent.

>> No.2776652

What are the essential megawads?

>> No.2776657
File: 825 KB, 2560x1440, 2015-02-09_00003.jpg [View same] [iqdb] [saucenao] [google] [report]

Alien Vendetta
Scythe 2
Speed of Doom

>> No.2776692

That looks a lot better than the imps comically flying into the air, yeah. If this was a BFG tier weapon, I'd imagine the beam tossing debris and exploding everywhere as it surges through the ground, leaving a violent rift in its wake (can't put decals on the ground, sadly).
The current push strength and radius is too extreme for the actual damage the weapon does, if this was a BFG level weapon it'd be an awesome room clearer.

>> No.2776696


I'm not sure if there's a way to lower the push forces sadly. and honestly this mod wasn't terribly balanced the moment I made the Axe.

>> No.2776705

Dunno if newsworthy but the Games Done Quick game list is finished: https://gamesdonequick.com/submission/all

/doom/ related games to be run:

Doom e1-3 UV-speed by wakecold
Pirate Doom (!) any% by Cubeface
Strife: Veteran Edition any% bad ending by Cubeface
Quake any% easy by wakecold
SpootyBiscuit any% Descent II (Waiting list run)

Semi related games:

Wrack any% by Shaddex (including it because of Skulltag)
Wolfenstein: The Old Blood any% by Blood_Thunder, developer skype call likely

I probably missed stuff but this is what I saw (checked for Blood, Marathon, Duke, Redneck rampage, Unreal, they weren't there)

>> No.2776709

How is it pushing them around, is it just constantly exploding every tic? Maybe lowering the radius a bit will make the knockback not stack up on itself as much, or raise the time between explosions.

>> No.2776713


The projectile is giving itself a disc of repulsion which is being used immediately, which is why projectiles are also blown away.

>> No.2776719

Oh, would using A_Blast (http://zdoom.org/wiki/A_Blast) work with it? Or does A_Blast only work on player weapons.

>> No.2776725


I'm not sure if A_blast is in Zandybam yet.

>> No.2776746

>Doom e1-3
>no e4

for real? they've been running e4 with no problems in past editions.

>Pirate Doom

fucking NICE

>Strife: VE

mite b cool

>6 months ago someone finally has the balls to speedrun it on Hard
>we easymodo again

one step forward, two steps back

>> No.2776760

>>6 months ago someone finally has the balls to speedrun it on Hard

I do not understand this. Why's it taken so long?

>> No.2776769

I'm on the same page. Look, I understand that it is a live event and you want to avoid the best amount of errors, but that's why you practice beforehand.

In all honestly games like Quake and Doom become super boring when they're speedran on lower difficulties, you miss a ton of stuff and even some cool tricks you can pull off; this has nothing to do with difficulty elitism but it's about entertainment, which at the end of the day, that's what draws the most money in GDQ for every charity they're helping.

Oh well

>> No.2776774

Cool. Any more?

>> No.2776781
File: 645 KB, 2560x1440, 2015-06-28_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

Hell Revealed
Going Down
Memento Mori
Doom the way id Did

I'm also quite fond of the 1024 map packs Congestion and Claustrophobia

That lot should be enough to keep you occupied for a good long time desu

>> No.2776819

Sweet, thanks based anon.

>> No.2776928

Don't forget BTSX2

And be on the lookout for BTSX3

>> No.2776974


>> No.2776994


a lot of people seem to forget those

>> No.2777000

Anyone have the .webm of the Undertale mod with a bunch of Frisks in the Ruins?

>> No.2777096
File: 183 KB, 480x720, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the closest thing to Doom in film?

I've already seen pic related twice, really like it as a fun B movie with the Rock.

>> No.2777103

>The initial idea was to make a movie license game based on Aliens, one of the team's favorite science fiction-action films, and some negotiations were made with 20th Century Fox.


>> No.2777112

Event Horizon, kinda.

>> No.2777114

somebody was talking about Ghosts of Mars last thread.

>> No.2777117

The Color of Money :^)

>> No.2777120

>The initial idea was to make a movie license game based on Aliens
I guess history repeats itself considering that same applies to Doom.

>> No.2777127

Evil Dead 2/Army of Darkness, but that's kind of cheating.

>> No.2777142
File: 37 KB, 478x478, 1445317804059.jpg [View same] [iqdb] [saucenao] [google] [report]

That looks pretty interesting, I'll check it out

Absolute masterpiece, but it's a horror movie.

There hasn't been a HUGE GUTS HUGE GUNS space marine action movie in space a la Schwarzenegger flicks has there?

>> No.2777172

"Thematically, Doom was viewed as 'Aliens' meets 'Evil Dead 2'" -John Carmack

>> No.2777186

zombie planet
resident evil

>> No.2777519
File: 534 KB, 1921x3416, doomguy doodle.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm no artist, I know this looks like shit. I'm just bored.

But if Doomguy's ingame Height is 56 units, why is the player ViewHeight is 41? Shouldn't it be more like 51?

Is it something to do with the aspect ratio correction?

>> No.2777538

Most likely because lower viewheight makes the environment/enemies look bigger and more impressive.

>> No.2777554

That's probably why the viewheight is even lower in Doom 64.

>> No.2777557

I'm sure they played with the values until it looked "right".

>> No.2777561


Probably this.
I made a mod that "corrected" the view height and suddenly seeing eye-to-eye with the zombies, imps, and more felt actually kind of comical.

>> No.2777629
File: 47 KB, 1366x768, Screenshot_Doom_20151104_222450.png [View same] [iqdb] [saucenao] [google] [report]

>tfw 1795 monsters.

>> No.2777650


>> No.2777653
File: 432 KB, 500x394, agitationIntensifies.gif [View same] [iqdb] [saucenao] [google] [report]

I seriously loathe the monsters/secrets ratio.

>> No.2777660

I like Doomguy's face for that.

>> No.2777664

>inb4 secret is in the start room
whats sadder is highly doubt I'd find it even then

>> No.2777679

Its a small sequel to Twilight Massacre from Speed of Doom, which had nearly 3000 monsters.

>> No.2777689

The post mortem that Tom Hall and John Romero were presenting says a different story https://youtu.be/EKg85-TXY5w?t=20m18s

Notice that they already started working on Doom before this happened.

>> No.2777693


Haven't watched the video yet, but working on Doom before the setting was nailed down isn't that far-fetched.
You can quite easily work on gameplay elements and how everything works before deciding the aesthetic presentation/"feel" of a game. In fact, personally, I think that's the best way to do it.

>> No.2777696

Demons were already apart of Doom before 20th Century Fox contacted them.

>> No.2777903
File: 265 KB, 1920x784, GOM_535.jpg [View same] [iqdb] [saucenao] [google] [report]

Ghosts Of Mars, Ice Cube and Jason Statham fights mining workers on Mars possessed by supernatural entities.

Event Horizon sort of, though much less action and way more horror.

They got an offer during early development, pondered it, as they really loved Aliens, but ultimately they decided to do their own thing, the basic idea becoming a mix between the styles of Evil Dead 2 and Aliens.

>> No.2778034

holy hell has one secret for 20000 monsters

then it's part of resurgence?

>> No.2778096

Try Hellraiser 4

>> No.2778141
File: 102 KB, 500x375, 1351096160765.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2778163


This was fucking bizarre but amazing.

>> No.2778181


>> No.2778191

Twilite Massacre is in Resurgence, yes.

>> No.2778220
File: 108 KB, 640x960, 1446715441.png [View same] [iqdb] [saucenao] [google] [report]

>Steamboat Impy
heh you used my name :)

this was pretty good. nice layout and sense of progression. lots of detail. pretty cramped. that one pain elemental was quite the irritation.

beat it first time. could stand to be harder. put an archvile on the exit instead of the hellknight.

no demo because zdoom :(

>> No.2778227

>no demo because zdoom :(
i suppose i could have recorded one but i forgot, that's the truth of it.

also that sky texture is unsettling and i quite expected the pile of glowing rocks to damage me

>> No.2778251
File: 2.96 MB, 320x240, tree-fda-346-141.webm [View same] [iqdb] [saucenao] [google] [report]

not bad if you go into it knowing what to expect (a puzzle map, not a conventional shoot-the-monsters map). doesn't outstay its welcome, only about half a dozen obstacles to pass. thus, deaths, which i found unavoidable at first*, aren't too annoying.

have a demo:
4 deaths, total time 3:46, final time 1:41.
first attempt with monsters: i had looked at it in -nomonsters and knew where the secret was.

* i'm sure there are people out there who would win on their very first try, though. somebody maxed Steeple of Knives (btsx_e2 map17) on the first go.

>> No.2778256

saw this first time nearly two years ago, and it still retains its badassness in all its fucking glory

>> No.2778269

That was pretty cool.

>> No.2778276

>those hands
literally perfect

could they ever be ripped clean and edited to fit the game? what's the creative process?

>> No.2778326
File: 712 KB, 1920x1080, Screenshot_Doom_20151105_111808.png [View same] [iqdb] [saucenao] [google] [report]

Orcs and a Wizard

Does /vr/ prefer Slaughtermaps or Classic Map design when it comes to DOOM wads?

Due to the limited ingame textures, it's likely to be a slaughtermap, undecided as of yet.

>> No.2778343

What's 4 like? I saw the first one and I was taken aback at how excellent it is for it's small budget, and also found it funny that it was directed by the author of the original book, now that's a rarity.

>> No.2778352

I can't speak for others, but personally classic map design >>>>>>>>> slaughtermaps. Organically navigating a beautifully-crafted environment and discovering secrets to help with combat is infinitely more gratifying than SR50'ing in circles for 5 minutes, hoping a stray rocket doesn't kill you.

>> No.2778353

>SR50'ing in circles
i'm sorry but you just proved you have no idea what you're talking about

>> No.2778354

I meant SR40.

>> No.2778357

fair enough, i believe you.

>> No.2778358

>Community Chest 1 released in 2003
>it's filled with maps that are tiny, cramped, and overtly complicated
>several are copies of tricks and traps except with the addition of tiny, cramped pathways and are complete slogs to play through

I don't understand 2003's obsession with this shit. Several of these maps could've been fantastic if they were slightly more open and less convoluted. I like detailed maps with lots of pathways, but when you're just stacking more and more tiny pathways on top of each other and forcing the player to find a tiny switch in a tiny corner then that's when it becomes fucking annoying.

>> No.2778360

mapping has fashions just like everything else i guess.

i don't like cramped. i've never been able to enjoy most 1024^2 maps.

>> No.2778372

It's not just the crampedness, it's also how 3 levels (almost back to back) are just modified versions of tricks and traps; however, instead of the rooms being able to be done in whatever fashion you want, you have to follow a super specific path with absolutely zero deviations besides maybe 1-2 extra rooms that just have health/ammo in them.

Maybe it's because I map what I like, so I have branching pathways that can be done in almost any order so the player isn't stuck looking for one fucking button in order to open the one door to find the one key to unlock the other one door and press the other one button.

>> No.2778376

which three levels?

>> No.2778398

>making me open up CC1 again
Goin' Down and Termination Center are the ones that are bad versions of Tricks and Traps. I thought "Flow" was like Tricks and Traps too, but it was just another map I really didn't like; I was retroactively associating it with the other two.

I could go on and list all the other bad ones that just aren't fun, but then I'd be listing almost all the maps.

>> No.2778423

>making me open up CC1 again
heh, sorry.

i wondered if you were going to say No Tomorrow (map12) or Another Dead Hero (map13), those were the ones that stuck in my memory as being intractable.

of those you mentioned:

i skipped map06 (Goin'Down), more or less. the opening was too annoying and i never went back to it. all Magikal's maps tended to be intractable. i take it you didn't get as far as his map29 (Citadel at the Edge of Eternity). or you should see Industrial.wad, which i think was his first release. oh well, he's dead now anyway.

map09 (Flow) along with a couple of others was part of a mapset named Redux. it was explicitly designed for continuity not pistol starts, so it was not a good idea to include it in cchest.wad.

map10 (Termination Center) i didn't have any trouble with, you just explore it, yes i suppose it helps if you do it in the right order but i don't recall it being impossible if you didn't.

>> No.2778435
File: 75 KB, 580x814, hellraiser-4-poster.jpg [View same] [iqdb] [saucenao] [google] [report]

It's not a good movie by any means, but I liked it a lot. It's Hellraiser in space, and goes deeper into the Box's lore. Comfy as shit.

>> No.2778445

>No Tomorrow
That's where I usually stop playing. I've been through CC1 with GMOTA, Demonsteele, and MSX but I haven't been able to finish No Tomorrow with any of them; not because I can't do it, but because they're such a slog that I don't care to play it anymore.

There's something about that whole yellow key part that I just don't like. The running jump between the two platforms is cool, but something about the whole level is such a huge turn off that I haven't been able to finish it yet.

I've played through Another Dead Hero, and it felt like a mini slaughterwad to me; like, th beginning layout is staggered stairs and almost all enemies are able to see/shoot you off the bat. I loved Nulleth Precinct so much, and I thought there'd be more maps like that; ones that stood out in contrast to other maps like a real assortment. Instead I feel like I got a bag of skittles after someone ate all the purple and reds but left one green amongst a pile of orange and yellows.

>> No.2778562

I wish I could make PainChance an equation based on the monster's current health, or just.. change it midgame somehow using a Wound state. It doesn't help at all that the NOPAIN flag overrides CAUSEPAIN and FORCEPAIN.

>> No.2778563

what if you make it 100% but jump to a state that calls some ACS function that goes to the real pain state or just back to normal instantly

>> No.2778567

Wouldn't that still interrupt what the monster's doing? Unless I can keep track of the exact state frame it was hurt on, somehow.

>> No.2778571

>Wouldn't that still interrupt what the monster's doing?
oh. yes. good point.

>> No.2778587 [DELETED] 

how many reblogs do you guys have already? ;)

1610 :^)

>> No.2778591

I am glad you liked it, but anon, is it even work with zdoom? I should've mentioned that it is gzdoom specific because of some sloped floors and the bridge of the ship.

>> No.2778601

it was fully playable, as you can see from the intermission percentages. if there were visual errors i did not notice them.

>> No.2778613 [DELETED] 

>replying to a dead, two day old post with his impulsive, I-just-needed-to-say-something counter shitpost

>> No.2778620


feeling better?

>> No.2778625

>>2778601 (me)
i played it again, in zdoom again, and recorded a demo.


version of engine used:

ZDoom 2.8pre-1772-ge9a3f7f - 2015-09-19 08:46:54 +0200 - SDL version
Compiled on Sep 20 2015

hopefully your version will be able to play it back.

>> No.2778713
File: 259 KB, 1366x768, Screenshot_Doom_20151105_201026.png [View same] [iqdb] [saucenao] [google] [report]


I am on 2.7.1, the map (not the demo) was playable, but really fucked up sometimes (you see that imp in the air? He is standing on the invisible paddle wheel case). Yeah, you are right, skybox looks bad in Zdoom.

>> No.2778745

>you see that imp in the air? He is standing on the invisible paddle wheel case
that displayed correctly for me. so it must be an enhancement made since 2.7.1 came out.

>> No.2778749

FWIW IIRC a number of people have said things along the lines of "3D floors even work in software mode now"

>> No.2778751


3D floors have worked in Software mode for years, though.

>> No.2778758

heh, well there you go. i freely admit i follow zdoom development in only a most cursory manner.

>> No.2778771 [DELETED] 

you must really want to have the last word don't you

>> No.2778885

Is there a source port that changes nothing in the rendering engine apart from allowing high resolutions?

>> No.2778902

i think crispy doom is pretty close to that. it has additional features but i believe that you can turn them all off and that it retains chocolate-doom-level demo compatibility.

>> No.2778903

chocolate and crispy doom, anon

>> No.2778910

chocolate doom does not do high resolutions, my man.

>> No.2778916

the people who say "you have to have the last word" are the biggest hypocrites in all of fucking history

>> No.2778925

and you're the biggest shitlord in the history of shitters so there you go, you're both even. shut the fuck up at once.

>> No.2778938 [SPOILER] 
File: 40 KB, 1270x635, 1446751228929.png [View same] [iqdb] [saucenao] [google] [report]

Who's played hideous destructor?

>> No.2778956 [SPOILER] 
File: 41 KB, 635x318, 1446751873512.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2778960

not me. not really interested...

>> No.2779128
File: 195 KB, 738x1101, 1383885209660.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2779256

Literally PrBoom+, the patrician's choice of Doom sourceport.

>> No.2779270
File: 167 KB, 400x359, 1446063580015.png [View same] [iqdb] [saucenao] [google] [report]

I just beat Doom on Ultra-Violence and it was a little easier than I expected besides Thy Flesh Consumed

How much harder is Doom 2?

I plan on playing it on Nightmare.

>> No.2779297

Fuck yeah, prboom!
Thanks for reminding me to run 'svn up'.
Now at Revision 4455.

>> No.2779310

Doom 1 is very low difficulty, except for Thy Flesh Consumed.

That's the Lost Levels equivalent of Doom.

Doom 2 is not very hard either.
But none of this is balanced around Nightmare.

>> No.2779320

MAP10 Refueling Base is impossible without a fucking mouse.

>> No.2779330
File: 14 KB, 355x440, 1429237031511.png [View same] [iqdb] [saucenao] [google] [report]

Doom 2 nightmare mode truly is a nightmare.

>> No.2779335

was a reply to >>2779270

>> No.2779348
File: 16 KB, 960x600, DOOM01.png [View same] [iqdb] [saucenao] [google] [report]

Bored, so messing with the old press-release Doom beta (October 1993, I think?)

I don't recall the released version having this feature (although source ports did later).
There is an automap mode that allows you to see all monsters in the level (the little green marks here) and a feature to mark any area on the map you want for future reference (see the gray number 1 here is a mark I made).

Am I just remembering incorrectly, or was this feature scrapped?

>> No.2779349

I'll scrap your feature.

>> No.2779353

God damn how do I keep doing this >>2779348

But yes. One of the older pre-alpha versions of Doom had a functioning automap with monster indicators. Surprisingly, the automap feature seems to have been one of the first features in the game as it appears in almost all the pre-alphas.

>> No.2779359

didn't using the automap cheat twice gave you a tracking map from the start?

>> No.2779360

>I don't recall the released version having this feature (although source ports did later).
It was in the released versions of doom/doom2.exe. just type IDDT twice (first time shows you the entire map, second time shows the monsters)

>> No.2779368

I have never actually used this cheat before.
I've only used idbeholda to get the automap.
Neat. Thanks.

Add that to the "Things I just learned about DOOM" thread on Doomworld, I guess.

Still really surprised I didn't know this. I must have flipped through Hank Leukart's Doom 1.666 FAQ a million times.

>> No.2779373
File: 21 KB, 1600x1200, DOOM01.png [View same] [iqdb] [saucenao] [google] [report]

Well I'll be damned.
Not that I really ever actually use it in game, but it is interesting to not.

>> No.2779406

yh but all the bad boys use IDE or w.e the new one is.

>> No.2779439
File: 8 KB, 314x301, 1446279688147.jpg [View same] [iqdb] [saucenao] [google] [report]

>no sunlust.wad

>> No.2779540

You need to remember that CC1 was made by lesser known mappers of the time for their chance to finally be in a big megawad. It was kinda like a proto-nova.

>> No.2779640
File: 330 KB, 1366x768, Screenshot_Doom_Resurge.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2779660


>> No.2779704

I never get how people get these screenshots.

I'd have to stop and reach for the screenshot button, taking away concentration from my fighting, I would have surely eaten that rocket if it was me taking that screenshot.

>> No.2779717


Did you just upload this?

>> No.2779719


>> No.2779726

enjoy the gibs!

>> No.2779737


he has been doing that

for a month

>> No.2779763

I would have never thought it was possible to come up with something even more cringeworthy and unorganized as vanilla BD (which I still do enjoy from time to time) but I was unpleasantly surprised when I first played it. God that intro.

>> No.2779780

So I found an old wad that basically replaces all the Doom weapons and monsters with Duke 3D, compatible with GZDoom rather than simply Zandronum like the original versions. And then I tried to play the Starter Pack combined with a custom difficulty wad that basically replicates the high damage death from Brutal Doom's equivalent.

Let's just say every single Imp being turned into a Pigcop turns the game from moderate challenge to death around every corner.

>> No.2779781


dude no way

>> No.2779784

For anyone who wants to play the latest revision of Combat ReDuX that was posted on /idgames recently under GZDoom instead of Zandronum, here is the fix:

In combat_redux.pk7, go to actors/monsters/hellknight.txt
On line 15, remove or comment out the line "var int user_attackTics"

Since the Hell Knight definitions are inherited from the Baron of Hell definitions, which already contain "var int user_attackTics" (and also assigns it a value of 2), that line is redundant, and will cause GZDoom to dump out an error when parsing.

Everything works fine.

Are you talking about Project Brutality?

>> No.2779785

Bind screenshot to whatever your fingers are next to

>> No.2779797
File: 554 KB, 1600x900, Screenshot_Doom_20151105_225420.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2779810
File: 620 KB, 1600x900, Screenshot_Doom_20151031_180406.png [View same] [iqdb] [saucenao] [google] [report]

Project Brutality isn't all that bad, at first. Keep it all to fairly vanilla values and the real horseshit doesn't appear until later on in a playthrough, it's just a fancified Brutal Doom at first.

Once it does get further on, though, the real goddamn mess begins.

>> No.2779819


If there's one thing that's proven the general public's love of quantity over quality, in case the Samsara add-ons hadn't done enough of that, it's Project Brutality.
It's Stuff: The Mod.

>> No.2779832

Dude stop your videos are fucking terrible

>> No.2779843

my bad

>> No.2779848

I liked that there was automatic shotguns and revolvers
Literally did not care about anything else it added

>> No.2779870
File: 749 KB, 1920x1080, Screenshot_Doom_20150720_152030.png [View same] [iqdb] [saucenao] [google] [report]

More shit sounds good at first until you really start delving into PB and realize there's an excess of weapons that all do similar shit (especially BFG equivalents) and clutter up your weapon list, a multitude of really obnoxious enemy types that flood late game, and a complete lack of quality consistency since it pulls from just about every other thing it can.

>> No.2779884 [DELETED] 

Don't listen to the haters, I find the videos very entertaining.

Keep up the brutality!

>> No.2779907

What HUD are you using?

>> No.2779908
File: 13 KB, 205x201, terry.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2779916

Mark's personal Brutal hud he posted at some point, can't remember when or where. Works beyond Brutal Doom of course, but has a counter specifically for grenades. Anything with an awkwardly large hud font change will fuck with it big time though.

>> No.2779923

I really like that sky, it's sorta realistic, it'd be a fantastic fit for a E1 map set, with dark outdoors areas.

>> No.2779929

Believe it or not, it was originally going to be Episode 1's skybox, as seen in the Press Release Beta.

>> No.2779931

Sort of, that's a sky based on one of the Alpha/Beta sky textures.

The original was just the mountain range and then pitch black, which would probably be pretty realistic, but that one is touched up to add a bit of gradient and some stars.

>> No.2779932

I technically have a personalized wad for it, all four episodes of Ultimate Doom as a mixture of alpha/beta skyboxes and Doom 64 skyboxes. I just not only don't know where i'd upload it for others to enjoy, but also apparently borked something.

A few months ago I was trying to create a lightning effect for Episode 4 with the help of someone here, got the ACS and everything working, but apparently updating my GZDoom since then has broken it entirely.

>> No.2779938
File: 86 KB, 3200x2000, sky8_1.png [View same] [iqdb] [saucenao] [google] [report]

Oh, my mistake.
Well, it looks nice.

>> No.2779941
File: 27 KB, 256x128, PR_SKY1alt.png [View same] [iqdb] [saucenao] [google] [report]

Okay, maybe not every episode. Lacking Episode 2 definitely.
Weird, the one I got was from The Cutting Room Floor so I guess they got a different version of it at some point. If I had a more pixel-perfect variant it could be ported I guess.

>> No.2779951
File: 39 KB, 256x128, PR_SKYtest.png [View same] [iqdb] [saucenao] [google] [report]

And it turns out they had a proper sized version after all. To fit vanilla skybox sizes some pixels at the bottom got cropped out though.

>> No.2779953
File: 4 KB, 107x132, 1444618925982.jpg [View same] [iqdb] [saucenao] [google] [report]

This is some cringe thread tier shit

>> No.2780046
File: 685 KB, 1600x900, Screenshot_Doom_20151106_004059.png [View same] [iqdb] [saucenao] [google] [report]

I think I prefer my older one >>2779870

>> No.2780161

yeah i haven't played it yet. or valiant. or resurgence, or going down. i'm a bit behind. i'm having more fun tinkering with the game source and making test recordings of /vr/ maps than playing flagship releases.

>> No.2780167

those have always been in, the automap marker functionality is of limited usefulness because the interface is imo quite awkward (you can't set and clear arbitrary marks, you can only set next and clear all) and the marks aren't written into savegames (source ports fixed the latter)

>> No.2780170

yeah community wads were a novel invention at the time. mostly you had solo or team creations with participation by invitation (eg iirc it was front page of doomworld news when fredrik was announced as mapper for mordeth E2 -- he was later fired for inactivity...)

nowadays anyone-can-join is the norm and mapping-by-invitation projects are uncommon, btsx is probably the most well known one, even dtwid started as a community project but was selective.

this means now it's easy to find enough people to make 32 maps. cchest and cc2 both had "filler" - maps released previously that were included just to fill in the gaps because most mappers already had team projects or were too elitist to join.

>> No.2780193

it would be nice if there were such things as cross-console games but it wouldn't make the console manufacturers as much money than having little timmy whine to his mummy that little billy down the street has Fallout of War 3: The Witchering and he needs a new xboxone for christmas

>> No.2780197

>You need to remember that CC1 was made by lesser known mappers of the time for their chance to finally be in a big megawad.

That doesn't make it suddenly ok that there maps are a slog to play through. I've played even lesser known wads that were more enjoyable that a lot of CC1. There's some good maps in CC1, but the majority of it just isn't enjoyable; lesser known mappers or not.

>> No.2780204

request: please stop calling them invisipinkies. they're spectres.
i think his unbridled, entirely un-self-aware enthusiasm is cute. better than being all cool and aloof all the time.

>> No.2780287

that's really slow.

>> No.2780295

i'm not a professional.

>> No.2780305

I never said it was okay, but whatever.

>> No.2780386

Can anybody post the cacodemon and pain elemental comic, you know the one with the weight lifting

>> No.2780394
File: 101 KB, 700x2000, gain_elemental.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2780398

Thanks a lot anon

>> No.2780404

And I never said it was made by pros, but apparently that's something I need to remember.

>> No.2780443

Hey guys, how can I set up a LAN server using Freedoom? I'm on Linux and I'm trying to get a LAN party set up.

>> No.2780578


freedoom1 e4's sky texture.

>> No.2780634
File: 1.85 MB, 320x240, perfecthatred.webm [View same] [iqdb] [saucenao] [google] [report]

got bored

>> No.2780746
File: 25 KB, 327x240, blessed.jpg [View same] [iqdb] [saucenao] [google] [report]

>there are streams and posts all over /v/ as of lately showcasing Fallout 4
>shit AI, shit environments and graphics, overall shit gameplay

nah, just shitting with you guys, I legitimately expected this game to not suck at least deep inside to an extent. guess it was justdoomedfrom the very beginning. I can only fucking IMAGINE the hype train projecting a mushroom cloud in the far distance over the mountaintops though.

>> No.2780748

Pumpkin Caco melts my cold, dark Doomguy heart. It's so cute.

>> No.2780758

wow well done. how many tries? mine was a first exit after about half a dozen deaths iirc

>> No.2780769

wrong thread?

>> No.2780775


sorry if that was out of place in any way though. dont mean to stir up shit.

>> No.2780779

about 45 minutes worth of exits ranging from 22 seconds to that. good way to avoid doing work

>> No.2780802

some of the guns look better than the doom4 ones

>> No.2780810
File: 2.90 MB, 854x480, 1446834390662.webm [View same] [iqdb] [saucenao] [google] [report]

oh I'll say

>> No.2780820

that looks like shit fámme

>> No.2780857

that fucking sucks.

>> No.2780861
File: 2.59 MB, 1280x720, shotgun pump.webm [View same] [iqdb] [saucenao] [google] [report]

At least the weapon animation is far more expressive.

>> No.2780865

This game is going to suck isn't it
I'm not trying to stir shit
I'm just a little sad

>> No.2780867

I played the multiplayer alpha.
Let's just say I'm not hopeful.

>> No.2780872

/vr, i want to play 10-15 maps that look pretty. What .wad should i download?

>> No.2780873


>> No.2780882

EPIC.WAD (5 maps) then Hell Ground (7 maps)

>> No.2780884

>At least the weapon animation is far more expressive.
you've literally only seen the reload for the pistol and nothing else.

and comparing them to a game which has weapons that, say, do not even need to be reloaded at all. I mean, i get what you mean, i don't think i'm all that fine with the standard shotty pump animation either and they could certainly come up with much better ones, but still.

>this game is going to suck isn't it
at least the devs will be aware that we'll let them know if so. Fallout fanboys are so deep up in bethesda's anus they will literally make the game become a commercial success regardless of quality because they know people are already determined to suck their foreheads nice and shiny.

having said that, no, I don't think it will.

>> No.2780949


Mayan Mishap

>> No.2780961

>rip & tear baby, the good stuff

>> No.2780965
File: 367 KB, 1360x768, Screenshot_Doom_20151022_120214.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2781131


>> No.2781162

I was wondering why I was having such an easy time when I tried out Brutal Doom, all the weapons are stupidly unbalanced. for example Brutal Doom's normal shotgun does basically double the damage of the vanilla doom shotty (7d3*9 vs. 5d3*7), while monsters are kept at relatively the same health. Even if you play in "classic mode" the shotgun does more damage than normal (8d3*7, what the fuck).

>> No.2781175

But enemy attacks are faster and do more damage too. Doesn't that kinda make up for it? I think the whole point to giving the weapons more damage output is to make the player feel more powerful, not decrease the challenge. At least that was my experience with the mod.

>> No.2781182

So why did you complain like it was something doomers in 2003 were obsessed with?

>> No.2781302

Um, I have. What about it?

>> No.2781306

From what I can see in the files enemy attacks are actually pretty much the same, except in the case of things like Revenants and Barons. Some monsters have a lot of delay before they do anything, like Imps and Hell Knights standing still and yelling at you while you shotgun them in the face, and Chaingunners take twice as long before they start shooting. Not to mention all the hitscanners have been changed to fire projectile tracers, meaning they're avoidable at long range and can't shoot through decorations. Also, the Blursphere replacement.

Basically I feel that Brutal Doom makes the player overpowered so they feel like they're good at the game, and the extra difficulty levels are to "balance out" the weakening of the vanilla difficulties. All the while the player is wooed with eye candy, it's probably why it (Brutal Doom) got so popular.

>> No.2781318

Enemies are more relentless and have fireball attacks.

Ambushes are a lot more lethal in general.
This is more noticeable in tougher mapsets, easier levels will be much easier because enemies are better at sustained combat rather than short quick battles.

>> No.2781319

Personally I play Brutal Doom on Realism Mode just for bypassing how easy it makes most of the game to turn it into a nightmare. At 100 Health and Armor, the lessened overall endurance of both enemies and the player plus the raised damage basically means a single imp fireball to the face will put me at 30 health.

Explosives and large numbers of hitscan enemies are a goddamn nightmare, and I literally can't let anything get in claw/bite range or i'm just about assured a death if my gun isn't firing in their face already.

>> No.2781324

Because CC1 is a collab, various mappers contributed; however, an overwhelming majority are cramped, convoluted, and have an excess of super low lighting. Why were you originally respond then? What was your point, other than, "they not all pros bruh?" Which seems to reiterate that a lot of mappers were hung up on making small, tight levels with low lighting.

>> No.2781343

>Because CC1 is a collab, various mappers contributed

This was a megawad started specifically to get newish small name mappers a chance into a megawad. That already disqualifies it from being representative of what people obsessed over in 2003.

>> No.2781353

Dude, stop being dumb. They're still people despite not being popular, they're still people despite not being in a megawad, they're still people just because you don't want to count them.

They are people who mapped in 2003. That means they're representative of people mapping in 2003. At this point it feels like you're missing the point very, very, very hard; so I'll save the trouble, and just drop it, because arguing over whether or not these pseudo-people (who mapped in 2003) are indicative of what mappers in 2003 were mapping is fucking retarded.

>> No.2781356 [DELETED] 

Do you think joe-ilya is representative of modern mapping?

>> No.2781359

Do you think Terrywads are representative of modern mapping, or do we just take the super popular Doomworld's list of approved megawads?

Are you going to take everything or are you going to cherry pick? Stop taking one hyperbolic statement as the establishment of the whole opinion. This is getting really dumb.

>> No.2781360

Do you think Nova The Birth is representative of what people are obsessed with today?

>> No.2781362

The whole statement of
>I don't understand 2003's obsession with this shit.
Was dumb from the get go.

>> No.2781363


>> No.2781364

So then I guess we can just go back to saying CC1 was shit then yeah?

Fuck m8, I guess making shit is understandable then.

>> No.2781365

I'm sorry, but 100% of everything cannot be considered a representation of quality standards.

>> No.2781367

Yes. CC1 was indeed shit.

>> No.2781369

>quality standards

Yeah CC1 had some real quality standards.
Real low quality.

>> No.2781374

cc4 > the rest of cc's

>> No.2781381
File: 8 KB, 118x122, 1439762838905.gif [View same] [iqdb] [saucenao] [google] [report]

speaking of CC1, MAP29 has to be one of the most boring, one-key, bland, and why-the-fuck-won't-this-end levels of shit ever made in the history of doom modding.

come the fuck on CC, why are you leaving me with this sour shit taste in my mouth after all the shit we've gone through together? you'd better make up for it big for this when I reach the last map so I can fucking redeem your head from getting shelved and done for unlike Unholy Realms.

I'm not even saying this for hyperbolic value or anything, but I'd have so much more fun playing Insanity's Requiem with RLA's Armageddon monsters in a Omegalore mapset instead.

>> No.2781391

>sour shit taste in my mouth

I thought CC1 was more bitter with an after taste of salt. It could've done with some sweeter levels since there's no palette cleanser for the massive bites of bitter throughout the middle/end portion. I feel like things could've also been spicier (picante not caliente) while not overwhelming the other flavours.

Chef Ramsay would be displeased.

>> No.2781393

it's the little things

>> No.2781431

>Chef Ramsay would be displeased.
but he locked himself in the freezer, anon.

>> No.2781530
File: 536 KB, 1920x1080, Screenshot_Doom_20151107_023214.png [View same] [iqdb] [saucenao] [google] [report]

>everyone talking about CC1
>hadn't played the first one
>fire it up
>see voodoo dolls everywhere on the first level
God damnit...

>> No.2781532

good luck on map 29

>> No.2781546

Can someone tell me what the deal is with the doom voodoo dolls?

>> No.2781553

Save yourself anon. Nulleth Precinct is a good map, and a couple of them afterwards, but then it falls into absolute slog territory with little redeeming values. SAVE YOURSELF!

>> No.2781570


>> No.2781576

map01 from above looks super weird

>> No.2781584

The map has been modified (all floors lowered to 0, all ceilings raised to 400), and every wall has the same texture. It's a lazily done test map, so yeah it looks pretty weird :p

>> No.2781595

IMO, the only good CCs are 3 and 4. 2 is largely hit and miss, and the amount of good maps in 1 can be counted on one hand.

>> No.2781604 [DELETED] 

Any good 'modern' mapsets that aren't slaughterfests and gameplay conversion friendly? Like, cityscapes, facilities and such. No, not talking Brutal Doom. I've got Going Down, and I guess the starter pack beta in the OP counts, but it's surprisingly difficult to pinpoint things properly.

>> No.2781608

Any good 'modern' mapsets that aren't slaughterfests but are gameplay conversion friendly? Like, cityscapes, facilities and such. No, not talking Brutal Doom. I've got Going Down, and I guess the starter pack beta in the OP counts, but it's surprisingly difficult to pinpoint things properly.

Alternatively, space stations. Sapphire was a fun one-shot map.

>> No.2781609


This is super dope and should be top news.
Get up on it thread wizard.

>> No.2781614

Well if a video is going to be in the OP I'd rather it be this newer one: https://www.youtube.com/watch?v=KJhPWw5dDXY

>> No.2781615
File: 1.46 MB, 709x829, hiiiisssssss.png [View same] [iqdb] [saucenao] [google] [report]

Made this last year.
Didn't get around to making one this year.

A very interesting pecularity of the Doom engine.
Basically, if you put more than one Player 1 start (or player 2), in a map, the engine will start player 1 in the first player 1 you placed, and in the second player 1 start, it will place an empty player that doesn't do anything, but here's how it gets interesting, if the empty player gets hurt, or if he somehow picks up an item (presumably moved towards him with a conveyor or some other mapping trick), that will transfer to him, so if you shoot at the empty player, the voodoo doll, then player 1 will take that damage.

This was a bug, entirely unintentional, but it turned out that you could do a LOT of interesting and creative things with by employing them. In TNT Map 30, there's a sequence of platforms you have to traverse in the proper order and angle, if you do it wrong, you get teleported onto your own voodoo doll, and you're killed, you telefrag yourself.

This bug was never fixed, because it doesn't happen in normal gameplay, or when it happens in a map, the author did it intentionally and it's supposed to be there, removing it would probably partially or fully break the map.

There was one or two sourceports that actually patched this behavior and stopped it from happening, whereupon everyone asked "What the fuck do you think you're doing?" and it was fixed back to normal.

>> No.2781685
File: 584 KB, 1920x1080, Screenshot_Doom_20151107_180949.png [View same] [iqdb] [saucenao] [google] [report]

I feel like I should make some sort of falling rubble decorate for this map.

>> No.2781701

Sapphire was "copy & paste IN SPAAACE" more than anything, and the gameplay was boring
In regards to your question, it's difficult to get what you're asking for as wads tend to go towards hell territory by the end, or use custom monsters. Anyway, the classic megawads Icarus and TNT are mostly techbase-y, and you could try 5till L1 Complex, Deneb Colony, or Monster Hunter Ltd if you're looking for more realistic visuals. You could also try UAC Ultra and Thunderpeak, but they have a few custom monsters which might not be what you want. If you want more grimy Quake-esque techbases there's Zaero(custom monsters though), Putrefier(requires GZdoom), and Valhalla.

I would also have recommended STRAIN, but you're looking for gameplay mod compatibility and STRAIN is balanced around its dehacked enemies.

>> No.2781728

>This level cannot be completed when played in ZDoom-based ports unless the "Enable Wall Running" compatibility option is turned on.

>> No.2781804

How do I remove the dumb hudfaces from Accessories to Murder and the Ultimate DoomVisor? Nevermind whether or not they look bad, it doesn't make sense to me that your own face would be displayed on the inside of your helmet visor.

>> No.2781825

>open in slade
>find folder for hud face
>replace each frame with a transparent 8x8 (or whatever) .png
Tadah! Now it doesn't render anything there.
You could just remove the graphics from the folder, but then it'll display the basic doomguy face from the .iwad instead

>> No.2781882
File: 275 KB, 1024x768, Screenshot_Doom_20151108_002730.png [View same] [iqdb] [saucenao] [google] [report]

Seems the Ultimate Doom Visor actually has an option to hide the HUDface (I actually hadn't downloaded it until you said about using SLADE), but thanks, AtM's HUD looks a lot better now!

>> No.2781893

sure. but i can't think of a better headline than "Hotline 666 progress video"

>> No.2781940


>> No.2782174

Nice work man

>> No.2782565

Anybody working on the new thread?

>> No.2782572

>(what with the movement and attack AI for the imps being directly taken from RAGE's bandits, as ID themselves admitted)
Did they?

>> No.2782592


>> No.2782601

that's what I heard

I think it's either in one of the videos or one of the interviews iirc

>> No.2782602



>> No.2783875
File: 670 KB, 479x479, vrdoom151108.png [View same] [iqdb] [saucenao] [google] [report]

/vr/doom anti-linkrot archive. extraction: convert image to bytestream to obtain .tar.xz.

% convert vrdoom151108.png rgb: | unxz --single-stream | tar -tf-

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.