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2782596 No.2782596 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2771906
(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!

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Channel: #vr

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

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

## Our WADs can be found here! ##

>> No.2782598


[11-07] Hotline 666 progress video

[11-04] Games Done Quick speedruns announced:
Doom, Pirate Doom, Strife:VE, Quake, DescentII, [Wrack, Wolf:TOB]

[11-04] Anon map release: tree_new.wad

[11-03] Anon map release: Steam Boat Impy

[11-02] Anon map release: Devoured

[11-02] Retro Jam 4 - 8 Episode 4 themed maps (Quake)

[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.


To submit news, please reply to this post.

>> No.2782632
File: 1.32 MB, 1920x1080, AS Overlord.png [View same] [iqdb] [saucenao] [google] [report]


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


>> No.2782636
File: 2.28 MB, 2047x765, CTF GrassyKnoll Clearing, November Blue Flag.png [View same] [iqdb] [saucenao] [google] [report]


This is all you need to get UT99 and UT2004 up-to-date from a fresh install. For UT99, just make sure you have the latest patch and bonus packs 3 and 4. For UT2004, install the Mega Bonus Pack.

UT99 Essential Files (Patches/Bonus Packs)
UT2004 Essential Files

>> No.2782639
File: 2.22 MB, 2048x768, CTF High, CTF Double Dammage.png [View same] [iqdb] [saucenao] [google] [report]


Tomorrow I'll be hosting UT2004 at 6PM EST.

>> No.2782641

gimme 15 minutes

>> No.2782643

I'm guessing you host in the US right? Just thinking about my ping.

>> No.2782649
File: 2.51 MB, 2045x765, DM Asbestos, AS Junkyard.png [View same] [iqdb] [saucenao] [google] [report]


I wasn't able to host for a week and a half due to work scheduling, so instead of the usual play counts of like 8-15 people we might get like four or five at the most tonight, but after I get back to hosting for a couple of days activity returns to normal. Sorry about that.


Yeah, East Coast US. We've got plenty of players from all over the globe though. Give it a shot.

>> No.2782656

Shit man, I'd join if I had any of the Unreal games. I'll definitely grab them during the Steam holiday sale.

>> No.2782662
File: 2.99 MB, 320x240, devoured-fda-629.webm [View same] [iqdb] [saucenao] [google] [report]

devoured.wad fda 6:29

this map is pretty good. it has an E2 base/hell theme. as a whole it is quite a maze, but each room is spacious, and far from blandly textured, and there are windows between areas which aren't directly linked. thus the maze feeling doesn't kick in much unless you, for example, reach a red door having seen but not picked up the key and then have to remember just where the heck you saw it, as i did.

since the author asked for nitpicking i will say that the marble on the upper back of line 721 did not go with the gstone next to it. more importantly i think this map needed a few secrets, it has none, yet the cluttered^Wvaried texturing suggests there are secret doors all over the place. i also think the blue key was disappointing; i've always found it unsatisfying to have a key open what amounts to a locked closet with another key in it. as you are limited to three keys per map, i think they should be more, i don't know, important somehow.

anyway, hope this helps

>> No.2782664
File: 1.49 MB, 2050x766, DOM Olden, CTF Face.png [View same] [iqdb] [saucenao] [google] [report]


Here's some newer videos of us fucking around on the servers.

>> No.2782667

you could at least change the name of the board :-P

>> No.2782670
File: 2.31 MB, 2047x766, DM Codex, DDOM Sepukku Gorge.png [View same] [iqdb] [saucenao] [google] [report]


Hope you enjoy 'em, they're pretty cheap as of right now, and UT99 is very easy to find.

Again sorry to bait everyone with this when I knew it'd be a slow night since I hadn't thrown the server up in a week, but I figured a Saturday'd get more people than this.

>> No.2782671

About webm, I need to ask; what do you use to make these? Whenever I try a map I too record a webm of it but I end up with a video way too large, shortened to fit size or shitty quality.

>> No.2782682

will you be utilizing the ballistic weapons mod & custom skins in ut2k4?

>> No.2782686


Custom skins won't be hosted on the server nah, but if someone has one that you have, you can see them like always. Ballistic Weapons I was never really a fan of, but we used to host mods like Chaos and Jailbreak a couple times a month back in the early days of the group. I've considered bringing them back from time to time on scheduled mod nights.

If you wanted to make your own server with those, and a steam group for it, or hell, even host it in my group every once in a while, that'd be fine.

>> No.2782696
File: 10 KB, 184x184, Group Logo.jpg [View same] [iqdb] [saucenao] [google] [report]

Just a side note for >>2782632

The UT99, UT2004, and JK3 servers have all stock maps and gametypes enabled and votable.

Custom skins are only seen if another player and you have the same ones, any skins you don't want to see or don't have won't be seen.

Custom maps are hosted as well - not a large amount, but some here and there. If they're not popular, they'll get cycled out but can be re-added if demand is high enough. For JK3, the only custom maps are from Jedi Knight 2.

>> No.2782715

in one line: engine plays demo and writes raw frame pixels to a pipe. other end of pipe goes into ffmpeg. sorry but it would take too long to write out all the details. :)

perhaps instead i could ask, what exactly is your trouble? getting video out of doom or getting ffmpeg to output something useful? from what you said you can already get video out of doom, you just need to tweak your encoding options?

>> No.2782719

I'm in Australia, I'd have 200 ping at least.

>> No.2782720


>> No.2782723

i'm in argentina, let's be lagbros

>> No.2782726


We've got quite a few UKfriends, BR players, some guys from the Netherlands, etc. I'd definitely give it a shot. Strangely some of them have better ping than a couple of US players.

We did use to have Remco host in the UK for a while but he stopped due to personal stuff. He's still around but it's just me hosting now.

>> No.2782731

>>2782715 (me)
here's my last command line if it helps

ffmpeg -f rawvideo -pix_fmt bgra -s 320x240 -r 35 -i - -f webm -c:v vp8 -threads 3 -filter:v setpts=PTS/3.5 -r 20 -b:v 200k -fs 3144000 -y devoured-fda-629.webm

>-f rawvideo -pix_fmt bgra -s 320x240 -r 35 -i -
input video stream from engine, raw data

>-f webm -c:v vp8
ffmpeg seems to select vp9 if you don't say vp8.

>-filter:v setpts=PTS/3.5
this speeds the video up if it's over 2 minutes long

>-r 20 -b:v 200k
200kbps output, and i find reducing the output frame rate from 35 helps it compress better

>-fs 3144000 -y devoured-fda-629.webm
maximum file size just short of 3MiB, i want it to die if it goes over the file size rather than wasting time encoding more video. -y means overwrite without asking. finally, the output filename.

>> No.2782732

The encoding was my problem. And this helped me a lot, I still don't know much about these options but for now, I can get this to work using these lines as base and editing them a little depending on the source.

Thanks man, I didn't know exactly how to look for this.

>> No.2782772

Sweet, I've always had UT99 and UT2k4 via GOG but never really played'em online.

>> No.2782784
File: 475 KB, 1024x1024, xanslybluelitfinal1.jpg [View same] [iqdb] [saucenao] [google] [report]


Cool, see you aboard!

By the way, everyone should check out these links here.

Unreal Tournament Tips/Tricks, History

Group Screenshots and Videos http://steamcommunity.com/groups/specksunreal/discussions/3/864980734907538346/

Model/Skin Suggestions Thread

Map Suggestions Thread

It's got screenshots/videos of us playing, and some downloads you might like. Such as a pack of all the Unreal player models for UT99, and the UT99 characters for UT2004.

>> No.2782803

UT doesn't load on my laptop, res is fucking up i think so it sits at precaching

>> No.2782807


I wish I actually knew shit about software to help with this. Have you tried changing what the rendering device is? That seems to fix most problems with the game.

>> No.2782810

Fixed it
But it takes forever to download whatever stuff the server has
Think I'll pass for now

>> No.2782812


>takes forever

That's strange. It should only take a second or two. Unless it's downloading the official bonus packs, but the custom stuff we have is very small.

>> No.2782815

Gonna pop out of the server for now, leaving it up all night for anyone who wants to play. Thanks for playing/joining everyone!

UT2004 tomorrow at 6PM EST, same time, more UT99 and JK later in the week!

>> No.2782816

I'm downloading the 4th bonus pack in UMOD form as we speak to see if that solves it.
What the hell do I do with the UMOD file?

>> No.2782820


Double click it and it should install in the same way that your game does. If it's not recognized by your computer, try reinstalling the game or getting a zip version of it somewhere.

>> No.2782842

Nigga the zip version just has the UMOD version inside of it
What kind of sick joke is this

>> No.2782845


Weird. It's not autoinstalling whe you double click it?

>> No.2782869

Nope. I'm going to try some registry fuckery or something to make it work.

>> No.2782871


Damn. I'm the least qualified person to run a group about old video games seeing as I have jack shit when it comes to computer/software knowledge but I think registry sorcery is a solution for people at times. I recall seeing something like that in some UT forums with instructions on how to fix it doing that.

>> No.2782882

Fixed it.
Ran method 2 of http://forums.steampowered.com/forums/showthread.php?t=970580
And it let me run the UMOD file.

>> No.2782884


Glad to know. Thanks for posting this by the way, I can link this in the group now for troubleshooting.

>> No.2782895

It still downloads things :P
But at least now I have the bonus pack so I know it's other stuff

On an unrelated note, the server browser has a message about the new UT. Neat.

>> No.2782896


>It still downloads things :P

Yeah, valhalla avatar, the map voting mutator, and a custom map if we happen to be on one.

The first one lets you see custom skins, the second lets us vote at the end of each map.

>> No.2782909

Yah I noticed.
Server seems to be set to non-hardcore (so nonvanilla) settings by the way. Jumps are lower than they should be. Can't get to the Plasma gun on Deck for example.

>> No.2782916


I think that's only vanilla for the GOTY edition.

>> No.2782917
File: 287 KB, 1920x1040, Doppelganger at 2015.11.07 20-40-16.744 [R2421].jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a really quick map I threw together while attempting to learn how to map in general.
Enjoy this mess of unfiltered shit.


>> No.2782930
File: 945 KB, 1920x1080, Screenshot_Doom_20151107_205356.png [View same] [iqdb] [saucenao] [google] [report]

This was actually pretty damn fun. The traps were unpredictable and well paced, plus pretty creative to boot. This section didn't trip the first time I tried it for some reason.

>> No.2782965

Nope, Hardcore is the default in UT. Classic is Unreal's 1 style.
By the way the translocator is enabled on deathmatch for some reason.

>> No.2782975


>By the way the translocator is enabled on deathmatch for some reason.

Yeah, I put that there for newer players or people who haven't played in a while, easier for them to get around/grab power ups and keep matches a little more even. I'll try switching it back to hardcore later in the week.

>> No.2782985
File: 359 KB, 1366x768, doom05.jpg [View same] [iqdb] [saucenao] [google] [report]

You've got missing textures all over the shop. Here's just the first HOM effect I found. C'mon mate, Doombuilder even has Map Analysis to stop these problems (F4).

>> No.2782986

>Yeah, I put that there for newer players or people who haven't played in a while, easier for them to get around/grab power ups and keep matches a little more even.
That makes sense but I think it can potentially break more than it fixes, but hey, its your server and I'm just a random cunt.
>I'll try switching it back to hardcore later in the week.
That would be for the best imo, The higher TTK of classic doesn't bother me much but the lower jump height kills it

>> No.2782997
File: 336 KB, 1024x1152, DM TrainingDay Instagib, CTF Concentrate.jpg [View same] [iqdb] [saucenao] [google] [report]


>That makes sense but I think it can potentially break more than it fixes, but hey, its your server and I'm just a random cunt.

Other than the obvious like UT99 AS, and UT2004 vehicle modes the only gametype I disabled it in was UT2004's Double Domination because only two teams and people zipping across shorter maps like crazy made it near impossible to score a point sometimes. Regular DOM in UT99 the maps are a bit larger and having three control points with four teams makes it less spammable with translocators.

Anyway though we've gone back and forth on enabling translocators in DM/TDM/LMS plenty of times, it could always change again. I always consider what people offer as advice or input. Thanks again brah

>> No.2783004
File: 3.73 MB, 1500x1500, not just knee deep in the dead.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2783016



>> No.2783018
File: 10 KB, 217x232, 17025997.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2783228

Fart me plenty.

>> No.2783235


>> No.2783237


Hey, Not Too Shitty Now

>> No.2783242



>> No.2783247

was doom guy the demons all along?

>> No.2783248 [DELETED] 


No fun allowed

>> No.2783250 [DELETED] 


>> No.2783254 [DELETED] 


>> No.2783256 [DELETED] 


>> No.2783258 [DELETED] 


>> No.2783259


post cooldown is one hell of a drug

>> No.2783265 [DELETED] 


>> No.2783293 [DELETED] 
File: 545 KB, 709x521, avgn-buys-games-from-hickok45.png [View same] [iqdb] [saucenao] [google] [report]

>being triggered

>> No.2783298

the hell is that pic

>> No.2783301


He miiiiiiiiiiiight be joking.

>> No.2783306

From the review of Texas Chainsaw Massacre on Atari 2600. It's a rare cart due to a low production run and he finds it on that guy's stall.

>> No.2783397


>> No.2783398

i wonder what this would sound like on a 303

>> No.2783415

>vr is born
>/doom/ is born
>it's literally my favorite place on 4chan
>mod makers, map makers, drawfags, oc makers
>"so you wanna play some DOOM"

where did it all go. fuck

>> No.2783424

>where did it all go?

>> No.2783436

- mixed flats and textures
- implicit manuals
- implicit passuse
- zdoomisms everywhere

whatever you're learning to map from is teaching you wrong.

>> No.2783445
File: 64 KB, 640x480, Screenshot_Doom_20151108_083941.png [View same] [iqdb] [saucenao] [google] [report]

it's quite easy to back out of this, and then you are stuck.

here is a zdoom demo

>> No.2783450


the modders and OC makers aren't gone.

some of us are coming back after an absence.

>> No.2783515
File: 2.74 MB, 320x240, doppel-fail-2.webm [View same] [iqdb] [saucenao] [google] [report]

aside from numerous texture errors it mostly worked in pr+ -complevel 9 right up until i teleported into the red key box and found the button couldn't be pressed.

please also add ways to get out of the pit in the rising walkway room, inescapable death pits are bad design.


>> No.2783662

None of that shit went anywhere.

>> No.2783705

I'm gonna guess this hasn't been done in a long time.
I remember when one of the results sparked a discussion of some dude with a Dora the Explorer fetish.

Its IDGames Gauntlet time!

>> No.2783708

>some dude with a Dora the Explorer fetish.


>> No.2783710

i remember, that was when we all learned about Omegalore. now he is a meme

>> No.2783714
File: 42 KB, 204x304, coolguys.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm getting into Doom but I live on a university campus where the only computers available are Linux with a lot of restrictions on what files you can install. So after some fucking around I managed to get Legacy Doom working with an Ultimate Doom wad but I'm having trouble configuring the controls. Whenever I shoot it goes right in front of me and the game assumes I want to use the y-axis with mouselook but I have this shit turned off. Anyone got any ideas? Sorry for the newfaggotry.

>> No.2783723

Why can't you just put executables in your home folder and chmod +x ?

>> No.2783726

I tried that and it didn't work. Admittedly I'm not very experienced with Linux, only been using it for a month or so now.

>> No.2783752
File: 515 KB, 1920x1080, nullvoiddotwad.jpg [View same] [iqdb] [saucenao] [google] [report]

I need ideas to make these side areas a little more interesting, my brain's starting to fizzle out already.

>> No.2783762
File: 11 KB, 160x120, in_jan2000_pic2.gif [View same] [iqdb] [saucenao] [google] [report]

>symmetrical maps

>> No.2783764

Only the entryway is going to be symmetrical.

>> No.2783767

a marble altar with a few rivlets of blood running from them.

>> No.2783768

rivulets, even. i don't think i've ever written that word before...

>> No.2783773
File: 735 KB, 1691x1189, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I'm still quite new to Doom mapping and was wondering if it's possible to raise multiple sectors like the pillars in pic related using only one trigger. Is this possible in vanilla Doom?

>> No.2783776

these are my most recent

>>2734158 >>https://warosu.org/vr/thread/2729409#p2734158
>>2736476 >>https://warosu.org/vr/thread/2729409#p2736476
>>2739414 >>https://warosu.org/vr/thread/2729409#p2739414
>>2757028 >>https://warosu.org/vr/thread/2752301#p2757028
>>2768121 >>https://warosu.org/vr/thread/2761480#p2768121

>> No.2783780

you mean several pillars rising to different heights? it is possible with raise to next nearest neighbour height (and change texture, if needed). you need to use control sectors to set the heights.

>> No.2783796

Thanks for the tip. I have no idea how to do that yet so I guess some learnin' is in order.

>> No.2783810
File: 95 KB, 540x540, tumblr_inline_nwncw33vUX1speybs_540.jpg [View same] [iqdb] [saucenao] [google] [report]

Riddle me this.

Why is it that the crowd that pushes for the concept of "playing as the author intended and respecting his vision" whenever people play certain WADs with gameplay mods (simply because they can't help themselves), are the same ones that will twist their necks whenever someone introduces a small change to their own works that they don't like (as small as a single sound replacement), and force the author to change his own WAD to fit their needs?

I'm talking about maps that introduce extra stuff and not gameplay mods here.

>> No.2783819
File: 880 KB, 320x240, multipillar.webm [View same] [iqdb] [saucenao] [google] [report]

control sectors are off-map sectors adjacent to disjoint pieces of the pillars. i'm not sure how to put it into words so i made an example you can learn from. hopefully.


>> No.2783823

i don't understand what you mean. could you give an example? and what do you mean by "twist their necks"?

>> No.2783828

>could you give an example?

Stomper (poor thing it never got as big as it deserved to be) and Valiant (!). There might be more out there.

People would not respect whatever replacements the author made to some things and would immediately demand to be changed back, instead of editing them themselves for personal play. That's what "twist their necks" refer to.

>> No.2783829
File: 681 KB, 1920x1080, shitmap.jpg [View same] [iqdb] [saucenao] [google] [report]


It's asymmetrical now :^)

>> No.2783831

what map format? doom/boom/zdoom/udmf/etc?

>> No.2783832

the way you phrase your question suggests you have an answer already

>> No.2783836


I really don't.

>> No.2783839

UDMF for GZDoom.

>> No.2783842
File: 1.60 MB, 720x360, sans2.webm [View same] [iqdb] [saucenao] [google] [report]

So captainJ made an addon for the Sans mod.

This is neat

>> No.2783846
File: 20 KB, 599x334, 1356275020325.jpg [View same] [iqdb] [saucenao] [google] [report]

Yikes, I didn't know I was letting texture errors get that out of hand. I was using GZDoom to test the wad since I didn't know what source port to use for such a thing and a lot of that didn't show up, so that probably didn't help much.

Thanks for the webm playthrough, it really helps.

>> No.2783857


That's what people would like to call "hypocrites". If they're not actively defending the author's vision as they claim to be, then that's what they are.


After seeing the first attack I can't help but think that another Star Wars mod for DOOM (especially in this time of the year) would be really cool and people should start jumping on that boat before it's too late

>> No.2783859
File: 23 KB, 600x600, fdc.png [View same] [iqdb] [saucenao] [google] [report]


Is it wrong that if someone makes another Star Wars doom mod, I kinda want to see them draw inspiration from Battlefront with the cooldown based items and abilities?

>> No.2783862

are you sure they're exactly the same people in both cases?

>> No.2783871
File: 354 KB, 1535x838, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the help. Your map helps me understand the basic principle but I'm still not sure what makes the pillars adopt the properties of the control sector. Placing them like in pic related doesn't seem to work.

>> No.2783872

>are you sure they're exactly the same people in both cases?

I don't want to start pointing fingers and mention any names but I'm really sure the people that will demand changes are the same ones that claim to respect the "author's vision", as someone said previously.

Of course not everyone that wants others to stop playing maps with gameplay mods on their first try are the ones doing this too; I think you understand what I'm trying to say here.

>> No.2783874

You have to set them up so that both the pillar sector and the control sector are the same sector.

>> No.2783884
File: 9 KB, 640x480, merge_sectors.png [View same] [iqdb] [saucenao] [google] [report]

this is right. i think doom builder calls it "merge sectors" or something. you draw two shapes and merge them into one sector.

>> No.2783894

Excellent stuff, the pillar raises correctly now.
The texture doesn't change though, and I can't for the life of me figure out why.

>> No.2783908

the floor texture is copied from the sector in front of the switch. you need to be using e.g. type 20 raise to nhef + change, not type 18 raise to nhef.

>> No.2783912
File: 343 KB, 1366x768, Screenshot_Doom_Resurge.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2783927

how would you rate resurgence in comparison with its predecessor?

>> No.2783934
File: 1.69 MB, 640x480, hooray.webm [View same] [iqdb] [saucenao] [google] [report]

>the floor texture is copied from the sector in front of the switch
Huh, I didn't know that.
Anyway, everything works perfectly now. Thanks for the help m8s.

>> No.2784014
File: 233 KB, 1366x768, Screenshot_Doom_20151108_140650.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2784046

nicely done. i like the look of your map, too.

>> No.2784048

also, if you want to know how all the linedefs work, read the UDS

>> No.2784105

99% of the modders/mappers were driven away by Terminus and his irc sycophants

>> No.2784108


>> No.2784114

Can't do citations because it's all stuff that happened in irc over the last 1-2 years, which isn't exactly documented and saved anyweher.

>> No.2784121


my smelly butt

>> No.2784146

AKA you completely made it up.
Okay then.

>> No.2784153

well, unless you are truly naive, you must have realised your claim is highly questionable and requiring evidence to back it up.

>> No.2784170

Is it purely technical interest that vanilla maps are still made?

I mean, Boom lets you make "vanilla" without worrying about overflows and whatnot. So what is the point?

>> No.2784186


I assume it's because of maximum compatibility. People still play Chocolate Doom and even (ugh) Dosbox.
Some people even play Chocolate Doom multiplayer.

>> No.2784212

There is still a lot of people that enjoy Doom as vanilla as possible, or would like to see what kind of mapping is done that can be played on actual Doom instead of sourceports.

It is not too hard to understand.

>> No.2784247 [DELETED] 
File: 242 KB, 400x541, PFYNcDk.png [View same] [iqdb] [saucenao] [google] [report]

>(ugh) Dosbox.
There's nothing wrong with dosbox, the people hating on it are people that probably never played the game at release. It runs better than ZDoom and it's actually accurate since it's just the original. Some people like to play games the way they were originally are instead of emulating.

>> No.2784262

chocolate doom does literally everything dosbox does

>> No.2784267

I remember Term being a cunt about some kid who made a video recommending demonsteele.
He and some others were taking the piss out of him because he wasn't very good the kid even said he had only played it once or twice before, and hadn't set up the controls yet

>> No.2784276

Terminus and Tarnsman are seriously some of the biggest assholes in the community.
I know we may have some shitty elitists and fights over which thing is superior to whichever other thing, but I feel like they just create this general unwelcoming atmosphere around everything.
The fact that they would take the shit out of some little kid trying to get into DOOM and DOOM mods, especially one that LIKED his mod specifically, really pisses me off.

>> No.2784279 [DELETED] 

>paying for a source port
I bet you bought deepsea too.

>> No.2784285

Since when did you have to buy Chocolate Doom?

>> No.2784287

What the fuck

>> No.2784293 [DELETED] 

So neither of you know the history of chocolate doom? Figures.

>> No.2784296
File: 315 KB, 525x473, you don't want to get on my bad side.png [View same] [iqdb] [saucenao] [google] [report]

>So neither of you know the history of chocolate doom? Figures.
Don't cut yourself on that edge.

>> No.2784306
File: 22 KB, 350x295, a look of disguist in your general direction.jpg [View same] [iqdb] [saucenao] [google] [report]

What in the fuck are you on about.

>> No.2784308

I helped debug chocolate doom before it was even on version control. I've successfully built chocolate doom for free on CYGWIN since the beginnning, and on linux later.

Once again, you have zero idea of what your'e talking about. I can only deduce that you're shitposting, because Chocolate Doom has never been up for sale, unless you include the Raspberry PI store, in which case that's what the GPL allows them to do.

>> No.2784312 [DELETED] 

>that autistic wall of text
I didn't read it and I don't care.

>> No.2784317

It's kind of sad to think that there are actually people whose time is so worthless that they lurk threads like this for the sole purpose of shitposting.

>> No.2784319
File: 32 KB, 250x250, shitposting.gif [View same] [iqdb] [saucenao] [google] [report]

I pity you. I really do.

>> No.2784321
File: 2.19 MB, 388x218, in the not to distant future.gif [View same] [iqdb] [saucenao] [google] [report]

holy shit

>> No.2784324


I know what video you're talking about.

No,Term wasn't a cunt about the video,he gave us the link,without saying anything else on the subject.
Yes,we (sort of) took a piss out of him,nothing serious,just a "Lol,he's pretty bad".

>> No.2784340

>I mean, Boom lets you make "vanilla" without worrying about overflows and whatnot. So what is the point?
I think a lot of it is from deciding to interact with Doom not just as a game but as a piece of living history. There's something interesting about deciding to make something that could have been made in 1994. Almost like you're transporting yourself back to that time by working under the same limitations that thousands of people did back then.

It's the same impulse that makes demo scene coders make C64 intros or entirely new Atari 2600 games or that sort of thing.

>> No.2784346

I like this answer

>> No.2784361

I remember that.
>person doesn't play vidya well
>wow, this guy isn't playing very well!

Even with the most twisted logic, I really fail to see how this is a problem.

>> No.2784373

It's the fact that some kid, who is obviously new to Doom and Demonsteele, gives Term praise, and recommends the mod to people, only to have Term turn around and take the absolute piss out of him, and then inadvertently launch an entire group of Term's followers on him as well, to tear him apart.

>> No.2784384
File: 38 KB, 347x315, Jr9xOzZ.jpg [View same] [iqdb] [saucenao] [google] [report]

>and then inadvertently launch an entire group of Term's followers on him as well, to tear him apart.

Yeah, look at that video with absolutely no dislikes, no negative comments, and had absolutely nothing except some remarks on the IRC about "wow he's really bad at playing", which he is.
If you wanna get upset at someone, Mike12's the one that made image macros.

>> No.2784423

heh he make silly face and funny noises

>> No.2784425

Mike12 is one of term's ass lickers, as that anon said.
There was absolutely no reason to be so rude to some kid who was enjoying their mod and openly recommending it. So what is he's a LPer with a facecam?

>> No.2784426

there are certain reasons for sticking with vanilla gameplay physics (-complevel 2/3/4) over boom (-complevel 9).

that said i think you're talking about rendering limits not gameplay behaviour changes.

>> No.2784436

>so rude

When being "rude" amounts to "this guy doesn't play well", you're a pretty sheltered kid.
Enjoying something and making something based off of it does not automatically make it immune to criticism.

Hey, speaking of stuff based off Term's mods, do you want to defend this and say making fun of it is also rude? Because it's pretty fucking awful.

>> No.2784503


You're so full of shit.

>> No.2784548
File: 316 KB, 1366x768, Screenshot_Doom_20151108_185220.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2784641
File: 440 KB, 1455x1041, 1032072-ut2004_inside.jpg [View same] [iqdb] [saucenao] [google] [report]


I know it's technically not retro, but HOSTING UT2004 AT THE IP LISTED IN THAT POST

>> No.2784649
File: 96 KB, 640x480, nostalgia.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2784693


>> No.2784694
File: 40 KB, 404x646, catacombs.wad_MAP01.png [View same] [iqdb] [saucenao] [google] [report]

New level - The Catacombs

Playable in limit-removing ports (some small visual errors in Chocolate Doom for some reason).

I've aimed to make an early-game level, which means that you'll only be using the pistol, shotgun, chaingun and rocket launcher, and dealing with nothing harder than a revenant. Different difficulty levels included.

The .deh patch included just changes the map name.

>> No.2784708
File: 355 KB, 1199x898, 2AM.png [View same] [iqdb] [saucenao] [google] [report]

I know this might be discussed a lot, but why is Doom a common thread between a bunch of otherwise obnoxious fandoms?

I mean, we had Barney Doom but none of those people liked Barney. We had Bubblegum Crisis Doom but it was a one-time thing. Now on Zandronum I see Caleb from blood riding a My Little Pony in MAP02. Surely there's a line somewhere where parody becomes indistinguishable from another "fandom" taking over?

Doom seems to survive these fandom invasions pretty well, But sometimes I wonder when there will be one that shares a little too much with doom, causing an all-out flamewar. Now we have UnderTale, which has demons, monsters, agitating skeletons, baphomet heads, you name it. Oh yeah, and Touhou. oh my god.

Am I just too paranoid? Or is there something here worth discussing?

>> No.2784713

You argument seems to neglect the notion that one person can like more than one thing.
It is only natural for people to combine their personal interests.

>> No.2784717

It is more like A lot of people who like Doom like a lot of other things, and the same goes for other people just liking Doom

You are being paranoid.

>> No.2784719

I'm all for people mixing and matching, but I always worry of some noobs running others off. I know it's illogical, but that fear is always there...

>> No.2784727
File: 12 KB, 251x201, images.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, then that's kind of a relief. As long as no one gets angry, then I suppose I can live with it. :)

>> No.2784746

doom is easy to get into, basically free, and has an endless supply of fan made mods. it is thus attractive to all kind of nerds who bring their other obsessive interests with them. note i do not mean this in a bad way. i am myself a nerd with obsessive interests. as likely are you, the reader of this post.

>> No.2784758
File: 3.09 MB, 359x202, Max Payne.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2784760

cool i will play/record this tomorrow

>> No.2784773

If anything, Undertale will bring nothing but good things and bad times.
Just check out Sans.wad

>> No.2784776


I think my favorite trend was that surge of mods inspired by older vidya, like demonsteele, GMOTA, and hocus doom.

Definitely not biased towards that for reasons

>> No.2784806

one of the guys that recently left all but named terminus in his "fuck you I'm leaving" tumblr post

>> No.2784809

that's not a citation, a citation is a link with corroborating information

>> No.2784817
File: 566 KB, 1920x1080, Screenshot_Doom_20151108_220644.png [View same] [iqdb] [saucenao] [google] [report]

Another Spellcross screeny

Do you guys know how the Floor Blood Decals were done from this brutaldoom video?


When the Spell enemies die, I plan to leave custom blood marks on the ground, cant seem to find the answer yet in BD wad code

>> No.2784818


They're not actually decals, they leave sprites that last X amount of time, kind of like nashgore blood.
Only difference is that the sprites are given flat models in modeldef.

>> No.2784820

link, please.

>> No.2784821


Might need to research how modeldef works then

>> No.2784827
File: 322 KB, 800x600, Screenshot_Doom_20151104_154521.png [View same] [iqdb] [saucenao] [google] [report]

Who dun it is back.

>> No.2784829


It left?

>> No.2784830

>link, please.
There's a link in the comments on the Demonsteele facebook page

>> No.2784837

oh you rascal

>> No.2784905
File: 64 KB, 500x405, gettin real tired of your bullshit.jpg [View same] [iqdb] [saucenao] [google] [report]

Just put up or shut up.

>> No.2784908
File: 1022 KB, 375x212, angry dooting.gif [View same] [iqdb] [saucenao] [google] [report]

What do you see people do in the DOOM community that really agitates you?

>> No.2784916

Use bad music in Doom levels
Slaughtermaps, not my thing.
Have a really good gameplay mod but abandon it without saying anything

>> No.2784919

Dropping really really good projects like unloved :(, and using unfitting music for levels.

>> No.2784924

>Browsing Doomworld
>Start reading the top of a post
>The first thing in the post is: *hits blunt*
You know the guy I'm talking about

>> No.2784983

Hey, /doom/, I barely know crap about doom and hear my little brother talk about it a ton He's even trying to become popular with it. He even showed me one of his videos, I don't think he'll make it
Should I put the link here?

>> No.2784992
File: 42 KB, 647x417, I-got-the-feeling-that-tonight-is-a-doom-night.jpg [View same] [iqdb] [saucenao] [google] [report]

Man I wish there were more weapon mods that had a buying system, I really like shopping in my doom, but I wonder why that gymmick is so scarce through modders. From what I recall the mods that have it are:
> Psychic: Really neat, one of my favorites.
> Doom RPG: A lot of shit to buy, but don't like the fact that the more you play the thing more boring and unbalanced it gets.
> Doom Mercenaries: A Half Made mod made in the goddamn skulltag times.
> Cold Hard Cash? : Never played it
> Wrath of Chronos: In the latest update you can buy some artifacts or shit.

Seriusly we need more of this, I prefer I nice buying sistem so much more than a leveling up system, IMO It doesn't break balance as much and it keeps the gameplay fresh. What do you think?

>> No.2784996

Buying fucks with the pacing big time.

Play Black Warrior if you want more buying, it's pretty neat.

>> No.2784998

there's Guncaster

>> No.2785000


Sure, if you think you can handle the input.
We're not exactly shy about telling people if we think it's shit.

>> No.2785002

DR Class V6+ (zdoom variant) has a buying system.

>> No.2785004

Oh yeah, I forgot about that one!

>> No.2785006


Talking shit about another person and then when they show up either A: pretend everything's fine or B: suddenly go quiet.
Instead of, y'know, instead of actually saying things to their fucking face.

>> No.2785007
File: 295 KB, 1024x768, Screenshot_Doom_20151109_133338.png [View same] [iqdb] [saucenao] [google] [report]

>Bubblegum Crisis Doom
Why haven't I heard of this before? This is sweet. The BFG sounds are hilariously bad, though.

>> No.2785017

Huh, it's not there, I think he took it down

>> No.2785027


>> No.2785034

Isn't it just reskinned Doom weapons?

>> No.2785038


The sprites are still really nice, though.

>> No.2785097


Shitty melee weapons.

Gameplay mods that follow the old trope of a useless starting weapon

>> No.2785114

I was just asking really, I don't have any issues with it provided it looks right.

An example of it not looking right would be Hokuto no Ken Doom

>> No.2785162

Anyone have that screenshot where they're all in the gym and they're crouching, which makes them look like manlets because the player sprites don't have crouching animations, so the engine just compresses their sprites to compensate

>> No.2785172

Do you think Terminus genuinely keeps a PDF file full of Demonsteele lore?

>> No.2785175

There are crouch sprites though, even when carrying the M1 Carbine, the crouching sprite looks like it has a sniper rifle.

>> No.2785179

The lore is in the zdoom thread afaik.

>> No.2785182

>the Demonsteele facebook page

>> No.2785184

Use R667 stuff without editing them.

Yeah, Realm 667 as a whole isn't bad, the problem here is the fact that some mods [complex doom for example] just copypaste shit and call it a day. Colorful Hell is HOW you should paste R667 stuff, by add different and even new stuff so it plays good.

Also, another thing that bothers me, maps without coop support

>> No.2785186

Nope, Psychic's pacing isn't exactly altered. if you're fast enough, you buy the timefreezer then keep shopping for power-ups and then bomb everything. That is after you upgrade everything

>> No.2785191
File: 630 KB, 725x725, 1447005578301.png [View same] [iqdb] [saucenao] [google] [report]

Just beat Doom 2, should I move on to Doom 64 or hit up some WADs?

Thanks in advance friends.

>> No.2785194

Doom 64 is like the Doom 2 sequel most people never experienced, so if you're in the mood for more classic Doom that doesn't shit in your cornflakes, then go ahead and give it a shot, see if you like it. Keep in mind it's got more puzzles than you may be used to, though, and because it was made for the N64 the maps occasionally go to slower pacing (but there'll be a whole lot of big fights later on, trust me).

>> No.2785207


Not a PDF. I have a sub-folder in the project folder that's chock full of writings, lore, and more.
It was mainly to appease my love of writing that sort of stuff, though; I'm genuinely surprised to see some people are actually interested in it.

I usually try to keep story stuff optional, since I figure a lot of people are more interested in hacking demons up rather than learning something like Shihong's favorite pizza joints.

>> No.2785264


I've been writing down and plotting out lore and shit for lord Blaz and the other heroes, and I've been typing out a design document for a standalone prequel game I'd like to make one day.

I might have a problem

>> No.2785273

I've had a design doc since day 1 of development. Even if nobody is interested in the story I've always kept a consistent lore going along development.

>> No.2785287

Has anyone made a mod that removes the dead bodies similar to the gore janitor mod in brutal doom.

>> No.2785338

sure you can if you want to play it on pc then here's the link for a source port.


>> No.2785357

You underestimate our autism.

Not that I know of since that would prevent archviles from resurrecting, which could break certain maps or make them ridiculously easy.

>> No.2785385

People who shit on 90's or 90's styled maps, because they don't look or play like a modern map.

>> No.2785394


>> No.2785425

>Watch Doom 4's MP alpha video
>dat riff at 2:27

>> No.2785452
File: 571 KB, 320x240, remove_corpse.webm [View same] [iqdb] [saucenao] [google] [report]

if "dehacked patch" counts as "mod":

you are right it breaks resurrections which affects a small number of maps. so don't put it in your autoload!

regarding game balance note it means you cannot prevent an archvile from attacking you by luring it over corpses. so in some ways it makes things harder.

>> No.2785462

Why doesn't quake have the same level of mod-ability as doom does? Like you can load independent mods at once, like loading btsx,russian overkill and metal midis at once but the only thing I can find for quake maps, is this the ability of certain engines or is it relating to the community?

I also can't find any weapon only mods for quake 1

>> No.2785471

what is the map you're playing there?

>> No.2785481
File: 1.44 MB, 1024x1211, beffb1f1ec10275efbed59aa97175ebe84a5fb4e199af416971eef0324d69f05.jpg [View same] [iqdb] [saucenao] [google] [report]

found this skankerin around

I can't look at it for longer than five seconds before kekking uncontrollably

>> No.2785485

it looks so goofy, kek

>> No.2785486

Cacodemons always look goofy.

>> No.2785496

but they most certainly don't look like a stoned hipster with a shabby beard

>> No.2785497

I need to sleep.
Make some pages and I'll administrate and style the wiki tomorrow.

Holy crap that edit made it all the way back here.

>> No.2785502
File: 84 KB, 230x234, HIIIiiiIiiiiIIIIiiiIIIIIiiiiiIIIiiisssssSSSSssssSSSSss.gif [View same] [iqdb] [saucenao] [google] [report]

Requesting a dark gray background and the text be slightly sized up and colored bright gray.

It's easier on the eyes if you're gonna do a lot of reading.

Also the logo should totally be a cacodemon or a revenant

>> No.2785513

Is that Brutal Doom starter pack in the OP unfinished? A bunch of textures won't load in Zandronum. Shame because the first few maps seem like great stuff and dat Doom movie music.

>> No.2785528

It has "test" in the filename so I'd assume it's unfinished

>> No.2785543

cool thanks for setting this up.

>> No.2785586

iSpook you around? in the latest suab version the gibs sometimes spawn another version of the bloodfiend that just keep reviving over and over again, I needed to drop him and make sure he was under a door, kill it and close it to squash him or the thing would follow me around during the level.
Is this intended?

Also when I die on damage floors the game crash with a big list of ammo dropped or something, this happens in the version before the new one too.

>> No.2785592


Are you playing in "Shut up and Die" difficulty? Then yes. Blood fiends in that difficulty level will always resurrect. Just avoid them.

>> No.2785609

It's a feature from the 4a version? they only started to pop when I updated while in the middle of a playthrough , maybe I was just lucky.

>> No.2785612


>> No.2785617

You said I'm supposed to avoid them but as I said I found by accident a way to kill them, maybe it needs fixing.

>> No.2785618

I'll fix that.

>> No.2785637

Just noticed , I'm playing Hellbound difficulty not Shut up and Die, just saiyan.

>> No.2785727

I actually avoid reading the DWMC whenever they're doing an old school megawad for this very reason.

>> No.2785751
File: 224 KB, 1024x768, Screenshot_Doom_20151110_002147.png [View same] [iqdb] [saucenao] [google] [report]

It's Exquisite Corpse (excorpse.wad), a community wad made up of 12 1024x1024 maps merged together.

>> No.2785762

What if there was a tetrominoes megawad?

>> No.2785791
File: 1.99 MB, 1920x1080, AS Frigate.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2786029

thanks anon i needed in case of slaughter maps.

>> No.2786213
File: 94 KB, 400x400, 1427119137892.jpg [View same] [iqdb] [saucenao] [google] [report]

>that guy in the doomrpg thread who apparently stores everything on his fucking desktop

>> No.2786224

haha, that intro.

>> No.2786271
File: 2.84 MB, 852x480, sans.wad.webm [View same] [iqdb] [saucenao] [google] [report]

sans.wad is the shit. Hell's having a bad time.

>> No.2786282
File: 2.01 MB, 960x1080, DDOM Ruination.png [View same] [iqdb] [saucenao] [google] [report]


Glad someone enjoyed it

>> No.2786291

holy crap that looks great

>> No.2786293

That map is baller.

>> No.2786295
File: 955 KB, 1672x1896, INV Dec24th.jpg [View same] [iqdb] [saucenao] [google] [report]


I'd say the great majority of them are.

Stock maps of course, great custom maps are a bit harder to find

>> No.2786306

>that pic
Have you checked that one rats-style map (UT community has another name for these kind of maps but I can't remember) for the new game?

>> No.2786315

are the player sprite graphics accurate to the source material? frankly, they look like crap. reminds me of joe ilya's pony hud.

>> No.2786318

Pretty much, yeah. Goodtimesans improves them, as seen in >>2783842

>> No.2786319

It's designed from a very low detail sprite. There's an addon with an actual skeleton hand floating around somewhere

>> No.2786341
File: 2.52 MB, 1920x1080, ALcR9RR.png [View same] [iqdb] [saucenao] [google] [report]

This it the one. DM-Warhouse.

>> No.2786369
File: 1.81 MB, 960x1081, INV Sandstorm Victory.png [View same] [iqdb] [saucenao] [google] [report]


I haven't been paying too much attention to UT4 in the last few months.

The weapons, level design, and gameplay look good but I didn't like how the developers handled the character design concerns from the community. Came across as douchey.

I'd try it out if I had a computer that could handle running it but as fo now the game isn't complete enough to make me wanna try it.

Was it a remake of an older map or a new one? Sounds cool either way.


Oh wait, there we go - That looks pretty nice. Wonder how long that took to make.

>> No.2786405
File: 2.21 MB, 1920x1080, FrAcnXR.png [View same] [iqdb] [saucenao] [google] [report]

>I didn't like how the developers handled the character design concerns from the community. Came across as douchey.
Can you expand on this or provide a link? The cosmetic plans interest me. Saw some people bitching about the box cosmetic a while ago.
>That looks pretty nice. Wonder how long that took to make.
It does look nice. Guy based it off IRL pics he took. Didn't say how much it took to finish tho.

>> No.2786435
File: 563 KB, 2048x768, DM KillBillyBarn.jpg [View same] [iqdb] [saucenao] [google] [report]


It was just me being butthurt about how they were being really quiet and then dismissive about people talking about character designs once I made a thread about it.


Like I said, there were a lot of people like me that liked the movement speed, dodging, weapon designs, the map layouts etc a ton but the devs were awfully silent about the character designs for months until they finally just said they weren't looking to incorporate most people's ideas for it when they could've just said it at the start.

I fully expected they wouldn't just port over the older models and they shouldn't, but some of the new designs don't resemble older characters at all or just felt generic. In a video they showed off someone's art who made a classic style Necris (not that I was even the biggest fan of the old Necris) and they praised it but kinda passive aggressively said it was too stylish to fit the tone of the game.

Player models are a minor aspect of the game but I just got a douchey vibe from how they said it.

>> No.2786460

Contributed first page to new vrdoom wiki, looking forward to others contributing more.

>> No.2786481

Holy fuck those are baller as shit. And the Skaarj does look uninspired and generic. It really does look like a GoW Locust. The other designs in that thread look miles better.
Also I never liked the concept of Necris much. I think the current models look kinda sweet tho, the necris male in particular.

However I do think some sacrifices have to be made in the name of artistic consistency. U2k4 was full of random as shit character, honestly wasn't a fan. In some cases I would say I preferred the GoW look of UT3.
The cosmetics could be a problem too, but we'll see.

>> No.2786494
File: 1.59 MB, 1019x1145, DM KGalleon, CTF Grassy Knoll.png [View same] [iqdb] [saucenao] [google] [report]


The only consistency I really want is that returning characters keep the same basic traits, like Malcom did. Most of the new designs aren't horrible, but some of them don't match up to previous versions or just don't have anything too eye catching about them.

It's the overdesigning that kills it with modern games, they try to make things visually appealing by addings tons of detail, but without much planning to it.

The new Necris aren't bad, I wasn't a fan of the old ones to begin with, but they act like the new ones are in any way unique when they look like Quan Chi.

As far as the 2003/4 characters I never played half of them but I did appreciate that the guys like the Gen Mo Kai and Anubis characters stood out and if you looked at them you would know they came from Unreal and not some other game.

Nothing they've shown is anywhere near as boring or generic as the UT3 designs, and I knew the new stuff would be way different, I just didn't like how hush hush they were about it and then seemed to have gotten frustrated at the people asking questions or making concepts.

Those Aberiu concepts were the perfect example of different armor/designs for older characters but still recognizeable and detailed without going overboard.

>> No.2786523
File: 274 KB, 1366x768, doom07.jpg [View same] [iqdb] [saucenao] [google] [report]

Bumping for anyone who wants to play(test)
Here's a picture of the opening on UV.

>> No.2786537

But there's already hammerjump for that

>> No.2786615

i am sorry. i meant to do this today, but other things intervened. i will record it when i have the opportunity.

>> No.2786616

So that Tai Tenga alpha mod finally released a beta today. Standalone weapons/enemies, and the first episode of Doom 1. And while I haven't dabbled with the episode yet, I did mess with the standalone content, and.. well, it's kind of bland. Like there was no attempt to keep consistency besides content being inspired by alpha stuff loosely. Top that with even the standalone being filled with midi re-arrangements of all the Doom music for 1 and 2 (that are arguably more obnoxious and not very good) and, well.. yeah.

I'll dabble in the episode itself when I feel like it, but from the preview video for some reason there's Doom 3 grenades and dark lighting that encourages an included flashlight mod. Not to mention the Super Shotgun and Grenade Launcher are from KDiZD, and all the Armor Bonuses are.. replaced with Demonic Daggers for seemingly no good reason. Maybe i'm being a bit too critical here but is this hodge-podge what they've been working on for several years now?

>> No.2786638

tei tenga? didn't that come out in like 1999?

>> No.2786649

This mod, the one that had development issues for a while and is now touting to be the first alpha mod with actual full map content released.

>> No.2786668

How did you get the hud to not be tiny and/or at the bottom of the screen? Also, how did you get the taunting and ketchup to work, I can't do those for some reason.

>> No.2786749

Nigga turn down your gamma

>> No.2786773

What is the easiest way to play on Linux?

>> No.2786781

>Quan Chi

I knew there was something of about the new necris.

>> No.2786805


Make sure to load the original sans mod first, THEN good times. Bind your reload key, and hit + to adjust HUD size

>> No.2786810
File: 308 KB, 426x240, Family Guy - Naked Gun Intro.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2786814


Thought about that while making it actually lol.

>> No.2786817

Create a directory to stick your doom wads in.
Add a line to ~/.bashrc :

export DOOMWADDIR=/home/yourname/doom
# change that to what your directory actually is.

Logout, log back in. This environment variable is detected by most source ports, so they will pick up where your wads are stored automatically.
As for what sourceport to use, thats up to you, I guess. Most distros have old-ass binaries for doom source ports, if any, in their package repositories, so I would compile the ones you want yourself.

>> No.2786852
File: 610 KB, 640x480, Troopers.png [View same] [iqdb] [saucenao] [google] [report]

Hell yes Sandstorm, I remember playing that heaps in Invasion.
>And the Skaarj does look uninspired and generic. It really does look like a GoW Locust. The other designs in that thread look miles better.
People keep ignoring, or aren't aware, that the Skaarj character in UT4 is part of the Skaarj Trooper caste (it's part of his bio, but he also has a short tail, one of the main traits of a Trooper), they aren't as primal as Warriors and more militaristic. I feel the reason they made him a Trooper was to have a middle-ground between the Hybrids from ut99 and the Warriors from ut2k4.

Mind you, he doesn't really look like a Trooper either, as they're always wearing masks and helmets in the original game. No one really knows what a Skaarj Trooper's face looks like, or if they even have dreads .

>> No.2786870
File: 205 KB, 1366x768, doom08.jpg [View same] [iqdb] [saucenao] [google] [report]

Here you go m80

>> No.2786889

Buy an old Macbook, PPC version at that- just to play Marathon on natively? I suppose I'd also use it for all the other Bungie retro games as well. Is this a terrible waste of money I do not have? Y/N

>> No.2786902
File: 923 KB, 1262x710, screenshot_589.png [View same] [iqdb] [saucenao] [google] [report]


The fact that they called it a Trooper and it doesn't really resemble the guys in your pic bothers my autism. Speaking of Sandstorm, I screwed around with giving some of our custom maps updated lighting and skyboxes from other maps.

Sandstorm's I gave the skybox from CBP BlackJackal, but I'm trying to figure out how to keep the actual sandstorm swirling around the map but make it transparent to see this skybox behind it.

>> No.2786907
File: 187 KB, 280x350, marathon2_collage.png [View same] [iqdb] [saucenao] [google] [report]

Yes, it is.

Also, Marathon (including Durandal and Infinity) has a source port called Aleph One.

>> No.2786910

Too bad Aleph One is shit.

>> No.2786928

My understanding is that Aleph One is basically a Chocolate Doom equivalent, so you wouldn't get a much better experience playing it on native hardware.

>> No.2786938


It's less Chocolate Doom and more the Doom Retro equivalent.

>> No.2786945

What's the best way to play the Mac version of Wolf3D on Windows?

>> No.2787179
File: 33 KB, 550x236, scriptedpawn-sktroopers.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, after looking at Garog again the designers and whoever working on him really don't know what the hell they want him to be. Skaarj Troopers have yellow or blue skin for one, while the designers (and the entirety of the forums, jesus christ) want him to be green with dreads like a stereotypical Warrior. Also his tail's not as short as I thought it was.

>> No.2787186
File: 5 KB, 204x200, image_6.jpg [View same] [iqdb] [saucenao] [google] [report]

why haven't you donated to the maker of aleph one yet, anon?

>> No.2787261

why doesnt 4chan have support for pcx or any other retro file type?

>> No.2787281
File: 1.83 MB, 1600x900, Necris03-1024x576.0.0.png [View same] [iqdb] [saucenao] [google] [report]

Aesthetics-wise what bothers me is that the guns seem a fair bit too big
It's not about realism (cuz durr it's unreal), it's that they look kinda ridiculous and UT guns weren't xboxhueg bfgs

>> No.2787283
File: 235 KB, 1280x713, yes they all have beanies.jpg [View same] [iqdb] [saucenao] [google] [report]

Like, look at this fucking thing
It doesn't even have a stock (they never did, but still) and the character pistol-fires it sometimes
It's bonkers

>> No.2787290
File: 1.76 MB, 4000x2016, onpTp4e.jpg [View same] [iqdb] [saucenao] [google] [report]

concept art size

>> No.2787292
File: 46 KB, 500x375, unreal_tournament_redeemer.jpg [View same] [iqdb] [saucenao] [google] [report]

>UT guns weren't xboxhueg bfgs

>> No.2787293
File: 289 KB, 1538x865, unreal-tournament-2015-08-1538x865.jpg [View same] [iqdb] [saucenao] [google] [report]

ingame size
yeah but that is the bfg of ut
i'm taking in general

>> No.2787294
File: 357 KB, 1024x1536, Alpha Formation.jpg [View same] [iqdb] [saucenao] [google] [report]


The guns don't bother me too bad because when you look at them it's easy to recognize what they are. It's the identity crisis Necris, Locust Skaarj and Thundercrash with no decorations or gold that have the image problems.

You might be right about the guns being large though, didn't they tone down the sizes in 04 from 03? I mean the actual models too, not just the small weapons option.

>> No.2787295
File: 39 KB, 320x240, reinhart_08.gif [View same] [iqdb] [saucenao] [google] [report]

The rifles of UT, shock and sniper in particular were characterized as long. Regardless, big weapons isn't bad as long as they have a Small Weapons toggle for the first person models, which have been done before.

>> No.2787306
File: 241 KB, 1024x768, Unreal_Tournament.jpg [View same] [iqdb] [saucenao] [google] [report]

>UT guns weren't xboxhueg bfgs

>> No.2787312

>working on doom mod
>make a monster
>if the monster replaces a vanilla monster, everything works fine
>if the monster doesn't replace anything, the missile state sometimes fails to produce any missiles
I've been stumped on this for the past week, any ideas as to what might be causing it?

>> No.2787314
File: 330 KB, 2560x1440, 05 - mikErv4.jpg [View same] [iqdb] [saucenao] [google] [report]

>Regardless, big weapons isn't bad as long as they have a Small Weapons toggle for the first person models, which have been done before.
I like that option, but my problem isn't the size on the first person view, my problem is how the guns look on everyone else. Flak in first person looks fantastic, on everyone else it's kinda goofy
Though I guess the size makes the weapons instantly recognizable, so you know what to expect

>> No.2787316
File: 606 KB, 2560x1440, 16 - 4vywqWC.jpg [View same] [iqdb] [saucenao] [google] [report]

Compare that to this.

>> No.2787330

Because they are limited, deprecated formats, so it wouldn't make sense to implement.

And your browser would have to support rendering them, unless it worked through some JavaScript image decoding library, which at that point, the image might as well just get converted into another format. Really though, any webserver that has server-side PHP and ImageMagick could have an easily written script to pick up on the format and automatically convert it into PNG

Also, if this is about chocolate-doom screenshots, there is an option for them to be output as .png instead.

>> No.2787340


You'd have to give a lot more detail, friend. Can you post the code on Pastebin?

>> No.2787351

Sure thing, here is the code

If I have it replace the zombieman, it works
If I leave it as is, the projectiles it fires will sometimes not appear despite the animation and firing sound playing

>> No.2787352
File: 1.81 MB, 1280x720, FlakUT4.png [View same] [iqdb] [saucenao] [google] [report]

That's called "perspective", Anon.

>> No.2787437

easily written but not exactly scalable to the loads under which the 4chan servers are put, i suspect.

>> No.2787465

i am not a zdoom modder but it doesn't look like there's anything obviously wrong with this, comparing it with the definition of ZombieMan (there's a BSPI in the spawn state, should that be SHEW?)

sorry i can't be more help, expert needed.

>> No.2787490

>the projectiles it fires will sometimes not appear despite the animation and firing sound playing

This sounds like the projectiles are getting blocked. It's possible they're either hitting each other or something solid.

>> No.2787501

That is the sprite it uses, but because it's followed by a 0 you'll never actually see it

This is the projectile. Even when I made it non-solid, it still doesn't work correctly

>> No.2787531


Try putting +THRUSPECIES and Species "Shot" on both the projectiles and the monster.

>> No.2787537
File: 367 KB, 1024x768, Screenshot_Doom_20151110_202647.png [View same] [iqdb] [saucenao] [google] [report]

To see the monster ingame I replaced the monster sprites with that of an imp, and the projectile with plasmaball sprites, it seems to work fine in GZdoom and Zdoom, the test monster replacing zombiemen or not.

The only issue I saw was that because your monster is non-solid, crowds of it can merge together and not let any projectiles spawn as they're all hitting each other instead.
If you want this fixed and your Eyeshots to pass through friendly testmonsters, use +MTHRUSPECIES on the Eyeshot actor.

>> No.2787543

No dice, unfortunately

Your post gave me an idea, and I have confirmed it. It's the custom maps I'm using the monster on. For some reason, the custom monsters aren't creating projectiles correctly on them, but replaced and vanilla monsters are. Now I'll have to figure out why.
As for non-solid, the monsters are usually spread out far so that non-solidity doesn't usually become a problem.

Thank you anons for your help!

>> No.2787546

Well, I say friendly testmonsters, but really it's *any* testmonsters. Testmonsters spawned with the "summonfriend" command won't be able to hit their own species as the missiles will pass through, so keep that in mind.

>> No.2787549

Well, that's strange. Good luck Anon!

>> No.2787724

Hey UT-anon. Do you ever get any Nerf Arena Blast games going? It's abandonware now and honestly it's just as good as the engine it uses.

>> No.2787926

Looks like sans is having a good time.

>> No.2787978
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google] [report]

Only one month away, anons. What's your bets for this year's Cacowards?

>> No.2787993


Sunlust and Valiant are legitimate shoo-ins, that should leave just 8 spots for this year's event I guess.

>> No.2788002

Man what the fuck is going to be the gameplay mod award for this year? Fucking nothing stellar came out.

>> No.2788007


Espi: John Romero, not just for his obvious contributions but in keeping touch with the community even up 'till now, especially with all of the beta shit he's released for people.
Maps: Valiant, Swift Death, Threshold of Pain II, Sunlust, Crumpets.
Multiplayer: Don't Be a Bitch LMS
Mockaward: Selfie Doom

Side bars talking about Doom 4, Ty's passing, and the advent of Gloome/GPLGZdoom.

>> No.2788026


>> No.2788030

Gmota hasn't gotten touched this year.

>> No.2788047

Hey guys, can you recommend me a good wad to play?

I mean, I know the whole point is to have levels get more challenging, but I've played some megawads where the map 03 was insanely hard and then some levels in the 20s were a walk in the park.

So can you recommend me a great wad that's a good example of each level getting progressively harder?

>> No.2788059

They'll probably give it to Demonsteele again or one of TerminusEst13's other projects.

>> No.2788064

was sunlust really that good? should I play it? or did nothing spectacular come out this year
I mean I haven't played it so I am a bad example but by the looks of it I think it was just above average detail to the levels with lots of demon spam
nothing clever really since every level looked kinda same
It's cool to have a theme tho and all that

>> No.2788065

that looks pretty neat
I can hear the later doom2 level music already just looking at this

>> No.2788071


There's not a single WAD or mod that has been given a second Cacoward the following year or any other year.

Smooth Doom was mentioned in last year's, it's arguably this year's most played and talked about mod, but I'm not sure if it's even considered as a 2015 mod.

I wouldn't complain in the slightest if the Gameplay Mod award becomes discontinued this year, in all honesty.

>> No.2788078

Has ww been given one yet? ATM goud deserve one.

>> No.2788081


There's also that I haven't done much to DemonSteele this year. The new big feature is still in development.

This year's definitely been pretty lackluster for gameplay mods, though. The "big things" I can think of are Smooth Doom and DoomRLA, the latter of which even just got a 1.0 update last month so that technically makes it eligible.

>> No.2788083

valiant and sunlust for the obvious picks for maps
not a lot of multiplayer or gameplay releases this year so uhhhhhhhhhhhhhhhhhhhhhhh maybe DBAB for multi?
selfie doom is guaranteed mockaward

something involving terminus just to piss off the nerds looking for a conspiracy theory because lol

>> No.2788085


totally a 2014 mod, and compared to other gameplay mods of that year, it just doesn't hold up

>> No.2788091

>DoomRLA, the latter of which even just got a 1.0 update last month so that technically makes it eligible.
this is an interesting point
If this would be allowed to slide, i can't think of anything else that would surpass DRLA in content, scope, or hype

>> No.2788096

The only thing about DRLA is that it already got a side mention in last year's Cacowards. Not sure if that makes it ineligible this year or not.

2015 the year of hideous destructor

>> No.2788105




>> No.2788107
File: 160 KB, 550x550, 1366921764225.jpg [View same] [iqdb] [saucenao] [google] [report]

The big question would be if it was allowed to slide. Even though it just got 1.0 status recently, and even though the 1.0 release was the most hyped thing, and even though there's fifty shitzillion people playing it, the project started in 2013.
I mean, yeah, there's plenty of projects that start early on and then "finish" later (hello all Mordeth winners), but when it comes to a gameplay mod, what's an appropriate milestone to gauge it by?

Well, I say that, but WHAT THE FUCK ELSE is there going to be?

>> No.2788140

sans mod?

shit, this really was an anemic year for gameplay mods

>> No.2788142


>> No.2788148
File: 578 KB, 1024x768, Screenshot_Doom_20151110_133933.png [View same] [iqdb] [saucenao] [google] [report]

>RE: CC1 MAP29
yeah, no, not even going to fucking bother anymore

this is downright one of the worst levels i've ever had the displeasre of stumbling upon in a otherwise average mapset, most of which, if lackluster at times, still managed to make its worst look like fucking masterpieces compared to this piece of hot garbage

pic related is probably the worst offender by far, jesus christ
>confusing keyhunting with zero indication where to go next
>bland map layout and shitty pacing in general
should I just idclev ahead to MAP30 at once? i have never skipped a map in any mapset/megawad ever and it feels so
idk, dirty to say the least?? ugh

>> No.2788152

>sans mod

Fun mod, not really award-worthy. The main gameplay gimmick is...well, a complete gimmick. Also, the "overkill overpowered deathweapons" thing is kind of done to death now.
Finally, it was kind of a flash in the pan before dying out. People are hardly touching it now. Compare with how people are still playing MSX, DS, and Burt Lamb now.

Now that's an interesting choice. By the author's own admission, though, it's hardly in any comparable state. There's also that it only just recently broke away from Chronoteeth's dumbass claw grip, so it still needs a bit of time to become its own thing.

>> No.2788157

i guess that leaves only comfy doom then

>> No.2788158

Why is Sky May Be considered controversial?

>> No.2788160

Demonsteele won an award and it wasn't at a 1.0 release.

>> No.2788169
File: 2.41 MB, 2000x2000, Cyberdemon - The Great Crunch.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw working on a vaporwave/house/doom metal concept album

>> No.2788174


Comfy Doom is more mockaward material, and there's no way anything but Selfie Doom is going to get that.
Though it does leave Project Brutality

>> No.2788181

Romero is cool as shit for sticking around, but, you know, this community did kind of make him a millionaire (doom community, not the general)

>> No.2788184

even bypassing that project brutality is basically TOP KEK, it's an addon/fork of another mod
there's no way a fork would win over the base project
and the base project already won one

i agree with >>2788071 and >>2788081
the only really viable candidates are smooth doom and doomrla

>> No.2788185

a british nerd with an absurdist nonsequitor sense of humour and a penchant for doom hacking made a surrealist wad filled with references to relatively obscure 70s-90s british comedy shows, thus making it even more incomprehensible to americans, in particular to Linguica, in whose memory the wad stuck. so later when Linguica found himself in a position to write for the Something Awful front page feature "Cranky's Steve's reviews" of bad game levels, he wrote an article about his favourite weird Doom wad, and Something Awful's wide readership guaranteed that this wad became a meme.

>> No.2788190


>> No.2788193

You think this was a bad year for gameplay mods?
The only multiplayer thing that is legit good out there is Don't be a Bitch Remastered, besides this there are no multiplayer mods anymore.

Also, bear in mind something people, after 10 years, OMGWPNS, the original randomizer doom mod has been updated this year, so this thing has chances to get a spot in the gameplay mod awards. [>inb4 runner up because DoomRLA has more hype]

>> No.2788203


10 years? God damn.
Sounds like a shoe-in for Mordeth.
The only alternative I can think of is Skulldash, which has had seven years.

>> No.2788221

>Mordeth award

I think https://www.doomworld.com/vb/wads-mods/73820-prime-directive-v1-01-and-commentary-video/ ought to count, since it's an author's direct sequel to a wad he made TWELVE YEARS AGO.

kmxexii played it and liked it, and I wouldn't be surprised if he included it just as a way to get it mentioned. Assuming of course he doesn't give it a normal cacoward, which he might, actually.

>> No.2788236

the mordeth award is for more than just a long development time, that's boring

it's for a long and turbulent development time full of excess hype, failure to deliver, drama, setbacks, false dawns, etc.

>> No.2788243


So, Blade of Agony, then?

>> No.2788246

Thanks to the UT anon I reinstalled 99
I'd forgotten how much fun it is, even with bots
Making people bounce with flak secondary then blowing them up with primary is joy in it's purest form

>> No.2788247

Why is the thread full of pics of a non-retro game? Fuck off.

>> No.2788260

I swear this is the same prick as always, browsing the catalog for fresh new shitposting opportunities.

>> No.2788321

you'll know when you see him, trust me

he's so retardedly easy to detect a mile away you could say he literally stenches of autism and genuine keyboard warrior sweat

>> No.2788339


>> No.2788378
File: 79 KB, 640x480, Screenshot_Doom_20151110_193433.png [View same] [iqdb] [saucenao] [google] [report]

Got to the end of the first episode of the BD starter pack and ... died. Wasn't expecting these...

>> No.2788379
File: 279 KB, 732x792, SaXO02P.jpg [View same] [iqdb] [saucenao] [google] [report]

It shouldn't. Samsara was mentioned in the 2012 Cacowards but got an award proper in 2013.

>>2788193 is right, though, this year was a shit for both gameplay and multiplayer. 2015 was definitively the year of the mapwad--a whole ton of incredible projects and mapsets and PCs and TCs, not a whole lot of standalone multiplayer or gameplay stuff.
With any other community, this would probably be something to worry about. Hopefully we get some more unique stuff in 2016.

>> No.2788405
File: 80 KB, 640x480, Screenshot_Doom_20151110_225122.png [View same] [iqdb] [saucenao] [google] [report]

It seems the trick is to save the friendly marines from the start, to use as a distraction

>> No.2788410

Who are these demons and what do they do?

>> No.2788428

>Who are these demons
>what do they do
fuck my shit up

>> No.2788431
File: 30 KB, 252x239, 129979563851.png [View same] [iqdb] [saucenao] [google] [report]

>post yfw complex doom is the most buzzword multiplayer mod this year

>> No.2788447

I just learned that in unreal tournament 99, after loading multiple rockets, you can shoot them all together instead of in a horizontal formation
I thought that was only a UT2k4 thing
The ingame weapons menu didn't mention it

>> No.2788503
File: 400 KB, 488x519, DECAF IS FOR FAGGOTS.gif [View same] [iqdb] [saucenao] [google] [report]

I have a strong dislike for the lack of variety on Zandronum servers being played these days.

And I dislike Complex Doom.

>> No.2788521
File: 15 KB, 320x240, titlepic.png [View same] [iqdb] [saucenao] [google] [report]

I really miss this mod.

>> No.2788606

It's not hard to fight them alone. Keep using the computer screens to hide from their attacks (hide before they throw their projectiles so it can hit the screens, because it has splash damage and will hurt you if it hits the wall). The best tactic is to keep circle strafing them to the bottom of the room, then running to the portal's stairs and unloading your guns from there (you will have room to evade their projectiles easily from that position) And try to keep focus on killing one first, because the other will get pretty easy after his buddy is dead.

>> No.2788630


GMOTA doesn't deserve it this year. I've done fuck all with it.

Maybe next year

>> No.2788707

Didn't the guy who made map29 die shortly before the megawad's release?

>> No.2788710

So, i saw some Quake 3 Arena model ports for Quake live and i decided to do this http://www.moddb.com/games/open-arena/addons/ql-playermodels-ioquake3-oa(for OpenArena) and http://www.moddb.com/games/quake-iii-arena/addons/ql-playermodels-ioquake3 this for Quake 3.

I don't think its too much of a deal, they don't seem to care with the ones on the workshop afterall.

>> No.2788853

How the fuck do I play Blood with DOSBox without it looking and playing like shit?

>> No.2788891


Guess we know what killed him.

>> No.2788895

That's not exactly funny, anon.

>> No.2788906

doomrla 1.0

>> No.2788963
File: 2.08 MB, 360x270, 1439482912574.gif [View same] [iqdb] [saucenao] [google] [report]

>dabble through the directory of older versions of SLADE
>boot up the .exe

>it's a map editor
>they're all map editors and older versions of it
whoever manages that directory download page is a piece of the lowest shit

>> No.2789005

Name me some Doom-like FPS games.

I've played Blood, Rise of the triad, Heretic, Doom, DN3D, Serious Sam, Shadow Warrior, Quake, Painkiller, and I tried Hexen.

I got stuck on both Hexen 1 and 2 and quit because I'm fucking retarded.

>> No.2789007


not retro, but look into Ziggurat, it's pretty okay

>> No.2789009


I've played that too. It's pretty nice. Not bad, not extraordinarily good. It's okay.

>> No.2789010

i can't remember but i'm sure this has been covered, perhaps you could search an archive for "blood dosbox"? sorry i can't be more help

>> No.2789012

iirc slade was basically a rewrite of slumped with a map editor

>> No.2789015



>> No.2789050

rise of the triad 2013

>> No.2789067

man I've heard a lot of really non favorable shit about wrack

like, combos and ugly level design and ugly weapons and enemies and just shit in general

didn't bobby prince make the ost for it though??

>> No.2789087

>didn't bobby prince make the ost for it though??
yes actually

and mostly it was short and lacked a map

>> No.2789113

chex quest 1 2 3.

>> No.2789118

What draws the line on Doom-like? Would you not like Unreal, Half-Life, Turok, Deus Ex, System Shock, Wheel of Time, Strife, Shogo, AvP, Perfect Dark(N64), Armorines(N64)?

There's that doom clone Insomniac Games made before Spyro called Disruptor(PSX), apparently it's decent.

Play Doom64 if you haven't

>> No.2789139
File: 237 KB, 1280x720, Screenshot_Doom_20151111_041609.png [View same] [iqdb] [saucenao] [google] [report]

First online test of the grimdark mod went well. 3.0 seems to run it a lot better than 2.1.2 does, especially with lighting, so I guess I'll make the mod 3.0 compatible rather than 2.1.2 compatible.
Recently got a Super Shotgun/Rocket Launcher replacement, so all that leaves is the Chainsaw and Plasma Rifle/BFG9000. I still like anon's idea of having the Cell weapons be dark magic instead of crazy sci-fi shit, so the BFG will probably be something, like, a ripped-out monster skull that still holds powers.

Not too sure what to do with the Chainsaw, though. What would be reasonably low-tech enough to hack stuff up? My first impression would be a machete, but the Powerslave machete has been used to death.

>> No.2789160
File: 86 KB, 1920x1050, what_have_i_wrought.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2789216

>Play Doom64 if you haven't
ill just leave this here


>> No.2789240

a scythe. i've never heard of a doom weapon mod with a scythe.

>> No.2789247

Powerslave is one of my favourite games of all time.
See if you can get Powerslave EX.

>> No.2789253

>I got stuck on both Hexen 1 and 2 and quit because I'm fucking retarded.
To be fair, Hexen isn't exactly fantastically designed, maps aren't very fun, it's meant to be puzzle oriented by the puzzles aren't actually very good.

I haven't played 2 so I don't know how much this applies, but if you jump into Hexen 1 and expect Doom style gameplay in a medieval fantasy setting, you're barking up the wrong tree, the previous entry, Heretic, is MUCH more fun because it's so much like Doom in terms of action, maps aren't diffuse puzzle meandering and annoying combat.

>> No.2789275

>maps are ugly and bland as shit
>uninteresting combat
there you go

>> No.2789303

Wasn't my favorite, and it is ugly, Hexen looks MUCH nicer, but I think Heretic wins out because the combat is much more like Doom and thus more fun.

Heretic doesn't have me confused and bored for 20-30 minutes at a time between things actually happening.

>> No.2789330
File: 208 KB, 640x480, Screenshot_Heretic_20150814_210332_01.png [View same] [iqdb] [saucenao] [google] [report]

well, to be completely honest with you I actually used to enoy heretic a lot back in the day and played it relatively often

that is, up until the fifth or so episode in the original game because the burnout just arises at times playing for longer, like, the longer you play, the less interesting it becomes, but unlike doom, i never really tend to go back once i grow tired of it, or i need to leave it for way longer until i can stomach it again

it's kinda strange

but i like, really, really can't even see screenshots of it without my stomach turning anymore, i even tried playing Wrath of Cronos with OSJC's quake weapons and textures mod some time ago and not even then did the game stop feeling like shit for me

>> No.2789392

No luck yet. I'm getting fucking 30 fps in 1280x1024. What the fuck is going on?

Mouse movement is pure trash too.

>> No.2789398

Hexen would've been game of the decade if not for all the nonsense "puzzles". A few combat tweaks and better map design would've done wonders for it.

And don't get me wrong, puzzles are fine, they just didn't make sense in Hexen in a lot of cases. I loved that every nook and cranny in some levels had something interactive, valuable, or cool to look at, I hated backtracking to 6 different zones to figure out what that one fucking switch did

>> No.2789421

>don't get me wrong, puzzles are fine, they just didn't make sense in Hexen in a lot of cases. I loved that every nook and cranny in some levels had something interactive, valuable, or cool to look at, I hated backtracking to 6 different zones to figure out what that one fucking switch did

This is pretty much exactly how I feel, I really would have liked Hexen a lot of it wasn't cryptic as fuck for little reward, and if combat was just more fun.

This might be a controversial thing to say, but I feel the class system was detrimental to Hexen, at least for singleplayer.
They should have just had one base player character, maybe some kind of fighter/mage or whatever, that there's a things like magic swords and axes, and a mace as a starting melee weapon, but there's also magic wands and other artifacts for spellcasting.

Also cut out the centaurs completely, they were terribly unfun to fight and would always come in numbers.

>> No.2789426

I know in gaming this wasn't a popular concept at the time, but you could have stats and specialization trees, and choose between mage/war/holywar/hybrid

>> No.2789435


>> No.2789436

I kinda like that stuff when done in a way where it makes sense, or where it's rewarding, but that really wasn't something games did back then outside of straight roleplaying games. And even then not a lot of them did it.

>> No.2789640

Why is the quality for ZDoom Community Map Project - Take 2 so uneven? They've put some better animations in for NPCs but then leave the pistol and shotgun alone. Like WTF?

>> No.2789831
File: 83 KB, 913x668, 1447263232602.png [View same] [iqdb] [saucenao] [google] [report]

found on /v/

>> No.2789839

heh pretty accurate. slight frown but otherwise serene and placid

>> No.2789889

I got a difficult DECORATE problem for a wad made for Zandronum access.

I have a new A.I monster that plays an animation when chasing a target. However, if the target is killed (only player targets, not infighting) it will only play part of the animation, not the whole animation because it needs a target to be alive to finish it.
I can fix this easily if "Spawn:" would play the other half of the animation, but I want the initial "Spawn:" on map NOT to play this, even just once.

My question is, can I change what STATE a monster enters when it has no targets left instead of default spawn?

>> No.2789914

If defined,a monster enters the Idle state when it runs out of targets
Hope this helps

>> No.2790003


how do you define it?

>> No.2790013

Like any other actor state

>> No.2790025


I don't understand, there's no state control for out of targets

>> No.2790035

The monster will automatically jump to the Idle state when it runs out of targets

>> No.2790041


I understand, but I needed to know if I can change this to a state of my choice

>> No.2790225

>started playing Kama Sutra
>somehow managed to make it to map 07 on ultraviolence with pistol starts
>shit is starting to get hard

At what point do I need to start worrying, guys?

>> No.2790230

never let a mapset worry you.

>> No.2790425


Wrath of Cronos

>I missed this

>> No.2790427

Meant to link >>2789139

Had a lot of fun with the last version.

>> No.2790432


> What would be reasonably low-tech enough to hack stuff up?
Fire Axe.

>> No.2790442

there's little reason not to just use Basilisk II and run the original binaries emulated AFAIK, but the last time I bothered playing the Marathon games, I still had a machine running XP
also, you can use the map editor this way

>> No.2790462

Man, I'm playing through Doom 2 and MAP29 is kicking my ass. I always do just fine until the goddamn Cyberdemon. Those Revenents always snipe me.

>> No.2790527

Going for a UV Max run?
You could just zip by to the exit without even fighting if you aren't interested in it.

>> No.2790562

It's not really hacking stuff up, but what about a hammer drill, normally used for construction work?

>> No.2790612
File: 1.14 MB, 1600x900, Screenshot_Doom_20151111_223135.png [View same] [iqdb] [saucenao] [google] [report]

Some Doomguys just want to watch the world burn.
With a healthy dose of plasma for demon dinner.

>> No.2790710 [DELETED] 
File: 672 B, 96x81, YVMSE0.png [View same] [iqdb] [saucenao] [google] [report]

Decided to work on Doom Throne again. I learned a lot since my last update.


>Minigunner implemented. A fat slob capable of suppressing fire from afar and shredding foes up-close.
>Chick implemented. A fast, cunning enemy armed with an assault rifle.
>Monster implemented. Essentially a Pinky reskin capable of mild knockback.
>Learned some SNDSEQ. Elevator doors now have sound.
>Learned some DECORATE. Projectiles now spawn from a proper place from the enemy sprite.
>Enemy health reduced in general to fit more with their Gun Godz counterpart.
>Projectiles tweaked in general. Damage, speed and hit radius mostly.
>Learned how to add proper decorations.
>Adapted Gun Godz sky nicely to Doom.
>Learned how to do level scripts.

To do:
-Implement Y.V as a boss.
-Design a rocket for the Jock.
-Fix a couple of the level's graphical bugs.
-Learn how to code weapons.
-Learn Feng Shui and proper interior design.
-Port the rest of the powerups.

>> No.2790712
File: 672 B, 96x81, YVMSE0.png [View same] [iqdb] [saucenao] [google] [report]

Decided to work on Doom Throne again. I learned a lot since my last update.


>Minigunner implemented. A fat slob capable of suppressing fire from afar and shredding foes up-close.
>Chick implemented. A fast, cunning enemy armed with an assault rifle.
>Monster implemented. Essentially a Pinky reskin capable of mild knockback.
>Learned some SNDSEQ. Elevator doors now have sound.
>Learned some DECORATE. Projectiles now spawn from a proper place from the enemy sprite.
>Enemy health reduced in general to fit more with their Gun Godz counterpart.
>Projectiles tweaked in general. Damage, speed and hit radius mostly.
>Learned how to add proper decorations.
>Adapted Gun Godz sky nicely to Doom.
>Learned how to do level scripts.

To do:
-Implement Y.V as a boss.
-Design a rocket for the Jock.
-Fix a couple of the level's graphical bugs.
-Learn how to code weapons.
-Learn Feng Shui and proper interior design.
-Port the rest of the powerups.

>> No.2790770

map08 is the first ksutra map i was unable to pistol start. i've successfully pistol start 100%ed ksutra 1-7, 9, 12-16, and 18, but none of the rest.

>> No.2790796 [DELETED] 
File: 74 KB, 640x480, The city of the damned.jpg [View same] [iqdb] [saucenao] [google] [report]

Streaming 12 day late spooky mod called city of the damned for doom II.

Also got much better internet so hopefully it'll be tolerable to watch.


>> No.2790815

revenants? that's odd. it took a fair few plays of that map for me to even realise there were revenants up there in the cages, they usually get into a fight with the mancubi and lose while i'm still at the start of the map.

>> No.2790873


I keep getting stuttering and "an unexpected error occurred while playing this video".
RIP fun.

>> No.2791114

What's the best free camera tool for recording 60fps ingame progress? (+ sound)

I've got FRAPS, but I can't get rid of the watermark (free)

>> No.2791148

You won't get more on anything higher than 1024x768, renderer pretty much says "fuk dis shit, im out" and becomes a slug fest.

Best bet - play in windowed 800x600, or 640x480 with double pixel scaling.

>> No.2791151
File: 100 KB, 640x480, Chasm_sarcophagus.png [View same] [iqdb] [saucenao] [google] [report]

Wrack is extremely generic, uninteresting in any aspect

Play Unreal and maybe if you're not averse to some modern day components and exactly one frustrating stealth mission - Return to Castle Wolfenstein.

Another good retro game that often gets forgotten - Chasm: The Rift. It's pretty much something between DooM and Quake, but with more interactivity (breakable stuff, enemy dismemberment).

Dark Forces series, starting from first first, and , albeit not retro: Jedi Outcast and Jedi Academy

>> No.2791158

Ty's passing?
Did i miss sonething?
Goddamnit 2015!

>> No.2791162

>chasm: the rift
if there's a retro game more deserving of the "overlooked gem" title it would be either this or Doom 64

fun fact: this game runs on a heavily modified version of the wolfenstein 3d engine

no, I'm not shitting you

>> No.2791174

He had a brain aneurysm or something this summer. He had been missing for a while too.

>> No.2791179
File: 261 KB, 1280x720, Screenshot_Doom_20151113_001025.png [View same] [iqdb] [saucenao] [google] [report]

Just finished Mordeth Episode 1, and gameplay-wise it just felt like I was playing the same map 6 times over with slightly different monsters each time. Repetitive cramped brown buildings, outside is a slime river with bridges over it or a swamp with cobblestone walls and vines, "that one dark corridor lit by flashing torches", so many crate rooms, and that well secret was used 3 different times.

The only real part that felt different was the final area of map06, with the tunnels and rocky landscape.

>> No.2791198
File: 199 KB, 320x480, VolcUnr.png [View same] [iqdb] [saucenao] [google] [report]

Wait a second, this Volcano weapon...
The resemblance is uncanny.

>> No.2791219

No, I'm playing on HMP. Maybe I should just zip by to the exit haha I'm not going for max kills or secrets anyway.

>> No.2791220

totally unrelated and non intended, but I could easily mistake the laser rifle from jedi outcast for these two anytime

>> No.2791225

I'm playing on HMP so there's no Mancubi up there. What ends up happening is you are sniped constantly from them and it gets really annoying.

>> No.2791228

I know the 32X version of Doom is supposed to be shit, but how do I switch weapons? I was forced to fire off the few rockets I found to swap back to the chaingun because it'd have been dangerous otherwise.

Also the rockets fly out backwards, how silly is that?
Btw I somehow locked myself out of stroby computer tunnels in E1M2, I stepped in and out of the doorway after having opened it, at which point the doorway slammed shut and couldn't be opened again.
This is unique to this port right? This dumb shit?

>> No.2791240

I'll have to give that map a go to truly see how shit it is. MAP06 was so bad it made me quit my DRLA run, and supposedly it's made by the same dude. Here goes

>> No.2791302

that thing looks like a mancubus

>> No.2791308
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]


2015 has been a shitty year. I'm just glad it's nearly over.

I hope 2016 is better

>> No.2791584


>> No.2791665

Mordeth was a pretty big development at the time it was released. Just imagine playing it in late 90's.

>> No.2791686

>Mockaward: Selfie Doom

Why people still nominate Mockawards? I don't remember a legitimate jokewad being on that list since 2008. I'm tired of seeing lazy game mods instead of actual maps. Doom community is really in a regression in these days.

>> No.2791689
File: 547 KB, 1920x1080, Screenshot_Doom_20151112_194239.png [View same] [iqdb] [saucenao] [google] [report]


First Spellcross DOOM video
I would make a webm... but sound is a factor too (at least here)

The video isn't flawless quality, I had quite a few render troubles with it, but its just a glimpse of what's coming.

The project is now a MONSTER PACK instead of a series of maps. I love DOOM, I love Spellcross... but I can't do this for a year, I need to work on more important projects, I'm a bit out of place right now and need to fix things.

>> No.2791694

omgwpns isn't really worthy of Mordeth as it was abandoned like in 2005 [as in when v3 was released]. It just happened to get picked back because the author [deathz0r] was doing another mod called Endless Survival which used omgwpns as a base, and while doing that he updated the mod and thus we got omgwpns update with more stuff.

Now skulldash, that is worth 10 mordeths.

>> No.2791706

>a legitimate jokewad
psst... "legitimate jokewads" are all desperately unfunny garbage

>> No.2791707

>legitimate jokewad


>> No.2791721

yes mordeth is technically impressive. it's like a well-featured Boom wad. the stuff it does is relatively mundane by zdoom standards but consider: it was released nearly a year before anyone outside of id had even seen the source code. i'm amazed how much he managed to figure out and hack up without any kind of code reference.

>> No.2791727

yes exactly this is what i was saying here >>2788236

i have a map i started in 2002. i could finish it off -- that'll be one mordeth award, please.

there has to be more to it than that

>> No.2791769


I see the point you're trying to make, and raise you the 1994 Community Tune-Up Project as a counterpoint.

>> No.2791827
File: 40 KB, 355x417, 1446950105622.jpg [View same] [iqdb] [saucenao] [google] [report]

how do you organise your wads?

>> No.2791840

I put em all into a folder. Kind of messy but it's fine for me since I don't have too many wads.

>> No.2791847

all stuff in one doom folder
ports in individual folders inside doom folder
iwads in separate iwad folder, pwads all lumped in one pwad folder
>cd doom\port
>port -iwad ..\iwads\doom2.wad -file ..\pwads\fuck.wad
no need for any babby gui frontend nonsense

>> No.2791872

On my stomach, desk, boxer, tissue, towel, drapes, chair etc.

I'm not so picky.

>> No.2791874


dont you mean

>> No.2791887


>> No.2791893 [DELETED] 

youre pathetically shit at the game. typical trait among doom babies.

>> No.2791934

>Doom community is really in a regression in these days
What, because Jokewads, a type of .wad which historically has ALWAYS been deficient, has been deficient this year too?

I can't think of a full 10 great jokewads EVER since the dawn of Doom modding.

>> No.2791950

Depends on how tightly or loosely you define jokewad. Is 50 Shades of Graytall a jokewad orit disqualified by having competent level design? Basically, can a jokewad have serious gameplay around a jokey concept or does the entire thing have to be a joke?

>> No.2791964
File: 1.13 MB, 3264x2448, IMG_6587.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2791967

I was gunning for fractal doom back in 2013 but the extreme weapons joke mod won instead.

Then I was hoping it would be updated and thus eligible for nomination this year again, but that didn't happen.

Selfie Doom deserves the title anyway, since it is hilarious, quite impressive, and was insanely popular.

>> No.2791985

50shades just shows wads can't get pigeonholed.

it's one of those frequent "map under a restriction" wads -- eternal's 2x2 texture series being the nearest equivalent, but instead of carefully chosen pairs of textures we get a silly suggestion being taken as far as possible.

so it started as a joke but was taken seriously by skilled mappers looking for a challenge.

>> No.2791991

very loosely into categories spread across too many different directories on several different filesystems. but i can always remember where i stashed a given wad. organised clutter.

>> No.2792017

I categorise my Maps folder like this:
>maps (1-2)
>mapsets (3-16)
>mapsets (17+)
And I also have a Mods folder

All wads/mods are in their own folders within these.

>> No.2792048

>only maps can be jokewads

But most joke maps tended to just be shitty level design but with the twist that it was on purpose. That was never funny to begin with.

>> No.2792072

>all files in one folder
>make separate, but same gzdoom folders
>clone iwads & main ini files
>input mods/maps in those files
>input data of items in ini
>rename gzdoom file
>delete when played out

>> No.2792112

I organize them into two main folders, one for gameplay/monster mods and the other for maps. In these main folders I have a folder for Vanilla/Boom compatible wads, a folder for GZdoom wads, a folder for Ultimate Doom specific wads, and a folder for Final Doom specific wads. Zdoom wads just sit in the main folders themselves, and complicated wads that use a lot of files have their own folders in the categories they fit in.

>> No.2792127

What do you mean? Level editors and DeHackEd were already around, source code be damned. I don't really see what's so technically impressive that Mordeth did.

>> No.2792203



and then each wad inside a folder of its name, inside the relevant folder listed here. I use Zdoom Launcher to play

>> No.2792271

Kinda wish PrBoom+ and Eternity allowed for Chocolate/Crispy styled resolution options. I know that PrBoom+ has screen multiplier options, but the status bar and text always appears distorted on 320x240 and 640x480 resolutions. Looks fine on 320x200 and 640x400 resolutions, but the engine doesn't correct the aspect ratio like Chocolate/Crispy do.

>> No.2792354
File: 266 KB, 1280x720, Screenshot_Doom_20151113_135548.png [View same] [iqdb] [saucenao] [google] [report]

I hate when this happens.

>> No.2792451
File: 484 KB, 1366x768, Screenshot_Doom_t-maya.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2792474

How does that even happen?

>> No.2792540

The shotgun just launches into the air at the exact angle that lets it land up there out of reach, it happens every so often on various maps and is upsetting if you're a person that goes out of their way to clean up zombie pickups.

>> No.2792545

objects spawn with an upward impulse.

>> No.2792553

Just found this. Apparently, Episode 1's setting IRL is slowly collapsing: http://www.innovations-report.com/html/reports/physics-astronomy/mars-moon-phobos-is-slowly-falling-apart.html

This doesn't happen in vanilla Doom.
In ZDoom and derived source ports, this can be fixed by setting the cvar compat_notossdrops to "true"

>> No.2792565

Isn't it more likely that the zombie was on the ledge and when it was killed it was thrown forward off the ledge, leaving the shotgun behind...

>> No.2792575

I wish I knew this wasn't a vanilla effect sooner.. Thanks.

As the person that took the picture, no. the shotgunguy was wandering around on the floor.

>> No.2792576

Most of the people I meet on zandronum seem to be autistic, or admit that they are. Is it safe to say most of the zandronum player base is autistic?

>> No.2792590

Ah, thats a zdoom thing. Never liked that.

>> No.2792654


Playerbases of multiplayer games are almost always filled with dumbasses, so this isn't really surprising.

>> No.2792687
File: 33 KB, 843x474, bullshit graph.jpg [View same] [iqdb] [saucenao] [google] [report]

"Autism" can encompass a wide range of different neurodevelopmental disorders and can be difficult to accurately pinpoint or diagnosis.

Some people are just extremely introverted, socially awkward, or perhaps just eccentric, but not necessarily have an autism spectrum disorder.

>> No.2792827

tnc 487

>> No.2792872


such a gorgeous wad

>> No.2792882

If you're already playing on ZDoom, you might as well jump and see if you can grab it from the ledge, like a midget trying to reach the top shelf.

>> No.2792909

I don't use jump, mouselook or crouch when I'm going through a non-zdoom wad for the first time.

>> No.2792919

then, if i may ask, why use zdoom at all? if you're not going to use all those newschool features what does zdoom offer over a demo-compatible Doom engine?

>> No.2792949

Not him, but some people like to just stick to just one engine. (G)Zdoom is the easiest port for doing this, since most wads and mods will work out of the box.

>> No.2792953

Easy to change settings, and without needing to use a commandline/restart the game. User friendliness and flexibility, pretty much. Also I haven't really had a need to focus on demo-related stuff.

>> No.2792958

fair enough. zdoom's menu system is pretty good i agree.

>> No.2792993

I do because I got shaped by Half-Life, but if I play Vanilla mapsets I refrain from going places where I shouldn't, shooting switches I'm not supposed to reach yet, breaking sequence.

That said, I'll use it to maneuver myself around the environment, fighting (shooting at fliers, aiming shots manually, I hate autoaim), ducking behind cover, etc. Or in situations just like these, I'll use it to grab the item from the ledge.

>> No.2793113

Single Levels
Gameplay Wads
Source Ports

>> No.2793297
File: 10 KB, 220x415, pic.png [View same] [iqdb] [saucenao] [google] [report]

hacky as all shit but gets the work done quite easily, even moreso with ZDL

nevermind ZDE though, it's p. shit btw

>> No.2793362


>Swift Death

Is it really from 2015? If so, it might be another shoo-in

>> No.2793367

first beta release was october 2014 and the final version released on idgames today.

>> No.2793379

>Doom 64 adds visual recoil and pushback to most weapons
>BFG still remains untouched for some reason, making it look stiffer than ever in comparison to the fucking shotgun which feels like sex by comparison

this will never not bother me

>> No.2793472

How do I turn on fast monsters in Doom 2?

>> No.2793505

depends which engine
in vanilla you have to start the game with -fast on the command line
in boom and prboom you can do the same or there is a cheat code tntfast to toggle it

>> No.2793550
File: 72 KB, 1024x768, Screenshot_Doom_20151113_143051.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2793567

if you have a 6 button controller, use X/Y
if you have a 3 button controller, life is awful and you need to press A+Start
most 32X games benefit heavily from a 6-button pad

AFAIK, there's no inescapable places in Doom 32X that aren't in the PC version, but I could be wrong, there could be a bug.

>Also the rockets fly out backwards, how silly is that?
shit's rushed as fuck, also Doom 32X doesn't have multiple facing sprites due to cart size limitations, all sprites just face the player

>> No.2793575
File: 139 KB, 960x600, rgaderp.jpg [View same] [iqdb] [saucenao] [google] [report]

I think I did it.

I made rather generic arms even dumber.

What next?

>> No.2793658

make them fire dogs

>> No.2793661

I figured it out eventually.
It's a pretty deficient port.

I mean, it runs, but god, the music sounds like ass, and it didn't even have to.
And yeah, no sprite rotations, so monsters always face you, even when walking left or right, looks hysterical when an imp is shuffling back and forth, sideways.
I also had pinkies frequently moonwalk away from me.

Also, it's not like in SNES Doom where the monsters always see you no matter what angle, they still have a direction in 32X Doom, so sometimes you'll walk into a monster who's facing you, but not actually.
Teleporters are cut away a bunch, and make the shotgun cocking noise for some reason. The enemy teleport trap in E1M9 is replaced with a monster closet, that's fucking embarrassing.

At least it was short. All of E1 is in there though, I guess that's what most people remember, due to shareware, so they put that in. It was still Doom, so it was still kinda fun, it was just inferior Doom, so it was kinda inferior fun.

>> No.2793665

I noticed a pretty glaring HOM or other error in E2M2, like there was a fuckup when the map was edited down for the port, ceiling lights and rubber floor mat stretching out into the distance, like the GZDoom horizon linedef effect except not on purpose.

This was a stack of crates and a wall behind it too so imps could clearly be seen walking behind/through it.

>> No.2793702

Bird launcher

>> No.2793723


>gameplay mods

Well, theres DRLA.


Anon. You have been decided as director of combat for DOOM 4. How would you handle newer players, and how would you subtly introduce the player to Infighting and Circlestrafing, without breaking the flow of gameplay. It must be in tutorial-without-the-tutorial bits. AE: a monster or situation where the player cannot directly assault an enemy, or has enemys guarding something they need, but cannot shoot clearly at target to do it, thus making the infighting mandatory.

>> No.2793805

Playing through TNT and enjoying myself until MAP08. God, that map is fucking awful. What's the point of those titanic fucking rooms? Are they compensating for something? What's the point of like a 2 mile room if it's just populated by a few chaingunners and imps?

>> No.2793814

"because we can", perhaps. regardless, it was the early days of Doom mapping and the product was not as refined as that we enjoy today.

fwiw map09 is a lot better.

>> No.2793820

Oh for sure, MAP09 is tons more enjoyable. I should've rewritten that because it sounds like I never played TNT before. I guess I never thought some of these maps were that bad until I played higher quality maps.

>> No.2793861
File: 208 KB, 436x337, yeah but.png [View same] [iqdb] [saucenao] [google] [report]

would hell knights and barons be considered furbait?

>> No.2793864

post when your done please

>> No.2793869



>> No.2793919

Still waiting on a SMT Strange Journey doom mod

>> No.2793935
File: 478 KB, 485x600, 1415507621858.gif [View same] [iqdb] [saucenao] [google] [report]

could anyone here please reupload a link for steamboatimpy?

>> No.2793952
File: 32 KB, 768x511, Wutz gud, niggAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]

What was that mod that had a HUD face where doom guy was bald?

>> No.2793959

Zharkov goes to the store?

>> No.2793964

Yes, that's the one. Thanks

>> No.2793996

>Well, theres DRLA.
from 2013
also got a mention last year

i love drla but i will be genuinely surprised if it gets anything

>> No.2794035

Yeah. IMO, map08, 22, and 24 are bad levels. Some people dislike map07 too, though I personally enjoy it. Rest of TNT is good, though.

>> No.2794414


Technically it was just released this year. All versions prior to 1.0 are alphas/betas in the sense of retail's definition.

>> No.2794425

Demonsteele won a Cacoward with it's version in the v0.70s, people need to stop bringing up version numbers like it's relevant

>> No.2794429

Ah, the season when people discuss the Cacowards like they are actually meaningful and not just the opinions of a small circlejerk.

It's the most wonderful tiime of the year~~~

>> No.2794447


As much as people like to present them as not, they are.
They're a readily available list of quality releases that happened that year, archived on wikis, spread across mainstream news sites, and more.

Sorry, you'll come to accept it.

>> No.2794482


>> No.2794501
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]

So. hey.

It's not done, but would you guys be interested in running the current version of Combined_Arms? There's still no unique HUD and the Particle Smasher still needs the scattering flames when you shoot ceilings, and the push beam when you shoot the floor needs a range reduction and some snazzier effects, but I'd like to share SOMETHING with you guys, it's been so long.

>> No.2794520

both of you are right.

the cacowards winners are nominated by doomworld forums posters over the year, but indeed decided by a small panel of self appointed experts, with, it must be said, strong links to the doomworld/btsx/doomtwid cabal.

yet they _become_ a readily available list of quality releases of the year and archived on wikis etc. because that's how a majority of the community interprets and publicizes them.

i think one can take the cacowards in good faith as a list of recommended wads for the year, as long as one remembers the awards are just the opinions of a few, and to carry on looking for other wads they might have missed.

i think more community groups should do their own "awards" / recommended wads lists to present alternative viewpoints. /vr/ has had two "best wads of year so far" lists (July 2013 and October 2014 iirc), the golden boners (March 2015), and of course the stickied SYWTPSFD infographic (not sure of date).

it would be interesting also if zdoom.org and zandronum communities did their own awards.

>> No.2794535
File: 383 KB, 1280x720, Screenshot_Doom_20151114_000423.png [View same] [iqdb] [saucenao] [google] [report]

Hi. I'm an anon who works on gameplay mods, usually in secret, because I don't want to disappoint anyone as I have a tendency to never finish anything.

But wanted you to know there are other anons who desire a Shin Megami Tensei themed WAD.

Here is a Jakyou Manor fusion room.
The idea was to have some new gameplay features, like writing a COMP "weapon" in DECORATE that could turn foes into MBF-style friendlies. Then a Demon Summoning Program in ACS that could allow you to store those friendlies as CustomInventory items. In this room here, a prompt where you could take multiple inventory demons and fuse them, e.g. fusing an Arch-Vile and a Hell Knight would create a Diabloist, etc.

I even went to the extent of ripping all of the graphics from the PSX version of SMT I, but was hard to make them look good as few are seamless, and would take lots of editing work. The doors looked good but I can't into polyobjects for some reason, so they don't slide like in the game.

I might get back to it at some point, but if someone else wants to take these ideas, I wouldn't mind. In fact, I'd be thrilled.

>> No.2794571

yes but that's a conspiracy CARNspiracy?? because terminus doominati inside job inveigle etc

honestly, zandronum's awards would be not much different from the existing multiplayer awards. all of the different clans biting at each other's heels would make things much more interesting, though.
zdoom awards would be interesting if only to encourage the stagnant mapping scene

>> No.2794573

Only thing I dislike about Cacowards is that they put runnerups in the sidebar, rather than putting them in other awards page or giving them a page of their own if theres enough (2013 iirc had 5 runnerups).

>> No.2794574

2014 had 7 runnerups.

>> No.2794580

Since the final version came in 2015, and it didn't win an award already, it might be eligible.

>> No.2794658

Any particularly amusing wads you guys recommend? Looking for something with crazy weapons, enemies, audio, etc, just silliness.

>> No.2794745

Russian Overkill is pretty silly with how it makes any slaughterwad into Johan Romerovich's bitch

>> No.2794772

also "zharkov goes to the store"

>> No.2794793

Fractal Doom.

>> No.2794841


>> No.2794860

Is there a texture pack that contains upside down versions of the original textures so I don't have to do this shit myself?

>> No.2794880



>> No.2796351

Hey yooo

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