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2794875 No.2794875 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2782596
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/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.2794876


[11-13] The /newstuff Chronicles #487

[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.2794882

>the metal plate rig in his crotch section is colored the same as his skin

>> No.2794886

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.2794898

I wonder if there's any development for that hentai doom

>> No.2794928


>> No.2794938

I've been away for a while. What does BD's Starter Pack include anyway?

>> No.2794972

Any recommendations for funny wads?

>> No.2794981


A mapset made with BD in mind. Not bad at all in all honesty.

>> No.2794982
File: 195 KB, 1024x660, lizard_warrior_by_brollonks-d4ng6k4.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any old fps' with scifi/evolved reptile enemies? I'd like to reuse the sprites without having to make one from scratch.

>> No.2794984



>> No.2794995

Are these threads compatible with Smooth Doom?

>> No.2795080

>Not bad at all in all honesty.

I really didn't like it. The stolen Freedoom maps really stand in stark contrast with the ZDoom-designed maps, and not in a good way.
Not to mention the maps themselves seemed bloated with unnecessary shit that was there simply for the sake of being there, and really bogged down the experience. That fucking constant klaxon on map01 is a perfect example.

The bloated filesize is just the icing on the metaphorical cake.

>> No.2795084
File: 33 KB, 106x166, aaaaaaaaaaaAAAAAAAAAAAAAAaaaaaaaaaaaaaaAAAAAAAAAAAAAAaaaaaaaaaaaaAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.2795123

Hopefully this is the correct place to ask, but someone had a uh... lewd doom I saw before and it looked pretty great. Anyone able to fill me in on what that is about, or provide links please? Much obliged.

>> No.2795129
File: 1.32 MB, 1366x768, Screenshot_Doom_20151110_000050.png [View same] [iqdb] [saucenao] [google] [report]

anybody got a playthrough for 32 inch nails MAP01? i'm stuck.

>> No.2795132

Am I meant to do a Zharkov attack when I press "use item" with fists selected?

>> No.2795142

there are many "lewd doom"s.
you probably want:
otherwise you want:

>> No.2795147

damn it, man, i could have put this in the news post!!

>> No.2795149



>> No.2795151


>> No.2795157

but smooth doom is actually good

>> No.2795210

Doesn't the redone sprite set for Freedoom include some reptilian creatures?

>> No.2795224

yes. although some of them were removed again.

commit 646238e2562885e74f3fd4f7a36b9e9270675b93
Date: 2015-09-29 05:17:53 -0700

Revert "sprites: new reptillian powerups"

These were poorly received by the community.

>> No.2795246

pretty good so far.
- the axe is very strong, i killed a baron without taking any damage.
- i assume the pistol is meant to have infinite ammo?
- the shotgun sounds as powerful as doom's ssg or even more but appears no stronger than doom's shotgun => thus seems underpowered
- the plasma ssg is way strong - can three-shot a baron - but ammo is short. i suppose you need the chaingun to synergise with it but that is not always available.
- the chaingun itself is very strong though.
- fast firing rockets are nice but their inaccuracy is unfortunate. the spitty ball altfire thing is funny though.
- yet to work out the best way to use the charge-up gun. you can 't hold the button down and spray like i'm used to doing with the original plasma gun.
- no bfg on the level i was testing on, can't comment on that yet.

so yeah it's not too overpowered, i need to carry on and work out which weapons are best at which situations because the balance has all changed from what i'm used to.

>> No.2795267
File: 429 KB, 1366x768, Screenshot_Doom_t-maya.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2795274

does anybody know how to set keybinds for custom messages in zandronum?

>> No.2795281

Bind [key] "say [text]"

>> No.2795282

in the console

bind f "say blahblah"

something like that i think


>> No.2795291


thank you

>> No.2795298

Not that I know of, I guess you'll just have to do it yourself.

>> No.2795304
File: 231 KB, 1024x768, dm3_artwork2.jpg [View same] [iqdb] [saucenao] [google] [report]

But it always was.

>> No.2795325

I misrembered then I guess

could've sworn it was colored silver but I doubled checked the sprites and the color was the same as his skin there too, huh

>> No.2795340

heh i think if it were silver then "the cyberdemon wears metal briefs" would be a meme to rival "the revenant wears pants"

>> No.2795352

I'm surprised "the cyberdemon wears a corset" didn't become a meme

>> No.2795387

H doom it is. Not sure if I can play it, because well... sexing up DooM seems a bit awkward. Spriting seems top notch at least. Thanks friend Anon.

>> No.2795435


it now says "unknown command" every time i use it in testing. am i doing something wrong?

>> No.2795449


Probably. Write out the bind you used, please?

>> No.2795453


i should also mention that i'm writing straight in the ini under "[doom.bindings]", because i can't remember every color code.

>> No.2795460


You appear to have completely ignored the suggestions they gave you.

Put say after the = and before the \ch

>> No.2795471

And the quotation marks on the ends, i did that & it still says, unknown command:"say [this]".

>> No.2795492

ok, upon further testing, i found out i written it out the format wrong. thanks for putting up with me

>> No.2795550


>> No.2795561

My immediate answer is no.

>> No.2795565


Hah hah hah no.

>> No.2795574
File: 35 KB, 366x488, george-marks-man-in-suit-smoking-pipe.jpg [View same] [iqdb] [saucenao] [google] [report]

>What I like about Doom Retro is that it does not add features to Doom but rather redefines Doom.

>> No.2795584


>> No.2795597

Sounds like one of those shitty gaming jornalism sites shilling some crappy game

>> No.2795609

Anyone got a link to download No Rest for The Living?

>> No.2795642

i think it's in the iwads zip linked in the faq

>> No.2795650

What in the actual fuck.

>> No.2795657

That's the first place I checked, It's not there.

>> No.2795665

hmm you are right. i could have sworn NERVE.WAD was in there. sorry.

>> No.2795668
File: 277 KB, 1366x768, Screenshot_Doom_t-maya.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2795672

i can only think he means instead of gracefully extending doom with new features whilst remaining compatible he prefers compatibility to be thrown out the window in favour of shiny bells and whistles that are active by default? i honestly don't know

>> No.2795681

at a guess you're just meant to die there? like the e1m8 ending.

>> No.2795694
File: 85 KB, 600x893, escape from doomworld.jpg [View same] [iqdb] [saucenao] [google] [report]

That's so obviously the author of Doom Retro trying to plug his mediocre and pointless sourceport.

Maybe if you made it as a Decorate mod for ZDoom ports, or a fork of PrBoom if you absolutely HAVE to make your own sourceport.

>> No.2795732
File: 1.85 MB, 360x240, Harry_Potter_and_the_Vietnamese_Crystal.gif [View same] [iqdb] [saucenao] [google] [report]

anyone got a link to the PlayStation/N64 sounds and music uploaded by some anon long ago?

have a gif in return

>> No.2795740

*Doom 64 music

>> No.2795763

The closest creature to that one in your picture is the alien from Redneck Rampage - it's face isn't terribly lizard-like but it's skin texture kind of is at least.


>> No.2795775


This dude is SO getting his cyber ass whooped

>> No.2795809

>Maybe if you made it as a Decorate mod for ZDoom ports, or a fork of PrBoom if you absolutely HAVE to make your own sourceport.
as a student of the prboom (especially prboom-plus) code base i am not surprised at all that people choose to fork chocolate doom instead.

it is a patchwork quilt code base hacked on by a dozen different people over a period of years. it is very messy and has never been cleaned up. you don't just need to know C to read it, you also need to have a working knowledge of 10+ years of engine and demo debugging to understand the various emulations of undefined behaviour added as demo sync fixes.

>> No.2795817
File: 36 KB, 600x450, backface.jpg [View same] [iqdb] [saucenao] [google] [report]

>look over Steam library

>look over GOG library

Play some more Doom.

>> No.2795818


Okay, you got me and I chuckled. 8/10

>> No.2795826





This mod ain't ready yet, but soon.


Thank you for the feedback, once I get home from work I'll sit down and see what I can do about tweaking this stuff.

>> No.2795892
File: 16 KB, 231x75, nukeptyle2_by_raymoohawk-d98b3hh.png [View same] [iqdb] [saucenao] [google] [report]

This thing? It's not finished yet as far as I know

>> No.2796050
File: 936 KB, 320x240, hexen 2 crusader dodge.gif [View same] [iqdb] [saucenao] [google] [report]

How come people were so amazed by enemies being able to dodge bullets by crouching in Quake 2 when Hexen 2 already did it before?

>> No.2796085

cause hexen 2 wasnt popular

>> No.2796115

I don't like raymoohawk's spritework at all
am I the only one?

>> No.2796160

>am I the only one?

>> No.2796179

this, people are only amazed by a cool new thing if it's actually popular enough for them to see it
for example, people getting blown away by a game like bioshock

>> No.2796210
File: 867 KB, 320x240, hexen 2 magic missiles.gif [View same] [iqdb] [saucenao] [google] [report]

Well that's just sad. What if there was some other game with technological marvel that was ignored due to it not being popular?

>> No.2796247
File: 10 KB, 81x92, reptilewalkgif_zpshjejs9gv.gif [View same] [iqdb] [saucenao] [google] [report]

That's really good, is this reptile being pulled from Freedoom entirely? I hope not.. If it is, I guess I'll have to ask Raymoohawk if it's okay to use the sprites, and if there's any more.

Doesn't really fit what I was going for, but it does work for something else, so thanks, really.

>> No.2796251

that weapon always seemed so fucking creepy to me in a way

>> No.2796263

Those guys ducked basically every single time you threw something at them, it was annoying as hell for me, they might as well just be midgets.

>> No.2796273

>is this reptile being pulled from Freedoom entirely?

No. He's still working on that big reptile(It will replace the baron of hell think). The ones that were removed where some powerups that looked like smaller, fatter lizards.

>> No.2796279

I like how VGA says port vs port discussions aren't useful, and then proceeds to participate anyway.

>> No.2796286
File: 223 KB, 1366x768, Screenshot_Doom_rc-dc.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2796320

Oh sweet, looking forward to it, then.

>> No.2796340

Map 01 - 04 has some changes

Still working on Map05, the layout is finished all i need to do is re-texture some areas


>> No.2796364

any good vanilla wads in development?

it seems like the new cool thing is either -complevel 9 or heavy dehacked usage, not a fan of either to be honest

>> No.2796369

is doom retro demo compatible?

no? there's your answer

>> No.2796382


I his spriting skills are excellent, but I really don't like his ideas for monsters.
Its all a bit too snake/reptile like for me.

And because of that they're losing the whole Demon/Hell feel.

Again his spriting skills are excellent, but he lacks good ideas for a horror game.

>> No.2796386

How does the alchemy mechanic work on Wrath of Cronos? I have a few "reagents", I used a few and the probably did something, but I don't know what

>> No.2796394

I don't really like the high-constrast, pillow shaded super muscle definition/bubbles he puts on a lot of his stuff. It needs to be pulled back a bit to look more natural in my opinion.

>> No.2796401

Somebody should talk him into doing a Turok TC

>> No.2796417

You guys think it's an issue that so many weapons are cell based in combined_arms?

We got the particle smasher, buster rifle, and the daibatana

I've been toying with the idea of making one of those weapons use a different ammo supply or add some mechanic to charge up one of those weapons. I'm open for suggestions.

I could always make the daibatana build up charge when you whack shit with it or hit them with normal balls. Then once you hit 100℅ you get enough juice for like, two or three big hits or like 10 piercing shots

>> No.2796465


Eh, it wasn't System Shock, but it was still pretty good, IMO. 2 was also good.

Infinite was overhyped trash, though.

>> No.2796592

Energy weapons are just kind of lame

>> No.2796727


Hey. You're lame, laser guns are COOL, don't talk shit about my laser raifu

>> No.2796842

Anyone have a webm of Project MSX's full charge punch?

>> No.2796959

>You guys think it's an issue that so many weapons are cell based in combined_arms?

possibly, but only in the sense of typical map balance -- cells (and rockets) are usually rarer than shells and bullets.

i suppose that's why the nailgun altfire does what it does. i like the idea of being able to convert resource types (shells + enemy health -> plasma), but i found it quite a slow (and thus irritating, and prohibitive during combat) process.

>> No.2797016


No idea when any of these will get finished, though.

>> No.2797023

I am a bit worried about heavy dehacked use myself. Really bummed me out when 50 monsters decided to use lots of custom monsters.

>> No.2797105

yeah it's the latest fad i guess. like how everything a few years ago had to have a custom playpal

>> No.2797117


not even Reed Richards has stretched so much in his life compared to what you just said

>> No.2797183

I know this is a Doom thread, but does anyone know the cvar to switch to grapple then back to previous weapon in Quake 3/Live?

>> No.2797185

dat situational awareness of the player

>> No.2797347

I've played some Shantae sequels recently, and I came to realise:

I want a Doom-like game (on same engine preferably) with bright cartoony, smoothly animated monsters and colorful landscapes.

Hocus doom comes to mind, but it's not nearly finished, and the sprites are way too lowres

>> No.2797361

sounds turbogay mate

>> No.2797363

Does Metal Slug sounds turbogay to you too?
Man, you must've had a sad childhood.

>> No.2797378
File: 400 KB, 1920x1080, Screenshot_Heretic_20151115_135159.png [View same] [iqdb] [saucenao] [google] [report]

i wouldnt call metal slug bright cartoony, when i think bright cartoony i see mlp
but now you've mentioned metal slug i see what you mean. and yeah.. as a single child with amiga 600, i had pretty weird childhood

>> No.2797389

Man, Nuke Mine is actually a pretty decent E1 replacement, considering its from 1994.


>> No.2797402
File: 725 KB, 2560x1440, 2014-12-22_00005.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd recommend Adventures of Square but the sprites in that are even more basic.
Great game though.

>> No.2797614

Is there any possible way to change the Gamma for Chocolate Doom, or is it stuck the way it is?

>> No.2797626

Nigger, literally F11
How are there people who still don't know this after 22 years

>> No.2797627

Dude, you may not believe me, but Chocolate Doom is the closest thing to Vanilla you can get, and all vanilla things work there too.
Press F11

>> No.2797628

Giving this a go. Love me some E1 replacements.

>> No.2797824
File: 49 KB, 292x293, 1388986408320.jpg [View same] [iqdb] [saucenao] [google] [report]

>Master Chief VS Doomguy death battle
so we can all agree this was blatant pandering, right?

they're so full of shit if they mention legitimate facts on both sides for both characters and then proceed to shit the bed that hard. I'm pretty fucking sure the Unmaker doesn't work off Demon energy and Doomguy doesn't move anywhere near that slow.

>> No.2797830

This has been discussed to death (hue) already, anon. We've already come to the conclusion that Death Battle is, in fact, a rock of shit.

You could say the same for modern ScrewAttack, too.

>> No.2797832

Opinions would've been different if it wasn't Doom general.

>> No.2797836

>>Master Chief VS Doomguy death battle

If only this had a remaster? that would be nice.

>> No.2797852

what other strawmen and falseflagging posts would halo kiddies spout that they hadn't earlier in youtube comments already?

besides the "he savd duh univrseee u guiseeeee!!!" (even though Commander Keen did it already predating MC by a decade), that is.

>> No.2797859

Like the other guy said, it has been discussed to death, and it's also common knowledge that the guys behind the videos are huge Halo fanboys.

>> No.2797884
File: 324 KB, 640x480, freedoom002_01.png [View same] [iqdb] [saucenao] [google] [report]

What does /doom/ think of FreeDOOM?
I think it's alright, sprites could be better, though

>> No.2797896

Freedoom is great. The levels are pretty fun.

>> No.2797897
File: 245 KB, 1366x768, Screenshot_Doom_LOSTINPARISII.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2797912


It's not meant to be taken seriously. There's also a map like that one after the secret map

>> No.2797913

haven't played it

where should I begin?

>> No.2797915


No, even on /co/ general consensus is that Death Battle is completely full of shit.
Toph VS Gaara, Mega Man VS Astro Boy, Deadpool VS Deathstroke, and more, they've done colossal fuck-ups on major battles.

It's a fun show for well-animated fight scenes, but they're nowhere near the authority they want or claim to be. One Minute Melee is superior in that regard.

>> No.2797921

There's FreeDOOM Phase 1 and 2, they're really meant as replacements for the original DOOM 1 and 2, they're meant to be compatible with all level packs, but you can start with any
I still like Phase 1 more than Phase 2. level design still gets me

>> No.2797938

Welcome back Donald

>> No.2797942

They will always pick whatever gives the most views or fanboy anger(Which in turn will become more views)

Taking it seriously is what they want.
People saying it's stupid is what they want.
Do the right thing and ignore it.

>> No.2797947

that's a really old version, that's fraggle's old E1M3 which has been replaced some time ago

fun fact though, there's a highly zdoomified version of it in the brutal doom starter pack

>> No.2797968


Among other Freedoom maps.
It's good to see Mark is taking inspiration of how2map from Touhou Doom.

>> No.2797969


download Freedoom Phase 1+2. this will get you two iwads. point a boom-compatible engine at them.

phase1 is E1-E4, phase2 is MAP01-MAP32. how boom-based engines expect them (no mapinfo).

play them in whichever order you want.

>> No.2798010

the hell is this supposed to mean?

>> No.2798106

Phase 1 is incomplete though. A lot of maps on episode 2 and 3 are just dummy maps. The first episode is the only one that is complete, and it's a pretty solid episode.

>> No.2798113

yeah. P1E1 is good, P1E4 is also good (since it's Double Impact)

>> No.2798138

alright, thanks a lot

also, I'm not certain how naive of me this is but I have faint memories of me playing MAP13 of Doom II when I was younger and taking legit five hours to reach the exit, and when I finally beat it, the par time screen read something along the lines of "you suck!"

can somebody confirm this? was this a thing in the original game as well?

>> No.2798149

If you take more than an hour on a level your time at the end is "SUCKS"

>> No.2798156
File: 764 KB, 1280x720, Screenshot_Heretic_20151115_184846.png [View same] [iqdb] [saucenao] [google] [report]

Necromancer OP as fuck.
>you can summon minions for ridiculously low amounts of mana
>minions are extremely powerful and rarely die once you get them past level 5
>get the morphing power
>morph into a demon and wreck even more shit
>by the time the morph is over, you have already recharged more mana than you used to morph
>keep morphing forever
>never waste ammo again

>> No.2798164


>> No.2798170

yes if you take more than one hour to finish a map, the vanilla intermission screen says time: sucks

ports change this. prboom added an hour count and as a result you need to take 100 hours to get time: sucks. zdoom also has an hour count but puts "sucks" above the time if it's over an hour.

>> No.2798173

Wrath of cronos. It's an RPG mod for Hexen, but there are patches for Doom, Heretic and Strife too.

>> No.2798175

>zdoom also has an hour count but puts "sucks" above the time if it's over an hour
ah, so thats what that was all about


>> No.2798217

What's the consensus on the best Midi Driver to use?
I've heard of plenty, Timidity, BassMidi, etc., but what's the best/most widely used of them all?

>> No.2798245
File: 839 KB, 557x308, ATATATATATATATATATATATATATA.gif [View same] [iqdb] [saucenao] [google] [report]

>Doing a melee only run of russian overkill as marty while blasting various versions of ai wo torimodose in the background.

This is probably the closest thing to a fist of the north star mod we'll get.

>> No.2798284

There's Hokuto no Ken DOOM But it's just the shareware episode with bad textures and sprites slapped over it

>> No.2798386

i think he knows that already, my man.

>> No.2798428


Best gibbing sound ever

>> No.2798451

i noticed it was in Combined_Arms.
the author of which i assume i am replying to.

>> No.2798458
File: 2.87 MB, 1280x720, zandronum 2015-11-12 15-36-41-20.webm [View same] [iqdb] [saucenao] [google] [report]

Spellcross WebM

Sound video here:

Does a question though, would it be likely any of these new monsters be used in a wad? I really hope so.

>> No.2798460


sorry my webm skills is lacking. lost last 13 second, video has them.

>> No.2798469
File: 323 KB, 400x520, 1434729428783.png [View same] [iqdb] [saucenao] [google] [report]

Is there an instruction manual or something for Wrath of Cronos that explains what the items do?

>> No.2798502

Looking to start playing doom again. Used to have it on steam. Don't anymore. What's the best method of getting doom to play it and mod it and all the cool stuff you guys do? I fucking love doom and retro games like it.

>> No.2798516

nigga read the op

>> No.2798530


read this, the whole thing

>> No.2798567

hi, welcome (back). do what the people above me said then if you have further questions don't hesitate :) good luck!

>> No.2798589
File: 1.60 MB, 2556x1400, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm having a lot of fun learning Doombuilder.
What should I put in this central hub-like area?

>> No.2798591


A gigantic penis.

>> No.2798594


thanks for reuniting me with my baby <3 just got through playing the 4th level on the first game and I honestly forgot how great this game is. Thanks again nerds :3

>> No.2798607

A rocket launcher with some rocket ammo. Looks like a nice open area to use it.

>> No.2798618

Really enjoying Combined Arms.

It seems like the perfect weapon pack for Slaughtermaps, the secondaries are a blast! Loved the sprite work aswell. Nice work on it! Hope to see it finished soon.

>> No.2798627

A large schwangus

>> No.2798632

A bunch of fucking chaingunners.

>> No.2798634

An abominable dongus

>> No.2798636

a sizable erection

>> No.2798641


A bombastically oversized phallus.

>> No.2798650


a pert pecker

>> No.2798654

An immense member

>> No.2798671

A cyberdemon

>> No.2798690

>a gray pinga vibrator with some AA batteries

>> No.2798710
File: 2.88 MB, 1558x922, Untitled2.png [View same] [iqdb] [saucenao] [google] [report]

Dead Doomguy, his weapon/a medikit, and a couple Arachnotrons. Lower the ground even further in another circle and make the floor there a dirt/mud flat, then put a tree in it.

Just ideas.

>> No.2798715

Jesus christ I should not save .png files with Paint.

>> No.2798801

Use Roland music packs for Doom and Doom 2, in other cases use OPL synth emulation

>> No.2798809

Quick question. I'm wondering if any of you guys know how to get the PrBoom RetroArch core up and running properly. Do I need to put Doom.wad and Doom2.wad in the system\BIOS folder?

>> No.2798816

Just did a quick test, you need prboom.wad in the same directory as the IWAD you're loading.

>> No.2798825
File: 205 KB, 1366x768, Screenshot_Doom_plan9.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2798843
File: 468 KB, 1776x1000, Screenshot_Doom_20151115_173034.png [View same] [iqdb] [saucenao] [google] [report]

Played some DM, won once, lost a few times. Still kinda sucks if you're not some top fragger, but it's nice to play once in awhile. The western themed mapset was pretty cool too.

>> No.2798846

prboom.wad? Do you mean the prboom core that doesn't end in wad? I tried loading doom.wad while inside the core folder with the prboom core and it still didn't load up.

>> No.2798852

Yeah, you can get it either from downloading prboom or can search up the wad separately (what I did). The core doesn't contain the prboom.wad data much like how the Neo-Geo cores don't contain the BIOS. The core is pretty much like the executable file, which you'd still need prboom.wad.

>> No.2798858

Oh I see. I'll see what I can do.

>> No.2798892

Got it working now, thanks for the help anon.

>> No.2798912

What if there was a 1024 100 lines 32 grid 10 sectors 5 rooms graytall in name only megawad?

>> No.2799065


That's me. I need a good secret sound too, might grab something from serious Sam.


Thank you. It's been a pain in the ass but I've been trying to make this as best as I can.

>> No.2799139
File: 796 KB, 1920x1048, PipDoom.jpg [View same] [iqdb] [saucenao] [google] [report]

How long do you think, until DooM gets ported to Fallout 4's PipBoy?

>> No.2799157

Then I wouldn't play it.

>> No.2799159
File: 344 KB, 1920x1040, SNDINFO info.png [View same] [iqdb] [saucenao] [google] [report]

I'm building a map set for Hexen, using lots of custom ambient sounds, but I'm wanting to have some of them decrease volume via script (like you enter a building and the wind becomes much quieter).

How do I script changes in ambient sound volume?

Can you alter the SNDINFO via script at all?

>> No.2799165
File: 194 KB, 403x452, CQdk6CxUsAEn7NS.png:large.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2799172


>> No.2799185

Yeah. I'm sick of megawads that are based around arbitrary restrictions too.

>> No.2799187

Why are/were E1 replacements so popular to make? You can't play custom maps with only the shareware version, so trying to pursue the greater audience wouldn't make sense. Is it just because E1 was so good that it inspired a lot of mappers to try to replicate its excellence? Is it easier to map for the pure techbase theme than E2/E3's more abstract styles? I like E1 replacements, I'm just wondering why they're so common compared to E2 or E3 replacements.

>> No.2799194

E1 was really that good.

E2 and E3 have weak points. Big ones.

>> No.2799196

>Is it just because E1 was so good that it inspired a lot of mappers to try to replicate its excellence? Is it easier to map for the pure techbase theme than E2/E3's more abstract styles?
both i think. e1 was better so it garnered more copycats. and it's easier to make a good techbase than convincing hell-corrupted bases, or outright hellscapes.

also, e1 is a sufficiently distinct visual style that is consistent across the whole episode. therefore you can make a map in any layout and it looks like e1 by appropriate choice of detailing and textures. e2 and e3 are far less self-consistent, so it's harder to make an e2- or e3-style map without actually copying a specific map's visual theme or architecture and ending up with an obvious clone.

>> No.2799204

>>2799196 (me)
>it's harder to make an e2- or e3-style map without actually copying a specific map's visual theme or architecture and ending up with an obvious clone.
case in point, consider Needs More Detail. its e1 just has the style. its e2 and e3 contain maps which clearly remake certain parts of the originals, because otherwise they'd just look like generic mid nineties maps.

>> No.2799217

>.pk3 extension
wait what? what am i supposed to do with it?

>> No.2799220

I managed to get a shitty solution:
Thing_Deactivate all the ambient sound things every time you walk into the building, and Thing_Activate them back on when you walk out.

Its a bit choppy though, would be nice to be able to change the volume instead.

>> No.2799221

same thing you do with wads, drag it onto gzdoom.exe or whatever

>> No.2799229

John Romero is often considered the best out of the id mappers. His maps usually had the perfect balance between gameplay and aesthetics, with layouts that always felt deliberate. Pretty much always offered a memorable experience.

>> No.2799250


>> No.2799290

what is this?

>> No.2799329

looks like plan9.
whatever that is.

>> No.2799464

Not to start off any shit flinging contest, but I was always curious and I hope you will be able to answer that. How come people are still modding and making maps for Doom while other titles like the games made on the build engine or Quake engine never got as popular and are almost dead nowadays? I remember they had their heyday, but they were abandoned eventually while Doom is still going strong after 22 years which is kind of bizarre to me. Wouldn't people want to work with an advanced engine capable of doing more?

>> No.2799468

Take the powerup pickup sound from Serious Sam.

It matches a secret sound well.

>> No.2799472

People still map for quake. I saw a new map or two released recently.

The main reason is it much easier to map in a 2D engine than a 3D one.

>> No.2799552

How do I map? Like, are there tutorials I can watch?

>> No.2799558

The tutorials on DoomBuilder's website are pretty good, if I remember correctly.

And if you want the most flexible mapping tool, I'm pretty sure GZDoomBuilder is the best there is.

>> No.2799564

Chubzdoomer has some pretty good tutorials on Youtube.

>> No.2799565

we can dream

>> No.2799572
File: 47 KB, 467x515, welp.jpg [View same] [iqdb] [saucenao] [google] [report]

im a scrub probably, but i have some games in my zdoom folder that zdoom just dont see, example is wrath of cronos or nukemine

>> No.2799574

Thanks for the tips.

>> No.2799579

>wrath of cronos or nukemine
Those are mods, anon. They are not stand-alone. You need to run them with the base game they're meant for.

>> No.2799582

You can only see IWADs in that menu, meaning, the games, not mods. To load mods just drag and drop the mod in ZDoom.exe or use an external program like ZDL.

>> No.2799585

;_; there is nothing about that on info graphic

>> No.2799586

ooooh ok it worked, when i dragged it it asked me for a game anyway so i thought im doing it wrong, but it asked it for the game that that mod is for, i get it now thanks

>> No.2799595
File: 152 KB, 370x214, Level-Packs.png [View same] [iqdb] [saucenao] [google] [report]

Have been looking into using Blood textures for stuff.

Anyone happen to have the "Blood" font that was supposedly released with Level Pack 6 back in the day?

>> No.2799694

* The personal computer has always been the only serious choice for programming
* Doom was released onto the PC at a time when it had effectively zero competition in the action-game genre
* Lots of young male nerds played it and thought it was really cool
* A non-zero % of those nerds were also experienced in software development and thought "I could make a tool to hack this"
* Consequently, Doom's engine was extensively documented and a huge number of freeware tools were created
* This technical windfall has carried Doom forward through today

>> No.2799702

google search giving zero fucking results as usual

sorry for being an overly insisting fuck, I just ran out of interesting shit to play and I feel like wasting some more time on Doom

>> No.2799713

Because Doom modding and map maping is easy as pissing. BUILD and Quake are far more complicated.

>>2799694 is an idiot.

>> No.2799737

I could zip it up and link you if you want to

>> No.2799749
File: 266 KB, 1024x768, image.jpg [View same] [iqdb] [saucenao] [google] [report]

What kind of doom do you want

>> No.2799757
File: 628 KB, 1920x1080, image.jpg [View same] [iqdb] [saucenao] [google] [report]

what kind of heretic mod do you like

>> No.2799759

Trippy shit makes me vomit

>> No.2799763
File: 363 KB, 1366x768, image.jpg [View same] [iqdb] [saucenao] [google] [report]

For you

>> No.2799768

what are you doing exactly? just messing with colors in photoshop?

>> No.2799774
File: 555 KB, 1366x768, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2799779

It looks like regular screenshots with the red channel removed.

>> No.2799783


im making

>> No.2799790

I'm always amazed how people are able to figure such shit out just by looking at pictures.

>> No.2799805

>What kind of doom do you want
just fuck my shit up

>> No.2799842

>RGB images that are all greenish-blue

This isn't exactly technical wizardry.

>> No.2799856

URGENT! what version of doom is that and how do I get it

>> No.2799857

nobody's falling for this you know

>> No.2799973
File: 984 KB, 1366x768, Screenshot_Doom_20151116_133551.png [View same] [iqdb] [saucenao] [google] [report]

>that maze/mountain level of av

goddam that was brutal

>> No.2800024
File: 61 KB, 706x706, STRAINING.jpg [View same] [iqdb] [saucenao] [google] [report]

>Texture filtering
>That gamma
Jesus fuck man

>> No.2800038
File: 124 KB, 283x280, Spongebob_My_Eyes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2800040

Meant for >>2799973

>> No.2800042
File: 320 KB, 553x508, 1415570640366.png [View same] [iqdb] [saucenao] [google] [report]

which one of the community chest megawads holds up the best in your opinion?

>> No.2800073
File: 1.81 MB, 585x469, 1426349188488.gif [View same] [iqdb] [saucenao] [google] [report]

The filters are whatever but pls turn down your gamma for your own good

>> No.2800080


>thumbnail looks normal
>actual picture goes full zdaemon when clicked

what causes this, again?

>> No.2800082
File: 51 KB, 640x400, zdaemon-gamma.png [View same] [iqdb] [saucenao] [google] [report]

What are you talking about? I don't see anything.

>> No.2800091

You can do all kinds of magic with png extension.

>> No.2800128


how can I disable projectile transparency in GZDoom?

>> No.2800134
File: 885 KB, 1024x768, muh gamma.png [View same] [iqdb] [saucenao] [google] [report]

The only way I can think of is to edit the Decorate actors.

>> No.2800135

4 has probably the highest number of well polished quality boom maps. i kind of prefer 3 though because it has my favourite of the few maps i have released :)

but they all, 1, 2, 3 and 4, hold up well in the sense that they each have a significant number of good maps, and since i play pistol starts rather than continuously i don't care about the ones i don't like, i just warp past them.

>> No.2800138

In the console:
r_drawtrans false

>> No.2800142
File: 64 KB, 640x640, 1443841989853.jpg [View same] [iqdb] [saucenao] [google] [report]

>because it has my favourite of the few maps i have released
I'm ashamed to admit I haven't played 3 yet (halfway through 2 atm) but I defs look forward to doing it!

umm who are you, precisely?

>> No.2800153

I want a mod that puts that dudes hand cannon on the left side of the screen because come on look at that, it looks stupid.

>> No.2800180

heh this isn't /a/ -- you're not expected to have played every wad ever before posting

>> No.2800237
File: 205 KB, 1366x768, doom08.jpg [View same] [iqdb] [saucenao] [google] [report]

Just reposting a level I made from the last thread that didn't get into the Anon map releases this time around. Didn't get any players last time either, but an anon can dream.


>playable in limit-removing ports (some visual glitches in vanilla, don't know why)
>the .deh patch is optional, it just changes the level name
>difficulty levels included
>intended to be relatively easy (about early Doom 2/earlier TNT level)

>> No.2800289

I wish there were more inherently non-violent Doom mods. Not that I mind blood and gore, but I do have a penchant for cute shit

>> No.2800329
File: 2.25 MB, 540x402, catacombs.webm [View same] [iqdb] [saucenao] [google] [report]

It's a fun level, in my opinion. A little bland in design but well done. I was scared to use the rocket launcher since most of the action occurs in cramped hallways, and I wasn't expecting some traps like the first closet with imps and demons and the hell knight after grabing the rocket launcher; I didn't exactly know where it was going to appear. .

Anyway I'm probably just bitching about design since it fulfills its purpose, being in narrow hallways and in a 'catacomb', but it was fun, so I liked it a lot. Nice secrets, btw.

>webm of the first run, no secrets because reasons

>> No.2800332

Whoops wrong webm with shitty quality and crop. I'm an idiot.

>> No.2800336

Ahoy released a video a few days ago about the history of id, early FPS games, early computer graphics, and Wolf 3D. It'll be followed up by a video about Doom sometime this week, probably Friday.


>> No.2800454

Thanks for giving it a go. I suppose there's scope to open it up a bit after you get the rocket launcher by making some rock formations doors and opening them after you get the rl.

Goes to show the problem with testing it yourself - I knew when to use the rl just fine but I knew what was coming.

>> No.2800490


Just agitate my shit up

>> No.2800494


did some slight fixes


>> No.2800535

I'd say a big part of it is because Doom had its source code released while it was still fairly popular.

The community would've likely died by the time it was 1999 without the source release, and if it got released in the mid-00's, the community would likely be more the size of Duke3Ds current community.

>> No.2800542

3 and 4 hold up well. 2 is hit and miss. and 1 is mostly miss with a few occasional gems.

>> No.2800567
File: 27 KB, 552x689, 12144723_10203745783925345_7809861560420048095_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>go into water
>its a damaging floor

>> No.2800573

Hexen mapset WIP. 3 maps in total. Custom ambient sounds, 3rd map is aboard a large airship (complete with ballroom and ettin orchestra)


Any feedback would be great, the "ambient sound cut off" from >>2799220 can be heard in the first map, the wind cuts out as you enter the large fortress, and returns when you exit.

>> No.2800603

Great map, I really enjoyed it. You working on any other maps?

>> No.2800713


now that's what we should call 'petersen-isms'

>> No.2800746

Cheers mate!

Not at the moment (exam soon, followed by the obligatory post-exam celebrations). However I do plan to do a small 6-map level pack that I could potentially later build off into a full-blown megawad.

My plan is to do something similar to Quake: the first level in each section (i.e. Maps 01, 07, 12 & 21) will be a techbase leading to a new dimension (meaning a new texture pack - I've been using Afterglow's Celtic Shrine so far). The second level in each section (so 2, 8, 13 & 22) will be semi-tech, to represent the UAC's intrusion into said dimensions, while the final level in each section (so 6, 11, 20 & 30) will be boss battles.

So my plan so far is:
>1: Techbase (not started)
>2: Semi-techbase (not started)
>3: Forest level (not started)
>4: Big shrine level (planning)
>5: The Catacombs (finished)
>6: The Cyber-Tree (finished, link in the news OP)

I thought I'd take Romero's advice and work backwards so I end up with an impressive MAP01.

And of course the benefit in dividing it up into episodes is that if I never end up finishing the megawad then the level pack can stand alone.

>> No.2800771

Sounds awesome dude. Kind of inspires me to boot up doombuilder and make my own map. Can't wait for your level pack

>> No.2800775

Meant to reply to >>2800746 oops

>> No.2800812

Regarding the Jedi engine games, SW Dark Forces and Outlaws, do I need something to get them running perfectly fine at a high resolution on a modern machine?

>> No.2800834
File: 112 KB, 1280x720, Screenshot_Doom_20151117_164630.png [View same] [iqdb] [saucenao] [google] [report]

I didn't find any secrets on the first casual playthrough, they were well hidden. However I don't like how over half of the "secrets" are actually a single secret, it felt cheap.

Also I don't know if this is the visual glitch you were talking about, but the sides of these raising walls don't have a texture.

Besides that the map was fun, I liked the Shotgun guys in the first room when you play on UV, it took me by surprise.

>> No.2800852

Yes that is the visual glitch I'm referring to. I don't know what's causing it because I'm looking in Doombuilder right now and they definitely have a texture attached and I can see the texture in the visual editor.

I could add some more secrets. Personally I like nested secrets though, provided they're not in every map.

>> No.2800871

are the sidedef's pointing in the correct direction?
is it supposed to be a double sided linedef, but isn't?
do the linedefs belong to the correct sector?

>> No.2800875

None of them are supposed to be double-sided

The glitch doesn't appear in PrBoom either, at least not to me.

>> No.2800897

Don't do this. It effects ALL transparency, not just projectiles. Whille it won't matter in vanilla and limit removing maps, some boom and zdoom maps do use transparent textures.

>> No.2800898

I remember reading something in another thread that there was an instant weapon switching mod
Anyone know where I can get it?

>> No.2800924
File: 123 KB, 990x668, doombuildercatacombs.jpg [View same] [iqdb] [saucenao] [google] [report]

Well the version you posted seems to have nothing on them at all. This is with Doom Builder 2.

>> No.2800940

>didn't get into the Anon map releases
oops i must have missed your post, i do apologise

>> No.2800945

Maybe it's boiling water.

>> No.2800958

i don't see why. damaging water only exists in E3M3, which is a Petersen-modified Hall map. so we can't be sure which one of them was responsible for it.

>> No.2800959

in fact there's more damaging water in Plutonia than in Doom -- map05 if you fall in the pit at the start, and map06, the fountain in the south area. Doom2 and TNT have none.

>> No.2800960

this is the official explanation of why blood is damaging. i found it disappointing, i always thought the blood lakes were imbued with negative energy that drained your life. because i mean, that amount of blood isn't natural, so it must be saturated with hell magic. but no, it's apparently just hot.

>> No.2800965
File: 265 KB, 334x393, Embarassing.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuck me, I was looking at the wrong lines. I thought your pic was of the metal gateway things.

>> No.2801002

Ah, sorry. I suppose I wasn't very clear, and the map is dark.

>> No.2801013
File: 96 KB, 600x797, CT_E7inUkAAOCp4.jpg [View same] [iqdb] [saucenao] [google] [report]

Check out this book I bought.

It's actually pretty interesting!

>> No.2801019

old OSs are great. they're actually simple enough to understand with a single book.

>> No.2801021

does it mention Doom at all? or any other old FPSs?

>> No.2801026

Yeah, I find people just "brush off" DOS but they don't seem to understand how much of an achievement it was/is.

It's 1100+ pages, so I don't know yet.

>> No.2801032

CC3 has great beginning levels like MAP01, MAP02, and MAP03 as well a catchy titlepic song.

>> No.2801041

What wad has your favorite MAP30? My favorite is Slaughterhouse 2012's MAP30. Kick ass music and lots of monsters. Whispers of Satan's and Requiem's MAP30 are a close second.

>> No.2801059

sunlust map30 or sod map30

>> No.2801065

Whoops. Meant to say Slaughterfest 2012.

>> No.2801071 [DELETED] 

The resurrecting effect in the first room for MAP30 of Sunlust was pretty cool.

>> No.2801072

MM1's map30 always had quite the atmosphere for me.

>> No.2801121

any that don't involve making precisely timed shots from moving floors or awkward places

>> No.2801240
File: 123 KB, 708x473, 2teleports.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on vanilla levels, and I had some problems with teleporting enemies.

I have two teleport destinations, so the player can't block one and avoid fighting. The thing is, monsters only use the one on the left on chocolate Doom, but on PrBoom, Doom Retro and (G)ZDoom they are able to use the other one too.

Is this behavior expected or I'm doing something wrong? Linedefs have the correct tag, the sector too and both teleports are inside the sector. Sorry if I explained this in a retarded way.

>> No.2801251

normal vanilla behaviour is to use only the lowest numbered teleporter destination point and ignore the rest. prboom shouldn't be doing anything different so i don't know how you're seeing what you claim to be.

>> No.2801254

Well I tested it a few days ago so I probably forgot and made this up. But I'm pretty sure in Zdoom they use both teleports.

Anyway I didn't know that about the teleports, I'll have to see what can I do to force the monsters in there. Thanks.

>> No.2801306

I bought a copy of DOS for Dummies from Goodwill a while ago, mostly due to the fact that command line screens scare the utter fuck out of me do to a history of being "that member of the family who must be behind every single computer problem because he's on them so much"

>> No.2801313

I was gonna post that but I forgot

>> No.2801516


>> No.2801526

probably unrelated, but Unholy Realms' MAP30 is a total clusterfuck

some people probably find it fun but in my case I just could never shake off the never-ending feeling of "where the fuck am I oh my god what is happening"

if I were to replay that map I'd probably wander around for a solid 2 hours again before finding all the keys to ope the path to the IoS' platform

>> No.2801643

i made a test map. it's just a single corridor with two teleporter exits (marked by candles) at each end. you start on top of the lowest numbered one. in both prboom and zdoom, nothing teleports until i moved off the start position. so there must be more to your problem than is deducible from your initial description.


>> No.2801701

>holding up well
>not just a testament to the foundations of mapping

And that's all it is.

>> No.2801712


trigger warning: reddit

>> No.2801732

for QuakeC, what is the best source and best compiler to use these days?

>> No.2801747

hdoom fanart

>> No.2801756

>"Doom 3 killed Doom for me."

>> No.2801769 [DELETED] 

are there any of those here?

>> No.2801774

are there any of those here? i get the impression there's a few people here that liked doom3, but i don't think there's anyone who thinks it was superior to doom / doom2.

>> No.2801781


Pretty much.
I had fun with Doom 3, but trying to say it's a good Doom game is laughable. Trying to say it's superior to Doom 1/2 is just fucking delusional.

>> No.2801809

>there are people out there who legitimately believe Doom 3 is superior to Doom 64 in any way
I'm not bullshitting, I legit had a discussion with a guy once who genuinely said the only trick to Doom 64's favor was the atmosphere, all the while praising Doom 3 for some reason

there was another one who argued that "you turn off your brain while playing Doom whereas Doom 3 is good all the time" or some shit like that, I was laughing my nipples off my chest both times

>> No.2801856

In the end I made two sectors in that elevator, and the monsters now have two lines they can cross and teleport. If the player blocks one, they use the other teleport destination in the other sector since it's WR and the sectors are split.

It works, so I'm happy for now.

>> No.2801861

Enjoyment isn't objective.

>> No.2801867

i took "holds up well" in the sense that if i redownload it every couple of years or so i can still replay it happily if i skip the maps i don't like, and there's enough maps i do like to make doing so worth it. however i tend to prefer simple oldschool maps over detailed complex modern maps, so i guess that must be taken into account.

fair enough, multiple destination sectors is the usual solution. there are optimal ratios of monsters to teleport lines to destination sectors, which are up for debate and depend on what you're trying to achieve, but it is generally a bug to have more than one destination point per destination sector.

>> No.2801887
File: 19 KB, 921x161, sp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2801891

Sounds like somebody is a little bitter that he never got as famous as the others

>> No.2801892

hahaha i need an example of this

>> No.2801896

hmm i didn't read it that way at all

>> No.2801961
File: 144 KB, 1024x768, Screenshot_Doom_20151117_160457.png [View same] [iqdb] [saucenao] [google] [report]

so i just noticed this

damn im dumb

>> No.2801965

not sure what i'm supposed to be looking at. two black shotguns?

>> No.2801968


>Carmack seems at times impenetrable, a guy who ''didn't dream about girls in bikinis . . . he dreamed about the relationship of two polygons in space.'' (Lest you doubt this characterization, Kushner includes a scene in which a stripper is sent to Carmack's office, topless, bearing a pizza. Carmack looks up, says he didn't order a pizza and goes back to work.)

>Carmack, “If you hadn’t been caught, do you think you would have done
something like this again?”
“If I hadn’t been caught,” Carmack replied honestly, “yes, I probably
would have done that again.”
Later he ran into the psychiatrist, who told him, “You know, it’s not very
smart to tell someone you’re going to go do a crime again.”
“I said, ‘if I hadn’t been caught,’ goddamn it!” Carmack replied. He was
sentenced to one year in a small juvenile detention home in town. Most of the
kids were in for drugs. Carmack was in for an Apple II.

>> No.2801971

thanks but i know that part, i wanted examples of him trying to praise someone

>> No.2801973

>Carmack looks up, says he didn't order a pizza and goes back to work.
to be fair i'd do this too, but out of embarrassment

>> No.2801995

Hellbound map30 is just the best

>> No.2802000
File: 28 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google] [report]

The old games are obviously better, but I think it was pretty decent for what it was. It has a lot of cool shit going for it, but ultimately the gameplay or the levels aren't as good. Also there was too much metal paneling, not even E1 had this much metal paneling. Where's the carpeting? The rubberized/ceramic floor tiles? The concrete walls (painted or not)? Where's the wood furniture, floor and paneling?

There's two ways to make Doom 3 fun
>flashlight mod, turning it into an alright and fairly fun shooter without stumbling around in the dark like an asshole
>play with the chainsaw as much as possible and be a melee combat beast

Doom 3 had these things going for it, a fairly interesting design for monsters in some cases (the Guardian boss was really cool), and it has the best chainsaw in the series.

>> No.2802001


I still have no fucking clue how he managed to get a wife, let alone a kid.

>> No.2802086

Is he weird and maybe possibly autistic? Sure.
But he's also incredibly clever, a good person, and has his own kind of charm.

Also the dude's fucking ripped, he literally built muscles and trained martial arts as a teen to stand up against bullies. Oh, and that makes him noble too, defending the weak.

>> No.2802102

It didn't come off that way to me.
I think he broke the SSG sprite?

>> No.2802105

if anything, he could probably an inspiration to autists and neckbeards everywhere
yeah, there's the omegalores and cwcs
but then there's fucking carmack

and if carmack became a godhuman, then so can you faggots
it's not too late to become a great man

>> No.2802114

And he's rich and a boss (in both senses of the word).

>> No.2802116

>it's not too late to become a great man
although it does help if you start early, not to mention grow up knowing you have a recognised medical condition where your brain is wired differently to most people, instead of just being told you're a weird loser who doesn't fit in anywhere and falling into chronic depression until well into your thirties.

>> No.2802135

nah, meant to say I just noticed the shotgun sprite is a cutoff edit of the full super shotgun sprite

sorry, thought Doom 64 was well known enough around these parts so I thought it was a pretty obvious giveaway

>> No.2802183

>sorry, thought Doom 64 was well known enough around these parts so I thought it was a pretty obvious giveaway
heh i see. yeah i've never been a consoles person. they're too locked down. don't like computers you can't program...

>> No.2802209


That was my first guess, but since the map was pretty clearly Underhalls, I wasn't sure if that was the original sprites or a mod.

>> No.2802274
File: 25 KB, 181x152, DEAHGUN.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2802280


>> No.2802283

heh, I remember that place fondly

everyone just seemed so pissed at everything for some reason, I also recall there being fuckloads of trolls all over constantly circa 2005 or so, glad to see it still kickin after all

>> No.2802420

What's a good gameplay wad in general?

>> No.2802428

Depends entirely on what you're going for.

Do you want "like Doom" gameplay? There's a million enhancement mods out there, but Smooth Doom is the most suggested.
Do you want CUHRAZY ACTION? Get Demonsteele.
Do you want overpowered killy deathmurder weapons? Get Russian Overkill.
Do you want crafting, modding, and randomized pickups? Get DoomRLA.

It really depends on what you want.

>> No.2802429

I've been playing a lot of HardDoom lately so that I guess.

>> No.2802438

Is there a fork of Beautiful Doom or something similar to it that doesn't require autoaim to be set to enemies only? Not being able to autoaim at barrels is a drag.

>> No.2802440


If you give me a link to the mod I can edit it to get rid of that message.

>> No.2802443

It may be necessary to the mod working though - it produces gibs so possibly disabling it would mean autoaim would target gibs or something like that.

>> No.2802446


I really like zero tolerance, zharkov goes to the store, psychic, and project MSX.

>> No.2802449

>autoaim to be set to enemies only
Huh, you can do that? I've never seen that option.

>> No.2802452

ZDoom only.

>> No.2802456

Q1 Stuff ULTRA is really good, but it borders on the line of TC than gameplay mod.

>> No.2802460

Again, I've never seen it. I guess it's that Smart Autoaim option, after looking up what it does.

>> No.2802486

Beautiful Doom forces you to set sv_smartaim to 3 (enemies only), rather than the standard of 1 which also includes barrels.
This is also why I fucking refuse to use the otherwise excellent mod until this flaw gets removed.

>> No.2802506

Did the NOTAUTOAIMED flag not exist when the mod was made?

>> No.2802526

The facebook groups are full of "Doom 3 was my first doom" people, and they're cringeworthy.

>> No.2802639
File: 86 KB, 512x645, Unrboxes.jpg [View same] [iqdb] [saucenao] [google] [report]

Still working on these textures, reallly slowwwwly. They're currently just .png files, using Zdoom's ingame conversion.

>> No.2802678

>I fucking refuse to use the otherwise excellent mod until this flaw gets removed.
your and others' attitude does not seem to bother the author, though. what can get through to him?

not entirely surprising given that site's general audience, in contrast with the selective audience of a board specifically for pre-2000 computer games.

>> No.2802705

Is there a video that show how to make a doom weapon mod?

This is my first time making a weapon.

>> No.2802712


Not that I know of.
Hey, maybe that's a video I can do. There's plenty of video tutorials for mapping, not so much for making weapons or gameplay mods.

>> No.2802719

i think this is because with mapping you are drawing pictures which lends itself better to video than making weapon mods which is more about writing code

>> No.2802728

>a rock of shit.
A CROCK of shit. Are you doing that thing where you say something stupidly wrong on purpose? I know that's a meme now, so it better be what you're doing.

>> No.2802826

Knowing is half the battle - I didn't know that I had aspergers until a year ago and if I had known that during my teenage and young adult years, it would of saved me a LOT of humilation. It's harder to recognise good from bad ideas when you don't know that you have a condition that fucks with your social interaction side.

>> No.2802831

Looks great. If only you didnt use overcompressed JPEG to post that image.

Can you post some other examples? (Preferably more in-game examples of the different textures you've done).

On a side note: Any good texture replacements that fit with the context when applied to original levels? Like wood gets replaced with wood, circuits with circuits, metal with metal etc. Not necessariy complete fit, but that'd be appreciated.

Also any good higher res (net necesarry a HD) replacements?

>> No.2802906

very good man

>> No.2802920

Yes it is, you filthy relativist. There is enjoyment that is objectively wrong.

>> No.2802935

doom-related example?

>> No.2802974
File: 328 KB, 1024x768, Screenshot_Doom_20151119_003818.png [View same] [iqdb] [saucenao] [google] [report]

Wow it really did kill the image, didn't it. I swear I set it to little compression as possible...

There's not much else to see at the moment, just ZIMMER, ASHWALL, BRONZE, BROWN and ROCK textures, pretty much. Makes MAP03 of Way Too Many Dead Guys look nice, though.

>> No.2802995


Totally trying to keep things balanced, I swear.

>> No.2803005

Whatever software you are using to save your JPEGs throw it out the airlock, its compression algorithms are complete trash. Use: Paint.NET, XNView, GIMP or the like, otherwise it's hard to even tell whats going on on your images. Also i'd advise you to get your textures brighter - if not as bright as originals, but considerably brighter nonetheless.

>> No.2803009


>> No.2803021

yes, because meleeing a cyber is usually suicidal.

>> No.2803028

It was GIMP, though I did resize the image to be half scale as well
I'm keeping texture brightness as it is for now, I'd only change it once all the textures are in and it's just too dark.

Could almost kill a hellknight in one hit, cripes.

>> No.2803032

If you're bad at circlestrafing

Use Paint.NET then - theres a compression slider, and it's usually simpler and faster than GIMP, and it never butchered my images before lol.

>> No.2803042


>> No.2803070

I am bad at circle-strafing. Sorry.

To be fair, it three shots Hell knights without berserk. It is a freakin' chainsaw, after all.

>> No.2803084

hahahaha this made my morning

thanks for this

>> No.2803102

i think that actually came from /vr/

>> No.2803198
File: 1.58 MB, 1280x1024, Screenshot_Doom_20151117_203126.png [View same] [iqdb] [saucenao] [google] [report]

How to fix DOOOOM:

1: Current artstyle is sub-par and generic. Can it for classic artstyle. Seriously. One of many parts that make DOOM DOOM is the artstyle.

2: Incorperate a more rogue-like mode with Snapmap, generating maps on random.

3: Add in about 200 more weapons, all varying. No 30 ass rifles.

4: Add in newer and more di-

Wait, we already have DOOM 4.

>> No.2803256

I have no idea what you're talking about or trying to say.

>> No.2803271

Thats not Doom 4 because:
1) Generic design
2) No random maps, and Snapmap is an inflexible crap only capable of producing Warframe-like corridorfests
3) There's no more than 8 weapons or so (just look at the wheel).

Basically what you describe is DoomRPG+DRLA+OBLIGE (basically only way to play). Go get it and stop spewing nonsense.

>> No.2803305

What map is that?

>> No.2803307

>no more than 8 weapons or so
diehard 'fanboys' are already moaning out and loud over what little snippets they've seen of the game so far

they'd probably lose their shit and call the fucking navy seals were new enemies introduced in the game because muh classic

>> No.2803312

Stop spewing bullshit and start making sense.


Somthing ZDoomy i'd wager, considering all the zlopes>>2803198

I'd also would like to know the mod smokeye pistols? That's new.

>> No.2803313

>over what little snippets they've seen of the game so far

This may come as a shock to you, but developers release screenshots and videos as a way to hype people. And if people are not hyped, they may sometimes say why!

>> No.2803314

I like how hard you're trying to get some validation here even though ID has openly admitted to have shown just a limited part of the game and we've yet to see the rest of it.

>Add in about 200 more weapons, all varying. No 30 ass rifles.
tippity top kek, AEoD is ---> that way

>> No.2803319

>2: Incorperate a more rogue-like mode with Snapmap, generating maps on random.
Nigga fuck that
>3: Add in about 200 more weapons, all varying. No 30 ass rifles.
Fucking impossible and stupid in manay, many levels
>3) There's no more than 8 weapons or so (just look at the wheel).
Every weapons seems to have 2 or so altfires to choose from I think. Theey haven't said much about them yet, but we know that for sure.
>they'd probably lose their shit and call the fucking navy seals were new enemies introduced in the game because muh classic
But new enemies were introduced, retard.

>> No.2803321

>Stop spewing bullshit and start making sense
nah, you know precisely what he's talking about. It's fucking common sense that people sperg out HARD when devs dare pull out new content on a remake of a retro game because they oftentimes expect them to copy verbatim every single feature and concept the original game had.

>> No.2803328

>But new enemies were introduced, retard.
except that they weren't

you're probably referring to the former humans in the hell demo that had horns, those are just reskins of the ones in the foundry demo

>> No.2803329

>Every weapons seems to have 2 or so altfires
Exactly my point. We dont need 100+ weapons to make a good shooter, but what we have needs to be good. For example I really like Unreal's arsenal - no weapon likie the other, and all of them have their use.

>> No.2803337

>but new enemies were introduced
new monsters were introduced, what a surprise

care to show me where do you see new monsters in any of the screenshots or anywhere in the two demos to back up that assumption?

oh wait, there weren't any. stop trying.

>> No.2803347
File: 769 KB, 2675x2158, enthralling criticism.jpg [View same] [iqdb] [saucenao] [google] [report]

>they may sometimes say why
>'is dis haylo 555???1'

>> No.2803351


Those biscuits look delicious

>> No.2803363


Yes, that's correct. If something looks generic, people will call it generic.
I'm not sure what you're trying to get at here, aside from whining for the sake of whining. You're throwing more of a fit than the "diehard fanboys".

>> No.2803365
File: 341 KB, 620x465, Screenshot_Doom_20150428_023239.png [View same] [iqdb] [saucenao] [google] [report]

to digress from the discussion above, let's discuss doom modding

what are /vroom/'s thought on this?

>> No.2803368


Looks like shit. The bloom hack was always a hack, and texture filtering/hi-res textures are still disgusting.

>> No.2803370

I find scalex2/3 filtering to be okay, but hqX filter and highres are too blurry for my liking.

>> No.2803374


That said I'd like to see the port of QuakeDIH to DooM - that one is really good and will fit with the original DooM

>> No.2803378

looks bad
might play good, but based on those screenshots i wouldn't give it a shot

>> No.2803383 [DELETED] 

'generic' isn't criticism

>You're throwing more of a fit than the "diehard fanboys"
i bet you're the kind of person who automatically assumes 'discussion = throwing fits'

don't be euphoric to point out your finger to people on a anonymous website having a discussion as 'whiners' because it only makes you seem like naive

>> No.2803392


Generic is indeed criticism. Criticism is expressions of disapproval based on perceived faults in shit you don't like, which "generic" does entail. It looks generic. That is criticism. Just because you don't like it doesn't suddenly make it not.

>i bet you're the kind of person who automatically assumes 'discussion = throwing fits'
No, now that you're actually using sentences instead of trying to greentext out half-assed responses with accompanying clever photographs, now it actually is discussion.

>> No.2803393

god I want some biscuits and gravy now

>> No.2803431

I don't need to be lectured on the meanings and reaches of what criticism represents and involves, but thanks anyways

>generic is criticism
99% of the people who spout it as a 'legitimate criticism' as you dully point out never bother making out points as to why they think that, they mostly rest their case at 'it looks like halo 5' and not much else

I don't even understand why you're trying to fend for these people

>No, now that you're actually using sentences instead of trying to greentext out half-assed responses with accompanying clever photographs, now it actually is discussion
no, it's just that you've decided that you can easily vent on me for being called out that you want to rightfully make yourself seem smarter by arguing over something as simple as why a single word represents a legitimate point of view to you when it clearly, objectively, does not unless they decide to elaborate on why

you might also want to quit being this paranoid because I'm not even the guy you're talking about

>> No.2803450


What, does negative feedback need to be supplemented with a 50-word mini-essay on why it looks generic? Nah, if it looks generic I'm gonna call it generic and leave it at that. I'll save the blogposts for review copies. Our opinions are going to be completely annulled in a week anyway, these threads are barely a wisp in the wind. Criticism is criticism, whether it's one word or a hundred.

I'm not trying to fend for anyone, I'm happy for anyone that actually posts things like "it looks like shit" "it looks good" "you're a dumbass for thinking that" "no YOU'RE a dumbass" instead of pussyfooting around with vaguely implying meanings.
If anything, I like you because you have the balls to fucking post it and fight with me instead of just sulking off with a greentext down the line.

>you might also want to quit being this paranoid
If you want to talk about word definitions and meanings, responding to anons on the internet does not involve any sort of paranoia. Thinking one anon poster is the same as another isn't paranoia either.

>> No.2803498

>What, does negative feedback need to be supplemented with a 50-word mini-essay on why it looks generic?
well if you're gonna bluntly state 'it looks generic' on Bethesda's official channel or send this out to ID in their feedback form or an email, yeah, a bit of background on why you think so wouldn't hurt at all, if only to contrast with the probably +100 hate emails they've received thus far

>If anything, I like you because you have the balls to fucking post it and fight with me instead of just sulking off with a greentext down the line

... thank you?

>Thinking one anon poster is the same as another isn't paranoia either
alternatively, you might end up directing a rebuttal to an entirely different person than the one you're probably meaning to

but anyways we oughta get ourselves a room and suck each other off already because the sexual tension between us is starting to become slightly more palpable with each minute

>> No.2803549

Generic means "not having anything to set it apart from other games counterparts". Look at Shadow Warrior and Unreal arsenals - each weapon has unique properties and feeling, definitely not generic.

You can not describe generic or bland because there's nothing to describe other than "it's just shotgun, it shoots buckshot" or "its just an AssRifle, it shoots bullets, oh and you can aim down sights". When you cant say anything nice about a weapon other than thet it performs its function then you definitely need to change it, add something that would set it apart.

For instance in one game the shotgun's rear sight part was made in shape of a holy cross, which made "expelling" demons and monsters with it more symbolic, or in Unreal Tournament generic plasmagun was altered to have ammo count on itself which was unique feature at the time. Simple details like that can set a weapon apart.

>> No.2803561

>For instance in one game the shotgun's rear sight part was made in shape of a holy cross, which made "expelling" demons and monsters with it more symbolic
the SSG in Doom 4 has engraving details on it making shooting demons 'classy' or whatever it is you're trying to say.

>or in Unreal Tournament generic plasmagun was altered to have ammo count on itself which was unique feature at the time. Simple details like that can set a weapon apart.
Doom 4 has a gun that puts out more damage based on speed and how much you sprint around. that seems pretty cool and original to me.

>> No.2803565

I was not talking about Doom 4, but about how you refuse to count Generic as a criticism.
Also engravement on Doom 4s shotgun is basically a classic "Vintage shotgun" look seen in lots of other games that have doublebarreled shotguns. Not really unique.

And power by speed looks like a useless gimmick to me.

>> No.2803583

Man, I just love your work. I've been waiting to see if you release it soon. Still no plans to release it for mappers? I'd love to use these textures in some maps.

>> No.2803615

So, it's basically just a crappy frankeinmod of Quake Stuff and Brutal Doom? Yeah, really amazing

>> No.2803625

what mod?

>> No.2803635

the shotguns in Doom were generic wooden stock guns, and now that they've gone with the actual futuristic aesthetic and the guns have actual identity to them and blend with the overall look (with the exception of the SSG which is a generic coachgun yet again), they're -generic-. Because ID is sure to innovate the genre with such an unoriginal and simple game like Doom, right?

>I was not talking about Doom 4, but about how you refuse to count Generic as a criticism
to tell you the absolute truth: I couldn't care less about whatever falls or does not fall into the 'generic' category for you, and you most certainly won't get me to do so either. I'm not even that anon to begin with.

but you did mention Shadow Warrior earlier, and let me tell you, I have yet to see any feature in that game besides the katana as a starting weapon and the UZIs that point out to me I'm actually playing 3D Realms' 1997 title Shadow Warrior (since they didn't even bother remaking the classic enemies in that game), whereas in Doom 4 I was easily eable to make out every demon and weapon no problem. So there you go, SW is 'generic' to me because there aren't any features that make it stand out among other FPS titles out there. It's my opinion and you don't have to agree with it.

>> No.2803641

>I'm not even that anon to begin with.
Neither am I on the opposite side. It appears we've brought a small crowd in to discuss this. Oops.

>> No.2803642

a custom version of smooth doom with edited remaining versions of doom 64's weapons

it's hacky as fuck and i've been tweaking at it on and off throughout the entire month but anywho, have at it

>> No.2803643

They were unique -back in the day-

Also modern Shadow Warrior is not meant to be a complete remake - just to "capture the feel". As to features: The flamethrower that actually pumps out the fuel rather than just "stick shoots fire lol", Quad shotgun that has a very sexy kick action and separate triggers to indecate full/empty chambers as well as a big red "panic button" that empties all the chambers at once etc.

tl;dr: you are a faggot.

>> No.2803653

They actually were.
There's something called "Skull Knights:. Not sure if we've seen them yet or not.
Several new variation's of Former Humans, such as "The Unwilling" as well.

>> No.2803654


Man, all I wanted to say is that "generic" is valid as criticism.
I guess I asked for this.

>> No.2803659

>>>>just to "capture the feel"

>Quad Shotgun
yep, sure feels like Shadow Warrior!

you seem pretty angry that I called you out on your bullshit and SW is actually a way more unoriginal and bland game compared to D4 and you don't want to admit it for some unknown reason. Good. Keep tripping on your own dick.

>> No.2803662

>SW is actually a way more unoriginal and bland game compared to D4

No Bethseda
Fuck off Bethseda

>> No.2803663
File: 127 KB, 800x600, revenant season.jpg [View same] [iqdb] [saucenao] [google] [report]

>the shotguns in Doom were generic wooden stock guns
Which was cool at the time.
Still is.

>> No.2803664

he implied 'introduced anywhere in the game', and as far as the two demos shown as well as the screenshots exhibited, this is false. perhaps they were shown somewhere in the QC demo in 2014, but that one wasn't public

I said 'diehard fanboys would rage if they saw new content', this would be true to some extent, sadly

>> No.2803665

But the original did have a quad shotgun.

And SW is more original than the "Halo with gore" feeling I got from Doom 4.

>> No.2803669

PFFFFFT yourself.

You're just dismissing the points, whether or not the dev's succeded in "capturing the feel" is irrelevant - recreating the original game never was the goal.

>Keep tripping on your own dick
Thank you for the compliment but my dick ain't so big

>> No.2803674

lol, did you type this in a rush or what?

how hard is your heart beating right now?

>> No.2803679

>Thank you for the compliment but my dick ain't so big
Gonna need proof, anon ;)

>> No.2803686

well, the original game sure did have better looking, more identifiable enemies. That I can relate to. Also, pretty sure a flamethrower would injure the atmosphere of 'trying to recreate the feel of the original' somewhat. I just don't see it fit anywhere myself

>whether or not the dev's succeded in "capturing the feel" is irrelevant
... you literally outright said the goal of the game was to capture the feel of the original game a few posts back

how is arguing whether it was succesful or not irrelevant to the discussion in any way

>> No.2803691


>> No.2803692

Yes, the goal was stated by the devs. Whether they succeded or not is irrelevant to the fact that the arsenal of the game is not generic.

>> No.2803707

but it is. half the guns there were introduced in one way or the other in other FPS in the past 10 years that employed the same '2 X-TREME IN YOUR FACE" atmosphere and tried way too hard to be unique in one way or the other as well.

now the question would be, would you like to see quadruple shotguns, revolvers, flamethrowers, nailguns, freeze rays, tripmines and all that painkiller-levels of useless redundant shit in fucking Doom?

because project brutality mgiht be the way to go for you.

>> No.2803715

>half the guns there were introduced in one way or the other in other FPS in the past 10 years that employed the same '2 X-TREME IN YOUR FACE"

name them

Also I like the idea of PB it is as underimplemented as Brutal Doom itself - its a buggy incoherent mess of pieces that do not fit together.

All I need from the guns is for them to feel satisfying. SSG that takes two shots to kill one basic grunt (seen in one of Doom4 vids)? Not satisfying at all.

>> No.2803721

>SSG that takes two shots to kill one basic grunt (seen in one of Doom4 vids)? Not satisfying at all
did you skim right past the times the player killed imps in one shot, a hell knight in 3 shots, two imps at once in one shot and two revenants in two?

have you considered that maybe they're simply making the former humans a bit tougher?

>> No.2803723

damn, sorry if that was poorly worded and confusing. my mind tends to be all scrambled when I decide to type something up right after getting up from sleep.

>> No.2803728

Stop pretending to be me please

>> No.2803735

>>2803728 (You)
>>2803715 (You)
what are you guys talking about?
>>2803691 (Me)

>> No.2803739

>"capturing the feel"
yyyyyeah, about that...

>> No.2803751

The attack on normandy map in UT is bullshit

>> No.2803782

That which shalt not be named for example.

Or for a more real world related example, diaper fetish. They enjoy it but it's objectively wrong on top of being a health hazard.

>> No.2803802

discussing fetishes on a Doom thread feels uncanny for some reason

we /co/ now?

>> No.2803805

go to /his/ or something

>> No.2803830

did you download it?

>> No.2803934

any way i can force fov for all wads in zdoom? i tried to put "fov=100" in few places inside zdoom ini but it doesnt work, im just kinda tired of having to type fov command every level in every game

>> No.2803940

Make an autoexec file with the line
bind x "fov 100"
Then you can press x at the beginning of each map to change the FOV to 100°.

>> No.2803945

last i heard it's not saved in the config so basically >>2803940 is your only option short of making your own custom engine build

>> No.2803974
File: 167 KB, 806x625, kek.png [View same] [iqdb] [saucenao] [google] [report]

>check doomrla coz it sounds cool
>hmm, probably op made a honest mistake
>install and all, wonder why its not wad
>run it, pic rel

>> No.2803979

i see, i was doing that with games in the past.. well at least something, thanks

>> No.2803983

you're making a funny right

>> No.2803985


Was actually referring to this, but DoomRL is cool too.

>> No.2803986

oh boy

seems 10/10, would you care sharing some pics as you play?

>> No.2804007
File: 290 KB, 806x1249, roglik.png [View same] [iqdb] [saucenao] [google] [report]

its not bad, but i want to play some rla now! dont get me wrong i dig roguelikes, but just not today
btw how is hud and main wad game a separate files.. how am i supposed to run 2 wads in 1 time

>> No.2804027

>how am i supposed to run 2 wads in 1 time

>> No.2804051

cheers mate

>> No.2804061

>"Halo with gore" feeling I got from Doom 4.
So that's how you felt about the game?
Mind giving me your full review of the game?

>> No.2804068

chances are he probably didn't even play it and is just giving out his impression on it.

which so happens to be not different from any other one you might read on youtube comments.

>> No.2804072
File: 100 KB, 640x480, Screenshot_Doom_20120322_201114-Copy.png [View same] [iqdb] [saucenao] [google] [report]

I actually prefer the wormies to the pinkies. Those things are creepy as fuck.

>> No.2804076

my nigga

>> No.2804126 [DELETED] 

doom babbies

>> No.2804156
File: 27 KB, 387x253, 1447892214.png [View same] [iqdb] [saucenao] [google] [report]

have you ever seen their children? apparently they are born colorless before reaching maturity.

>> No.2804181
File: 177 KB, 1366x768, Screenshot_Doom_uhly.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2804254

>Man, I just love your work.
Most of the work had already been done by Epic/Digital Extremes, but thanks!

>I've been waiting to see if you release it soon.
I'd recommend you focus on something else for now Anon, unless I get a heap of free time this will take a while.

>Still no plans to release it for mappers? I'd love to use these textures in some maps.
A lot of the textures are being redesigned to match Doom's since it's a originally a texture replacement, is that okay? I mean they aren't all just original Unreal textures shrunk to Doom size. Since you are interested though, I could see about making them a separate resource too once they're all together, probably convert them to Doom format so they're not Zdoom-only.

>> No.2804256

man, jeffrey's parents grounded him for so long he became a meatpile.


>> No.2804265

>What's keeping you from playing more Doom?
Someone gave me Binding of Isaac: Afterbirth, and it's been a lot more fun than I thought it was going to be.

>What's next on the chopping block when you get back?
Finally going through Hellbound/Hell Revealed either through Demonsteele or GMOTA.

>> No.2804278

>What's keeping you from playing more Doom?
Quake 3 Arena at the moment, fucking Campgrounds, man.
>What's next on the chopping block when you get back?
Community Chest 2 I guess?

>> No.2804279
File: 430 KB, 1272x648, MAP04.png [View same] [iqdb] [saucenao] [google] [report]

I'm making currently making a few vanilla maps (5 done about now, just need to fix some textures/add detail) using nothing more than stock textures. So this replacement goes perfect for what I'm doing right now.

Anyway, you'll probably finish replacing these textures before I run out of map ideas, I've got plenty of time. Thanks a lot for this, btw.

>> No.2804280
File: 135 KB, 800x1200, [2013-11-12 06-04-30] Blind.png [View same] [iqdb] [saucenao] [google] [report]

I'm the other way around, DoomRLA makes me want to play DoomRL. (Update when?)

>> No.2804285

Damn now I have to play that again.

>> No.2804287

meant for >>2804254

>> No.2804291

BoI is great.
>What's keeping you from playing more Doom?
Unreal Tournament 4, and now that I'm away from home I'm trying to finish 99's singleplayer on the highest difficulty.
Not an easy task with a laptop mouse.
>What's next on the chopping block when you get back?
>fucking Campgrounds
Best vanilla map

>> No.2804396


joe-ilya would submit 9 maps.

>> No.2804424

why do I keep hearing shit about this guy?

>> No.2804440


He's a very bad mapper who keeps thinking he's better than he really is.

>> No.2804445 [DELETED] 



doom 4 will be shit. anyone who says otherwise is a bethesdrone.

>> No.2804445,1 [INTERNAL] 

spill your purple drank, nigger?

>> No.2804446

Doom4 might be fun to play for a certain period of time and snapmap might not be as shitty as imagined.

>> No.2804486

Even Blops 3 would come up with better modding tools.

>> No.2804487
File: 26 KB, 234x226, 1442447686182.jpg [View same] [iqdb] [saucenao] [google] [report]

whatever you say, epic shill

>> No.2804493

lol shitpost harder

>> No.2804498 [DELETED] 

doombabies are naturally looking forward to it. true ogs can readily see it for the pile of shit that it is.

>> No.2804510

The "former humans" shown don't really resemble or act like the original former humans. They're more like Strogg if anything.

I think they count as new.

Do you have a source on this? Sounds interesting.
Did you quote the wrong person or something?

>> No.2804516


I didn't pre-order TNO so I didn't get into the beta/alpha/whatever, so pretty much what >>2804068 said.

From what I seen that's the feeling I got and I don't think Doom 4's gonna be good. (As far as being a "Doom game" goes, as a generic-ish shooter? It'll probably be alright.)

>> No.2804521

>The "former humans" shown don't really resemble or act like the original former humans
they uncannily resemble the player models in MP, so I would say that's hinting towards them being the undead/possesed marines in the original games. They seem to have been buffed the fuck up though, fuckers can stand up to two SSG blasts now as opposed to imps which go out in one. They don't behave like their original counterparts either, they've been made way more agile.

>Do you have a source on this? Sounds interesting.
somewhere around these?
honestly good reads, seem to imply there was way more content shown than the stuff shown so far.

>> No.2804537

>they uncannily resemble the player models in MP, so I would say that's hinting towards them being the undead/possesed marines in the original games.
Looking at them again it seems like you're right.
>They seem to have been buffed the fuck up though, fuckers can stand up to two SSG blasts now as opposed to imps which go out in one.
First enemy they encounter after the player find the SSG was a former human and he died in one hit, though. Granted, it was point blank. (Somewhat unrelated but I don't like how SSG is now faster and does less damage, the original was rather perfect.)
>They don't behave like their original counterparts either
Yep. They have the projectile fire and the lightning gun shit now.
Nothing there seems like anything we haven't seen at E3; or anything like anon mentioned (Skull knights were mentioned as Skeleton Knights, but the context makes clear they are talking about the Revenant), sadly.

>> No.2804542

I'll enjoy Doom 4 for what it is, just like I did with Doom 3. I loathe the fatty design of the Cyberdemon but I'm hoping the game will be fun and atmospheric (nothing like the clusterfucky "modern" designed arena-after-arena gameplay of the Shadow Warrior remake please, ugh).

>> No.2804551

I didn't like SW at all either, and from the looks of it, I agree with the sentiment that Doom 4 seems like a much more faithful representation of the game it's actually based on.

>> No.2804558

>SSG does less damage
this is only true to TDM which has most guns rebalanced and even nerfed to some point to cater to the 'no oneshot kills' thing they're going for

the player still took out a hell knight and two revenants in three and two SSG blasts respectively at some point in the hell demo now that I'm looking at it a second time around

>> No.2804578

Hey guys, what are your thoughts on Doom's random damage system? Do you like the varied damage letting you sometimes have lucky breaks (or unlucky in the case of 40 damage caco balls), or would you prefer the damage be a static number so you always know how much damage you're going to take?

I'm typing this just after I got insta-gutted from 75 health by a Hell Knight teleporting directly next to me.

>> No.2804580
File: 229 KB, 1024x768, Screenshot_Doom_20151106_205545.png [View same] [iqdb] [saucenao] [google] [report]

it's utter garbage in most cases

>> No.2804593

Sounds kind of like the possessed marines in Scythe 2 then. Fuck those guys.

>> No.2804610


I'm willing to play russian roulette with the revenant's rockets and having a chance to receive 30 damage instead of constantly dealing with, say 50 damage or something like that

Doom's RNG is a vital part of the game.

>> No.2804637

Its not quite as simple as that. A big problem of his is that he avoids focusing his time and attention on just one or two maps, and insists on speedmapping dozens of turds for every community project he sees. This is why he hardly learns to improve.

>> No.2804695

It seems like oldfags are usually perfectly fine with Doom's RNG damage and it's only youngfags who bitch and moan about it because OMG SOOO UNFAIR

>> No.2804703


Nah, it was just as dumbshit in Heretic and it's still dumbshit in Doom. Especially when it comes to PvP, where RNG of any kind is fucking horrible.
Some level of RNG is fine in PvE because not every encounter should be an encounter of "hit X Y amount of times", there should be a question mark every time you get hit, but the values are far too skewed on either direction.

>> No.2804709

Fists and Berserk Fists are the worst case, there's no curve in the probabilty of the damage you do, every damage number has a 1/10 chance of coming up as it's all multiplying the outcome of a d10, rather than rolling multiple dice.

>> No.2804840
File: 133 KB, 640x480, Screenshot_Hexen_20151118_041024.png [View same] [iqdb] [saucenao] [google] [report]

How do I make a texture rotate?

like the valve in Hexen. press use and it rotates and makes a squeaking sound.

There doesn't seem to be a script for texture rotate

I did work out how to randomly spawn monsters just like real hexen. I set it for 20 - 30 tics to start with, forgetting it wasn't seconds.
Boy did a lot of monsters start spawning,

>> No.2804857

Its also one of the only good levels in that megawad.

>> No.2804904

i don't mind it for incoming damage since i assume conservatively that all incoming fire is going to kill me. if an incoming damage does less than the maximum, i consider myself to have been lucky.

the doom player is fragile and does not heal naturally over time, instead requiring external items to restore life. leading to the principal idea: endeavour to avoid taking damage at all.

contrast a system such as NetHack, balanced under the assumption that damage is inevitable. there you can run away and hide until you're back up to full strength.

however it would be nice if some of the weapon damages were more consistent. the current design has you either wasting ammo (assume 4 rockets/mancubus or 3/arachnotron, but half the time they only need 3 or 2 respectively) or carefully firing, and checking to see if the target has died before firing again, when optimally you want the target dead as fast as possible.

this is unfortunate but i think you should still have had time to react and move out from the monster's reach (64 map units) unless the map architecture was particularly unforgiving and you were surrounded by walls.

>> No.2804916

I only dislike the RNG with berserk fist. it can range between 20-200 damage, meaning theres a small chance that it won't even kill a shotgun guy on one hit.

>> No.2804924

>punch shotgunner with berserk
>he survives and shoots back
>full meatshot for 45 damage
t-thanks RNG

>> No.2804940

>you should still have had time to react and move out from the monster's reach (64 map units)
It was MAP01 of 32innail.wad, I was checking it out after >>2795129 brought it up. The switch in >>2795129 's picture raised some pillars, and my first natural movement after pressing a switch is to move backwards away from possible traps, a Hell Knight literally teleported right behind me and thanks to monster AI started attacking immediately as it was in melee range, before the teleport sound was even audible.

So far the mapset has a weird fetish for teleporting enemies uncomfortably close to the player. MAP02 was disgusting.

>> No.2804979

>my first natural movement after pressing a switch is to move backwards away from possible traps
so evidently the map was designed taking into account a typical player's instincts. sorry, but you fell for the trap. you can only say, fair enough, he got me good, i'll do better next time. the game would be too easy if you could get out of any situation without dying sometimes.

>> No.2805192

I always thought it was that way so you never know if the damage you are going to take is lethal or not, to make one play at their best and not take the damage in the first place. I don't know, they were also huge DnD nerds and they just simply wanted random damage rolls.

>> No.2805218

This is why I NEVER berserk hitscanners.

This worked better in Doom 3, where berserk punches would ALWAYS land fat damage, leading to you being able to sock a hellknight so he goes flying like a puppet. Of course it's actually a timed powerup here, and not 'per level'.

Then again, there's the chainsaw, which you can safely use against almost any enemy in the game if you get your method down.

>> No.2805382

I haven't been in this general in ages, glad to see it's still breddy good.

Anyways, I remember there was a project to make a Doom level for each 4chan board. I've seen /pol/.wad, did any others get made?

>> No.2805395

sort of. i believe /g/.wad became this

>> No.2805419

YOu cant rotate a texture. The valve in hexen is literally a set of frames switched around via ACS to make an animation.

>> No.2805425

The point was the ridiculous RNG on its melee attack, not that I got hit in the first place.

>> No.2805612
File: 17 KB, 480x268, Fly.jpg [View same] [iqdb] [saucenao] [google] [report]

Any Zandronum guys on here, is it a bad idea to have a monster that uses thrust/momentum-based movement? Does it replicate poorly in multiplayer?

>> No.2805637

then i'm afraid i don't understand, you know barons and knights can do damages up to 80

if (P_CheckMeleeRange(actor))
int damage;
S_StartSound(actor, sfx_claw);
damage = (P_Random(pr_bruisattack)%8+1)*10;
P_DamageMobj(actor->target, actor, actor, damage);

it can't be helped

>> No.2805645

It was just a note at the bottom of a post (>>2804578
) about Doom's RNG, that is all.

>> No.2805651

all right, fair enough. i apologize for over-thinking.

>> No.2805754
File: 9 KB, 235x214, 11709434_680937905339796_7534711289231046248_n (1).jpg [View same] [iqdb] [saucenao] [google] [report]

>Get to end of level
>Exit is guarded by arch-vile
>End up fucking up and getting hit by it's blast, forcing me to fall back
>come back and blast rockets at it
>kill it with 4% health remaining
>decide to run forward right into a stray fucking rocket I fired while I was firing at the arch-vile
>I die

>> No.2805761

>decide to run forward right into a stray fucking rocket I fired while I was firing at the arch-vile
how did you manage that?

>> No.2805769

I decided it was a great idea to rocket spam at the arch-vile. After it died there was still a few rockets flying. I ran right into one of them because I wasn't paying attention at all.

>> No.2805770

Or rather, the explosion killed me. I wasn't directly hit.

>> No.2805778

it takes some effort to catch up with a rocket, though. it's not like you can just throw one out and meet it again by accident half a minute later, unless you teleported. did you just immediately start straferunning after the rocket?

heh, yes i figured that part, i know you can't get hit by your own projectiles (unless you die and respawn in co-op).

>> No.2805795

Well this was a point blank scenario. The archvile was decently close to me and I panicked, because he was resurrecting monsters so I just spammed wildly. There was a stray rocket that hit the wall in front of me and killed me. If you want to know the location, it's the end of MAP04 of Back To Saturn X Episode 1.

>> No.2805821

First time playing BTSX?

>> No.2805840

ohhh right i am with you now. careless rocketing in a close-range situation. i had this image in my head of shooting rockets from far away and then sprinting your legs off to catch them up! ridiculous now i think of it. sorry for the misunderstanding.

>> No.2805881

The one with the mortars and shit?
Yeah it's terrible.
Basically an instawin if you beat the attack part tho.

>> No.2805909

No problem dude

>> No.2805968

i have, haven't sat down and played it yet. will in a little bit and come back with feedback

>> No.2806082


>thrust-based movement monsters

Well, we already have HDoom.

>> No.2806086
File: 57 KB, 300x322, 1830526427.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2806089 [DELETED] 

>one minute apart
Protip: make your samefagging less obvious, retard.

>> No.2806090
File: 7 KB, 395x112, 2015-11-19_17-03-34.png [View same] [iqdb] [saucenao] [google] [report]

Chill out, dickwad.

>> No.2806106


Remember guys, if several you find something funny, you have to make sure you reply within the designated timetables or you might trigger someone.

>> No.2806109

there's no way anyone would find >>2806082 funny other than the guy who posted it, it's too lame

>> No.2806112


>people can't laugh at stupid jokes, ever
>humor must be serious business

puns must really annoy you.

>> No.2806160

b-but muh inspect element

nah, just jostlin' with ya. Pretty sure ya aint samefaggin

>> No.2806287
File: 233 KB, 800x600, Screenshot_Doom_20141028_141734.png [View same] [iqdb] [saucenao] [google] [report]

You're gonna love the rest of it.

I love intentionally lame jokes, especially sexual ones.

>> No.2806296

>I love intentionally lame jokes, especially sexual ones.
i guess we are opposites then. unfortunate, but let's get along anyway.

>> No.2806327


Does anyone know, though? I don't want a monster to lagwarp around the place in multiplayer.

>> No.2806459

Hey all, I'm about to stream some good ol' Samsara with Jenesis in a bit if anyone's interested: http://www (dawt) twitch (dawt) tv/portalthefreak

>> No.2806583

ZBloodX uses A_Recoil() with negative values on enemy movements. It seems to work alright.
They jump off cliffs but that happens in singleplayer too so...

>> No.2806632

I absolutely love the music and art style. It's definitely not easy, though.

>> No.2806673
File: 219 KB, 800x600, Screenshot_Doom_20141007_144051.png [View same] [iqdb] [saucenao] [google] [report]

I found it to be just challenging enough.

Can't wait for part 3.

>> No.2806697

Fuck, just completed a level with like 6 Spider Masterminds. No idea how I managed to beat it without dying.

>> No.2806751

I like it.

If you want to see something frustrating, try writing a weapon that uses Strife's level based accuracy modifyers. THOSE are a bitch to re-implement.

>> No.2806846

Is there any gameplay mod that simply adds more new monsters? I mean I like hard doom but spawning with a shotgun and getting godlike weapons randomly drop from enemies isn't my cup of tea.

>> No.2806852

so far i'm playing doomworld mega project 2012 using pirate doom using zandronum alpha 3 and made it to map 21.

right now i flipped the switch with all 6 keys and now my game is frozen due to the map. does this happen to you or is it just me

>> No.2806882

You could try Colourful Hell

>> No.2806942

could be an engine bug. that switch triggers about fifty thousand moving floors/ceilings. maybe z&3 can't cope?

>> No.2806964

Looks really interesting, giving this a try. Thanks anon!

>> No.2806981
File: 2.75 MB, 320x240, dmp2012-21-241.webm [View same] [iqdb] [saucenao] [google] [report]

this is what is supposed to happen


>> No.2806990



>> No.2807383

thank you

>> No.2807876

does anyone have a link to download a previous project brutality version the oct 5th update sucks IMO and I can't find the old pk3 file on my hard drive

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