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2858137 No.2858137 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2849264
(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? (v6b)

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! ##

Make a Boom map for Doom 1.
>>https://warosu.org/vr/post/2811741 Announcement/Rules

>> No.2858140


[12-16] Freedoom v0.10 released

[12-15] Turok being re-released on the 17th

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.

[12-13] 32in24-15 is happening right now and will probably be over by the time this news post is published.

[12-11] Thanks for the shout-out, @doom_txt!

[12-10] GBA DM updated

[12-10] Legends of Game Design 1997 interview with Romero (starts around 25:00)

[12-10] CACOWARDS 22
Sunlust / Erkattäññe / Skulldash / Swift Death / Breach / Valiant
50 Shades of Graytall / Sheer Poison / dead.wire / Return to Hadron
MP: Don't Be A Bitch Remastered / ChaosCore CTF
Mod: DoomRL Arsenal
Jokewad: Selfie Doom
Mordeth: ChaosCore CTF
Mapper: dannebubinga
EspiLA: fraggle

[12-08] NUTS.WAD... for DN3D!?

[12-08] Scerebi Forest updated

[12-07] Italo Doom: 20 extreme slaughtermaps by Ribbiks/dannebubinga (beta)

[12-06] Anon mod release: Project MSX without custom monsters

[12-06] Anon requests Doom4 alpha participants to send feedback.

[12-05] Combined Arms: WIP4 available, feedback requested

[12-05] Anon music release: Doom64-style midis, free to use


To submit news, please reply to this post.

>> No.2858198

Valiant Vaccinated + Trailblazer?

>> No.2858209


Vaccinated can be run with any gameplay mod, not just Trailblazer.
Valiant by itself is still the truest experience, though.

>> No.2858216

I wish there was a compatibility patch for smooth doom.

>> No.2858232


That's what vaccinated is, anon.

>> No.2858237
File: 555 KB, 680x1304, 1441161004923.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean with the rebalanced weapons of Valiant. I think they're great.

>> No.2858238

But Vaccinated also removes all the custom monsters. I want a sub-version of Vaccinated with same custom monsters so I could use weapon mods with them without hurting the bestiary.

>> No.2858240
File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2858276

How do I check what difficulty I'm playing?

>> No.2858305

in vanilla i'm not sure you can (short of saving the game and looking at the file in a hex editor)

in ports with consoles you can probably type "skill" or some such

>> No.2858372

>[12-10] GBA DM updated
What is this, anyway?

>> No.2858381
File: 35 KB, 558x248, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Was checking out the Turok steam page and noticed this. Anyone have an idea of what exactly is being "improved"?

>> No.2858428

My take on it is they mean improved gameplay through better controls. KB+M is a huge improvement over the N64 controller.

>> No.2858443

If I remember correctly, that mod ports the deathmatch maps from the multiplayer portions of the GBA versions of Doom 1 and 2 into a regular .wad file.

>> No.2858528

Vanilla Turok already has a pc port with kbm support numb nuts

>> No.2858529
File: 10 KB, 300x168, tmp_22773-images204607507.jpg [View same] [iqdb] [saucenao] [google] [report]

Remove doom babby

>> No.2858537

I'll never understand what the hell the guy who rambles on about "doom babbys" every six or so months is actually talking about.

>> No.2858540 [DELETED] 


Someone shop that with Doomguydemon faces

>> No.2858542

Someone shop that with Doomguy/demon faces

>> No.2858549 [DELETED] 

No surprise that a doom babby wouldn't understand tbqh

>> No.2858550

It's tbqhfam now. Keep up with the times.

>> No.2858554

I'm not him, but presumably he means young posters who were likely born after Doom's release but still obsess over it because it is old, not mainstream (at least not these days relative to Halo etc), and edgy, all while being typical young 4chan memesters who take little interest in other old games.

>> No.2858557


that was way too specific for you to "not being him"

>> No.2858570

Well, I'm not. I have no problem with Doom threads.

>> No.2858610
File: 380 KB, 1600x900, Screenshot_Doom_20151216_093838.png [View same] [iqdb] [saucenao] [google] [report]

How's this look? I want to add some kinda indicator down along the ammo box that pops up when you equip a weapon to show what ammo it uses, seeing as the particle smasher uses rockets.

Maybe just change the color of the little arrows

>> No.2858614
File: 136 KB, 1049x591, fuckingdumb.png [View same] [iqdb] [saucenao] [google] [report]

Fuck, too slow with mapping.

>> No.2858642

Doom babbys guy demystified:
He doesn't like that Doom's still popular/aged well enough for generals when his pet favorite retro game(s) barely get talked about at all. Also aspergers.

>> No.2858720
File: 135 KB, 1280x720, remove imp.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2858746


>> No.2858757

for a first playthrough you should at least attempt to play without gameplay mods, degenerate.

>> No.2858762
File: 2.98 MB, 1300x800, 1409201627561.png [View same] [iqdb] [saucenao] [google] [report]

Once you get to 14 Angrier Archviles, it gets a little iffy if it's possible to do that shit without savestates.

>> No.2858785

What games don't require an IWAD? like Adventures of Square.

>> No.2858802

look for standalone TC (total conversions)

>> No.2858803

couple of new versions of Beautiful Doom:
and the post before it

>> No.2858807



unfortunately the former is two categories lumped together, it also includes stuff based on doom but entirely different games like doom rpg or doomrl. so you have to cross reference with the latter.

>> No.2858810

Not Doom related, but can anyone recommend some good Quake singleplayer campaigns/map packs? Vanilla enemies and guns and such, no mods. I'm itching for more Quake, but I've seen enough of its levels already.

Hardcore but manageable difficulty is always a plus.

>> No.2858816

>Not Doom related, but
you don't need to write a disclaimer -- this is the retro fps thread. :)

as for your question all i can suggest is to look up the quake map jam, it gets posted here sometimes.

>> No.2858854

I'm younger than Doom, and thanks to a friend I found this game and well, Doom and classic shooters in general became my genre of choice. I guess you were talking about the dudes who only play Brutal Doom though. I can understand that.

>> No.2858906
File: 457 KB, 1693x952, dopefishdoom.jpg [View same] [iqdb] [saucenao] [google] [report]

Dopefish was in the DOOM E3 reveal and no one even fucking noticed.

>> No.2858912

How come there's so much fan service and the actual gameplay is generally too slow?
It seems as if the developers want to make the game more old school, but execs much be holding them back.

>> No.2858926
File: 456 KB, 1600x900, Screenshot_Doom_20151216_124514.png [View same] [iqdb] [saucenao] [google] [report]


Well I had some people mention how tiny the HUD is, so I changed the resolution within the SBARINFO to scale it up, but people play on smaller resolutions it's gonna suffer from the same issue as GMOTA where the HUD is fucking huge

Fuck my life I can't into SBARINFO at all.

>> No.2858939
File: 190 KB, 640x480, Screenshot_Doom_20151216_124918.png [View same] [iqdb] [saucenao] [google] [report]


and this is the said result of shrinking the screen down.

>> No.2858945

Valiant is great and all, and my only problem with it is that it treats most encounters as trap encounters with no time given to assess the situation. It becomes more true as the WAD progresses, and apparrent that it was designed with such intent, as almost always you are given full replenishment on needed resources directly before/after the confrontation. Given that the balance is pretty tight and any mistake leads to death it soon becomes a trial-and error run with intense savescumming after/before every encounter.
At least that's my experience with it.

Wasnt there an option to scale/not scale the statusbar in the game options? How does it work with SBARINFO defined values?

>> No.2858947


I have no idea, honestly. I'm pretty clueless with SBARINFO shit and the wiki is useless here due to inaccuracy and misleading information.

So I might have to just leave it broke.

>> No.2858954


Just because it's a Doom game doesn't mean it HAS to play like the classics. It can be a good game even if it's slow. Quake was slow(er) and it was still amazing. Also, it's not the execs, it's the consoles that's holding the game back.

>> No.2858960

maybe. at the very least somebody seems to think putting lolinternetmemes into games translates into sales

>> No.2858973

>Also, it's not the execs, it's the consoles that's holding the game back.
I don't believe that for a second.
Randy Pitchford blamed Duke Nukem Forever having a two weapon carry limit and shit combat on "console limitations", and it was by far one of the worst shooters I've ever played on that console.

Mind you that I played Duke Nukem 3D on that exact same console and the controls and gameplay translated perfectly.

I will NEVER not think about blaming execs, it's absolutely possible to make a fun shooter for modern consoles, it's not an excuse.

That said, I'll reserve judgment until I get to play the actual game, the single player looks much better than the multiplayer.

>> No.2859005

I don't care much for gameplay mods and I'm going to load it up with one now just to piss you off.

>> No.2859015
File: 152 KB, 400x358, logo5b.png [View same] [iqdb] [saucenao] [google] [report]

We all know (and lots of people love) Samsara - an idea that lots of 90's fps heroes come together in the world of DooM.

In the end of 2011, before I even heard wind of that wonderful mod I had an idea of my own - an idea about a heavily story-driven Doom mod that while being ots own thing pays homage and incorporates parts from other oldschool FPS. I actually wrote down some of the weapon, enemy and map design ideas into the notebook and completely forgot about it until I unearthed that notebook recently. Back then I wanted to study mapping and stuff, but real life got in the way and I never got down to it. I doubt I will now, but I can share some of my ideas if you guys would like to hear them.

The thing got a title "A Day Before Apocalypse" and the basic premise goes like this: the universe (with lots of different worlds) is getting devoured by the being opposite of Demiurge - the Unmaker, and the demmons worship it as their deity and leader. The only way to kill it and prevent it from eating every other universes as well is to destroy this one along with him while he is inside of it, and the process of this destruction has already been initiated.

Protagonist is a nameless warrior who somehow got involved in this destruction of the world, and now he has 24 hours to reach the chaos gate where he can jump from this universe into the next one before it gets destroyed completely.

He travels through various dimensions including worlds of Doom, DN3D, Strife, Quake, Heretic and Hexen, as they crumble around him and getting more intervined (like part of a Heretic level "bleeding into" a Duke Carribean-themed world, or modernised (aka not from Wolf3d but from later WW2 themed mods) Wolfenstein nazis accidentally summoning demons from Doom) and enemies from different worlds fight each other and the protag.

Also minor RPG elements.

>> No.2859028


So are you gonna make anything with this, or...?
Ideas are a dime a dozen, mate.

>> No.2859037

>modernized Wolf nazis
Sorry man, lost me right there.
I want to see a whole bunch of Wolf 3D SS's running around a Wolf 3D level that's slowly turning into a DOOM level, fighting off demons and Duke aliens.

>> No.2859057

Map Ideas include:
A starting Hexen-like village+castle level with puzzles that actually make sense (like hacking down a cracked door with an axe) or getting a scroll with anti-barrier spell in a castle library and gathering ingridients dispell a barrier that leads to the dungeon.

Aforementioned Nazi level with Doom demons and Hexen monsters hunting down Nazi and each other

Obligatory Train level (based on Blood/DN) with a twist: A huge Cacodemon blows one train car after another (player can interrupt his charge by shooting it in the mouth)

A void race-like-level with invisible wall moving from start to finish - if it touches the player, a Giant Cyberdemon blows the level up. (Cyberdemon being a part of the skybox)

A map on the moon with base and mutants (DN3D) , that ends with Moon being blown up to bits, followed by a shmup level where player flies from moon to the earth while shooting demons that spawned before/behind him (invisible conveyor belts and Heretic-like wind to simulate the fall)

A multi-floor tower that incorporates designs from various worlds, and every floor rotates in a certain way (one of seceral, determined at the start) with clues on what's the current position of the floor player is in. Some secrets and places are only accessible if player figures out the way tower rotates (he has to manipulate tower in a certain way).

and lots of other different stuff

Sorry, ideas are all I have and I doubt I manage to find time to learn mapping and actually make it (even if I will the level of implementation is obviously wont do any of these ideas justice), so I figured I'll lay it out at least somewhere, otherwise it's all going to complete waste. Here, theres at least a minimal chance somebody would see something interesting in any of my ideas.

>> No.2859073


Fair enough, I suppose.

I tend to hold very little stock in idea dumps outside of personal relevance, but who knows. All you need for an avalanche is to throw a pebble, or however that saying goes.

>> No.2859084

>How come there's so much fan service and the actual gameplay is generally too slow?
Semi scripted demos and shitters playing on consoles isn't really a good indicator of game speed, we shall have to see.

DESU I think ledge mantling is a brilliant idea. Hate the "loadouts" in MP though.

>> No.2859097

Action Doom 2, Harmony, Return of the Triad and Freedoom come to mind

>> No.2859104
File: 261 KB, 904x1000, 1405964481235.jpg [View same] [iqdb] [saucenao] [google] [report]

too subtle

>> No.2859106

I played the first two episodes on Vanilla.
The weapons were REALLY not good enough to be fun for the kind of ratio of monsters the game throws at you. In my opinion anyway. I frequently found myself WAY too short on ammo at most times. It was just frustrating.

And it's a shame because I really like the custom monsters of Valiant and wouldn't have minded to just swap out the weapons for better ones to make the gameplay more fun. The maps were gorgeous.

>> No.2859116

Just play on a lower difficulty nigger

>> No.2859117

The new movement mechanics are cool and the greater freedom of movement for both the player and monsters will help the game feel more alive, but the general movement in the alpha didn't feel good to me. Loadouts are certainly a bad idea if they want to give map tools, it will end up restricting the types of styles of map people can create.
I'm just waiting for them to announce a proper set of mod tools, then I'll get it.

>> No.2859124

>no one
It's been brought up before, earliest mention I see of it is June 20th.

>> No.2859125

>map tools

Hey you can create anything you want with these 3.5 pre-defined rooms and loads of boxes!

>> No.2859125,1 [INTERNAL] 

And this attitude (and hot chocolate) is why Rockstar will never release proper modding tools for their games.

>> No.2859146
File: 235 KB, 1440x900, snapmap.jpg [View same] [iqdb] [saucenao] [google] [report]

that's exactly why I'm waiting for them to announce a full set of mod tools.
The game files were not readable like WAD or PK4 files, so I'm not sure what freedom we'll get without tools.

>> No.2859147

I am really irritated by this. Clearly someone said "haha we need a dopefish reference" and then one of their just-out-of-school artists went and googled "dopefish" to figure out what it even was and then put it on a texture.

The entire point of inside jokes like the dopefish is that they are an INSIDE JOKE - one person putting in something that they know about, so that a few other people who also know about it might see it and laugh. Once it has been documented and becomes widely known, it's no longer an inside joke, it's just a pop culture reference. Putting in a dopefish in 2015 is not even fanservice because no one actually gives a shit about the dopefish. It's a simulacrum of fanservice. You're supposed to see it and go "haha the dopefish, I remember reading about that inside joke, very good" and feel smug that you "got it".

It's the same sort of laziness that animates Doom 2016, and really, most of pop culture today: the notion that if you reference an old thing people liked often enough, the thing you are making can leech credibility off of it without any of the hard work of making an excellent, memorable thing that people organically decide is worthy of that sort of credibility.

>> No.2859153
File: 62 KB, 300x200, DAMNTHATSEDGY.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2859154


He's right though, you peckerhead.

>> No.2859160

You haven't seen edge if you think that's edgy.

>> No.2859169

You're just mad that you're not some part of dopefish elite anymore.

>> No.2859174

Most people here don't even know what edgy means.

>> No.2859194 [DELETED] 

What the fuck did you just fucking say about me, you little bitch? I’ll have you know I graduated top of my class in the Navy Seals, and I’ve been involved in numerous secret raids on Al-Quaeda, and I have over 300 confirmed kills. I am trained in gorilla warfare and I’m the top sniper in the entire US armed forces. You are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of spies across the USA and your IP is being traced right now so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your life. You’re fucking dead, kid. I can be anywhere, anytime, and I can kill you in over seven hundred ways, and that’s just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the United States Marine Corps and I will use it to its full extent to wipe your miserable ass off the face of the continent, you little shit. If only you could have known what unholy retribution your little “clever” comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn’t, you didn’t, and now you’re paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You’re fucking dead, kiddo.

>> No.2859198

Could've at least modified it to be doom-themed.

>> No.2859205

Which Doom 1 and 2 maps had the best secrets boys? E1M3 and E1M5 are my favorites, but I am merely a pleb.

>> No.2859230

I played on easiest.

The weapons are improved upon, but they're really not good enough for the kind of slaughter the author puts you through.

>> No.2859241

I guess it just comes down to what level you're comfortable playing on.
I finished the first two chapters on HMP without too much trouble, but 3 was a little too much for me.

>> No.2859282

I suppose this is one of the reasons why I've been so bleh on the new Doom. All of the throwbacks and references seem mandated, just thrown out of the way arbitrarily instead of worked into the game.

I think it would've been really cool to have the weapon permanently centered instead of off to the side, maybe a little hi-res holographic face looking around left and right. Building the core display and mechanics around the original.
Instead it's little references, cursory nods. Oh, the menu music is like E1M1! But it doesn't really sound like Doom music. Oh, there's a dopefish! But why? Oh, the invisibility sphere looks like the old Doom one! So why does nothing else look like Doom?

It all feels very forced and arbitrary.

>> No.2859286

it's not 'slaughter' by any stretch of the imagination. unfortunately, you're just a terrible, terrible player.

>> No.2859291

Hey guys, sorry for the absence, I've been sick for about a week and half. No fun. Do we have any new levels besides Mainframe and Buttghost (which still isn't finished)?

By the way, about that conversion of a Sgt Shivers map that someone said a thread or two ago that I knocked back - I did that because it was an unauthorised conversion and I felt iffy about the ethics. If Shivers is cool with it then I am. Or am I being overly restrictive?

And anyone have any WiPs they'd like to show? I have a very early stage map (Antigravity Testing) based on self-referencing sectors to create Plutonia-style invisible bridges.

>> No.2859306

>Do we have any new levels besides Mainframe and Buttghost (which still isn't finished)?
Nope, which is amusing to me considering the people saying the previous theme was "too hard" and that there would totally be more mappers for a "simpler" project.

>> No.2859317
File: 551 KB, 1280x960, 1450306710.png [View same] [iqdb] [saucenao] [google] [report]

sorry to hear about your illness.
i've made one room so far, and aside from an exit door it is completely untextured.

>> No.2859369
File: 45 KB, 800x600, Screenshot_Doom_20151209_192521.png [View same] [iqdb] [saucenao] [google] [report]

I started on HMP, then stepped down a notch for the second episode because it became batshit immediately.

>lots of enemies with little breathing room
>not slaughter
It doesn't have to be Hell Revealed or Alien Vendetta to be slaughter.

I was playing on easiest on the second last episode and the first map has you immediately being chased by two cyberdemons (amongst hordes of other monsters), along relatively modest arenas.

Yeah, I made it, but it was all just incredibly frustrating, it didn't feel like a triumph, it felt like "Thank FUCK that's over", it felt like it forced me rush through the map without leaving me the room to appreciate it and take it in.

Map 31 was full on slaughter (and one of the few instances where it actually got me to enjoy slaughter, I will admit). Plutonia 2 was easier than the start of that map.

Speeding up the chaingun and pistol doesn't really make up for imps with double the volume of fire, or tight amounts of health and ammo.

>unfortunately, you're just a terrible, terrible player.
Maybe you just need to actually balance easy for easy, Skillsaw.
I've played secret levels by Team TNT that were balanced better for easy.

>> No.2859375
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


This is a pretty good thrashing Genesis style E1M1 remix

>> No.2859382
File: 78 KB, 800x549, gutsx2.jpg [View same] [iqdb] [saucenao] [google] [report]

Any news on the Berserk Mod?
The last thing i saw were some sprites of the Dragonslayer and Crossbow

>> No.2859384

>Maybe you just need to actually balance easy for easy, Skillsaw.
>Someone's defending the map, it must be Skillsaw

You're a dumbass.

>> No.2859396

Doesn't matter if you're him or not, it's directed at him.

>> No.2859407


Ah. Well, my mistake, then.

>> No.2859408

>You're a dumbass.
you need a new schtick mate. this one is worn out

>> No.2859419

heh you're still around.
i don't recall it being mentioned since the last time you asked i'm afraid.

>> No.2859430
File: 69 KB, 493x502, dsw1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gonna dump some Doom shovelware covers.

>> No.2859435
File: 124 KB, 800x1234, dsw2.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2859438
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google] [report]


>that concerned glance shared between demon and doomguy

>> No.2859441
File: 57 KB, 438x429, dsw3.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2859443
File: 585 KB, 1280x1182, dsw4.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2859445
File: 662 KB, 1280x1288, dsw5.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2859447
File: 94 KB, 388x453, hsw.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2859448


>that stormtrooper-ish doomguy

Come to think of it, has anyone glossed over these for resources?

>> No.2859449
File: 319 KB, 1280x960, wsw.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone played these?

>> No.2859450

I've heard these packs are usually composed of mods downloaded off the internet and then sold for money, without permission obviously.

>> No.2859454


well yeah but back in the day they were probably godsends for nosepicking kids that didn't have easy access to the internet.

>> No.2859458

That's true, seeing as the internet wasn't as widely adopted as it is now.

>> No.2859459

that weird time after CD-ROM drives but before broadband internet

>> No.2859469

fuck me, I actually like it

>> No.2859474
File: 475 KB, 359x514, Untitled-0b.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2859479
File: 225 KB, 500x738, 200% BERSERK.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck did you just fucking say about me, you demon bitch? I’ll have you know I graduated top of my class in the Marine Corps, and I’ve been involved in numerous secret raids on Deimos, and I have over 300 confirmed frags. I am trained in dwango warfare and I’m the top deathmatcher in the entire UAC forces. You are nothing to me but just another pinky. I will frag you the fuck out with my SSG the likes of which has never been seen before on Mars, mark my fucking words. You think you can get away with saying that shit to me over the LAN? Think again, fucker. As we speak I am contacting my secret network of spies across Phobos and your IP is being traced right now so you better prepare for the BFG, maggot. The BFG that wipes out the pathetic little thing you call your life. You’re fucking dead, impy. I can be anywhere, anytime, and I can rip and tear you in over 666 ways, and that’s just with my berserker hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the UAC Marine Corps and I will use it to its full extent to frag your miserable ass off the face of hell, you little shit. If only you could have known what unholy retribution your little "trash-talk" was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you agitating skeleton. I will dynamite all over your spinal cord and you will dig it. You're fucking dead, Cacokiddo

>> No.2859494
File: 189 KB, 800x600, Screenshot_Doom_20151217_012007.png [View same] [iqdb] [saucenao] [google] [report]

It's fucking dark in here!

I'm liking Hellbound so far, but damn, is it constantly this dark? Like, I can't see my own feet in front of me (figuratively), it's that dark. Doom 3 wasn't this dark.

Start is a bit weird, but the beat is really good, like a slightly sped up At Doom's Gate, gets you fucking pumped.

If only the 32X port sounded like this, it would have been a much more clear cut winner over the SNES port. Say, could one make a romhack of the 32X version and make the music not suck? I know the hardware is capable of better.

>> No.2859505

Yo, aside from finishing the mappack you're playing, why you using the Old version?

>> No.2859517
File: 137 KB, 600x600, wadsofwads.jpg [View same] [iqdb] [saucenao] [google] [report]

afraid not, and I haven't played this either, but



I can't

>> No.2859539

Are there any decent addons for Samsara? I remember Kyle Katarn being pretty good, but are there any other?

>> No.2859543
File: 118 KB, 800x600, Screenshot_Doom_20151217_015324.png [View same] [iqdb] [saucenao] [google] [report]

Finally some fucking lights!

Because I had made a bunch of changes and 'fixes' and couldn't be bothered to do them all again to the last versions.

>> No.2859570
File: 469 KB, 900x1391, 1448481586130.jpg [View same] [iqdb] [saucenao] [google] [report]

Also: favorite multiplayer mods?

>> No.2859610

katarn is pretty much it
extra heroes is retarded bloat, resurrection is hideous as hell
samsara monster mixer is okay but slow as fuck to update

>> No.2859615

When do we get a WAD that just replaces Doomguy's sprite with Doomguy rolling around in an office chair?
Like, he uses his tippie toes to scoot the chair around, and it's just Doomguy flying around in an office chair blasting the shit out of Demons.
Imagine that shit in multiplayer co-op with like, 20 people.

>> No.2859618

I always get excited when I hear that someone's starting a Whodunit server, even though my internet is invariably too shit to join in.

>> No.2859629

Alright then. Katarn it is. That's a shame because Leonard from RNR, or Lo Wang would've been pretty nice.

Me too, but /vr/ hasn't gotten together for one in a while. At least not that I've noticed.

>> No.2859632

I thought a guy had been doing servers recently? I hadn't been able to join because of the aforementioned shit internet.

>> No.2859638

Oh maybe. I've been coming to the threads a lot more sporadically recently, and haven't hopped on the IRC in a long time.

I was asking about samsara addons because I was thinking of hosting some deathmatch sometime down the line, and was hoping to host some less-played games (idtech or not) as well.

There's a whodunnit server up right now, but I dunno if it's /vr/ related or not.

>> No.2859736
File: 16 KB, 272x216, carnbarn.png [View same] [iqdb] [saucenao] [google] [report]

oops i posted the wrong image i didn't mean to post somemong sorry

>> No.2859767


I don't post for your amusement.

>> No.2859924

I really hope they have a "Classic" mode or something. I played a bit of the Alpha on PS4 and I loved it, with the exception of fucking loadouts.

>> No.2859967

Was it a slugfest as shown in the leaks or it's just the leak players were slugs themselves?

>> No.2859970

It seemed pretty fast paced to me, if that's what you're asking. Granted, I don't really play Arena shooter multiplayer games that often. I mean, it's not quake or original doom multi or anything, but it's faster paced than most other current multiplayer shooters I can think of.

>> No.2859974

What are your favorite single map wads?

>> No.2859998


Not exactly its a remake that fixes a lot of problems the original maps had.

Its pretty cool

>> No.2860018

that's the best one. i was hoping you would post it

>> No.2860028

blastem2.zip (180 KB, 2000-10-14) - Russell DD Pearson

UAC Experiment
uacexp.zip (133 KB, 2000-11-07) - Hellbent (Jason Root)

>> No.2860059
File: 2 KB, 292x115, 1450338968.png [View same] [iqdb] [saucenao] [google] [report]

heh, weird coincidence

>> No.2860062
File: 1.04 MB, 1024x1535, Impse v69.0 - The Final Encounter.png [View same] [iqdb] [saucenao] [google] [report]

Decided to finish this drawing. Can't believe it took two days to do this stupid shit.

>> No.2860086

your forward run speed would be severely reduced, but you would be able to kick the floor and fly backwards at speed. naturally your guns would cause the same. being hit sufficiently hard would make you fall out of your chair, which would translate in-game to a reduced view height for a second while you get back up.

>> No.2860089

>man how cool would it have been if they had copied everything from the original game, even the most nonsensically, redundant, superficial shit all at the expense of novelty
get in line

>> No.2860093


>> No.2860098
File: 10 KB, 480x360, 1423011282383.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2860102
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>> No.2860106
File: 59 KB, 480x360, 1436601201677.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2860107
File: 167 KB, 938x736, 1438218912713.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2860110
File: 110 KB, 704x361, staypuft.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2860128

aka: the complete opposite of what he said

>> No.2860143
File: 20 KB, 420x545, storymaker-shroud-of-turin-through-history3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2860160
File: 100 KB, 300x300, bueno.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2860162
File: 691 KB, 480x360, 1440846077325.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2860193
File: 8 KB, 253x85, ss+(2015-12-17+at+05.13.21).jpg [View same] [iqdb] [saucenao] [google] [report]

Well, hey, if you want.


Doomguy2000 continues to cry in his quest of "exposing the truth", says anonymous reviews are disabled (they aren't) and cries censorship (it isn't).

>> No.2860194
File: 35 KB, 572x380, 1403035985072.jpg [View same] [iqdb] [saucenao] [google] [report]

>caring about community drama

>> No.2860196

Autists are autistic, this is nothing new or surprising.

It's relevant inasmuch as Nambona inevitably coming in for damage control, but that's about it.

>> No.2860210
File: 147 KB, 350x411, recrcrerrr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2860213

How long do you guys usually spend playing a megawad?

It can take so long for me to finish even a single level (I just spent somewhere like an hour on Sunlust MAP05, and probably a half-hour to an hour on the map before that) that it takes a long fuckin time for me to finish a full 32 maps, if I even finish it at all.

>> No.2860225

It can take me a week or a few days, that's if I don't get distracted and play some other megawad and never finish

>> No.2860227


Solidarity, brother.

>> No.2860229

i can spend years on a megawad. i have to beat every map from pistol start to 100% on some skill level without saves before i can call it done. i have a text file to keep track of it all.

>> No.2860236

I play everything UV pistol start with no saves, so I usually burnout on a wad before I see the end of it.

>> No.2860239
File: 49 KB, 1024x768, quake2_011.jpg [View same] [iqdb] [saucenao] [google] [report]

Looking at it now the Q2 quad damage effect is hilariously primitive, but it makes it damn clear what's up for anyone unfortunate enough to run into you.

>> No.2860247

i have two tricks to get around this problem.

1. use savegames until you've learned the level, then re-do it with hindsight. stuff is easier when you know where to go, what triggers traps and what the consequences are, where secrets are, etc.

2. randomise the map order. if you get stuck on a map, do a different one. since you're doing each map from pistol start, the orider doesn't matter.

for example i am doing plutonia 2 like this

doom2 pl2.wad -iwad plutonia -warp $(awk '$1=="pl2" && $3 != "u" { print $2 }' ~/text/wads | shuf -n1)

which picks a random level from the wad that i haven't marked in the file as beaten on UV yet.

>> No.2860253

That is the voice of someone who does not talk to people very often.

>> No.2860259
File: 355 KB, 1080x1350, jIKzPMr.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2860260
File: 29 KB, 633x758, 1408543297950.png [View same] [iqdb] [saucenao] [google] [report]

>be me
>go for some multiplayer fun in zandronum
>tfw only brutaldoom server is COOP
>no survival brutaldoom
>no survival with based rga
>no survival with based proyect msx anymore
>no DM with any mod
>only complexmeme servers with either the same mappacks
>lagged af makes shit impossible to play at complexmeme decently
>tfw complexmeme maps have 300 monsters and have to wait literally 10 minutes to play and get dunked again by some 1hitkill monster and cant evade 'cause of lag
>tfw im in a fun server but suddenly ppl leave
>stop using doomsekeer for months

>> No.2860261

The "use saves to rehearse a level" is good advice, though I'd have to condition myself to start doing that.

I don't know if I entirely agree with randomization, though. Even though you aren't carrying anything between levels, I think megawads are still designed to have an intended difficulty curve across the levels. I'm playing Sunlust right now, and the designers explicitly state that the difficulty doesn't really ramp up until after the first episode.

>> No.2860263
File: 362 KB, 392x414, druid.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2860268
File: 713 KB, 1024x768, Gold_Title_5.jpg [View same] [iqdb] [saucenao] [google] [report]

i said this last time but he sounds like an angrier version of omegalore

what i want to know is, if he is that guy from the video who looks like a 14 year old with a soul patch, then who is the guy on this title screen?

>> No.2860331

looks really complex desu :)

>> No.2860332

looks like a chinese counterfeit game lol

>> No.2860350

This guy really hates doomworld, huh.

>> No.2860356

Depends on how long the levels are, and how often you die.

>> No.2860463


>> No.2860475
File: 16 KB, 320x371, triggered.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2860510

For me, Sunlust's first 10 levels doing pistol start were all around a half hour ordeal. After 10, it was about an hour per map. I stopped trying to no-save at that point, as well; there are a lot of encounters after map10 that feel like slamming into a brick wall repeatedly until you just barely pull through and I think I'd go crazy if I tried to finish those encounters having to replay the level every time. So, fair warning if you do end up trying to no-save.
On a less difficult megawad with average-sized levels, I take about 10-15 minutes per level.

Is this just a weird way of agreeing or are you trying to say that aside from the increase in speed, what this video changes isn't superficial?

>> No.2860572

it is an "i saw this video and thought it was cool"
i may have misread the posts and replied to the wrong one. sorry.

>> No.2860581
File: 69 KB, 1920x1080, Screenshot_Doom_20151216_162623.png [View same] [iqdb] [saucenao] [google] [report]

Fuck Sunlust and its autistic trial and error combat and secret-finding.

>> No.2860624
File: 11 KB, 255x247, zJxHT.png [View same] [iqdb] [saucenao] [google] [report]

>You have to archvile jump out of the map

>> No.2860632

scythe 2 does that too but it has the good grace to not mark it as a required secret for 100%.

>> No.2860662

>says anonymous reviews are disabled (they aren't)
anonymous reviews are in fact disabled.

>> No.2860670
File: 26 KB, 510x546, 1368371571048.png [View same] [iqdb] [saucenao] [google] [report]

>It's a Jerk round

>> No.2860680

Guise, are Master Levels and Final Doom worth playing?

>> No.2860681

Which weapon do you think it's better than the BFG? I'm talking about standard Doom weapons.

>> No.2860686
File: 28 KB, 468x60, doomworld post hell.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2860705

But it's funny

>> No.2860707

there's no one answer, it depends on the situation. sorry for the boring reply!

>> No.2860718

(continued) the best weapon kills the monster that is attacking you, minimising the damage you take in doing so, and minimising the cost of resource usage.

often the answer is the super shotgun, because its ammo is very cheap (shells are usually the most common type of ammunition in a map) and it kills a lot of things in one or two shots.

other times the answer is the chaingun, when facing a large number of low-health opponents, again since its ammo is cheap.

other times it is the plasma gun, because although plasma is expensive it kills even sturdy enemies very quickly, and usually keeps them pain-stunned before death, preventing return fire.

i could go on but this is enough

>> No.2860727
File: 7 KB, 228x348, romero head.png [View same] [iqdb] [saucenao] [google] [report]

>direct Turok port on Steam
>20 bucks

>> No.2860743
File: 242 KB, 853x640, secrets.jpg [View same] [iqdb] [saucenao] [google] [report]

Better wait for the holiday sales i guess.

>> No.2860782

What a shame, i hoped there would be news of it by now

>> No.2860789

Plutonia is cool. Evilution is mediocre but occasionally good.

>> No.2860829

Anything by Lainos.

>> No.2860859
File: 24 KB, 640x480, 1450379059.png [View same] [iqdb] [saucenao] [google] [report]

~modern mapping~

>> No.2860883
File: 84 KB, 200x400, the_funky_hellknight.gif [View same] [iqdb] [saucenao] [google] [report]

feel the rhythm

>> No.2860895

>Evilution is mediocre but occasionally good
i would say at least half of evolution is cool

>> No.2860901
File: 17 KB, 74x97, skellington-boogie.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2860932


Yeah, Sunlust is cool.

>> No.2860945
File: 1012 KB, 1366x768, VRMAP.png [View same] [iqdb] [saucenao] [google] [report]

I'm almost finished with my map; it's a medium-sized map, I take 10-12 minutes to get through it. I make a lot of use of barons so I try to make it somewhat difficult.

>> No.2860961
File: 80 KB, 640x480, 1450382406.png [View same] [iqdb] [saucenao] [google] [report]

the /vr/doom megawad club plays: h2h-xmas

map19, another dm area with monsters, pretty good fun

>> No.2860974


>> No.2860980





>> No.2860989
File: 20 KB, 168x166, 1437908698898.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2861012

These go so well with

>> No.2861015
File: 2.83 MB, 340x189, I AM AHEAD. I AM ADVANCED. I'M THE FIRST MAMMAL TO WEAR PANTS, YEAH!.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2861069 [DELETED] 

So we're all in agreement that GZDoom is the sourceport for autists, right?

>> No.2861097


No, and you're a dumbass.

>> No.2861102


>> No.2861146

Not a direct port. They completely redid the engine, and actually modified the level design a bit. New areas and altered ones alike. Ontop of that is the improved controls and visuals, even if the game is trying to remain as authentic as possible with the assets, among other things.

The platforming isn't as shitty as it used to be.

>> No.2861192
File: 1.95 MB, 1382x806, file.png [View same] [iqdb] [saucenao] [google] [report]

Playing it now. It's good.

BTW didnt NightDive basically took almost ready Turok EX and got all the credit for it? I dont see Kaiser mentioned anywhere (or any credits at all for that matter, only a shitty video at the start)

Shame you can only move the fog 2ce as far, but not remove it completely - I always hated it.

BTW what's the difference between difficulty modes? Are there new enemies or just the old ones are being made into bulletsponges? I dont remember Turok 1 even though I played it. What was changed in EX regarding the original?

>> No.2861204

kikedive can go fuck themselves

>> No.2861207

Far as I know, Kaiser joined Night Dive and got their help in finishing the port.

>> No.2861213

fucking sellout

>> No.2861219


Even if Nightdive is basically nicking all of Kaiser's work, it's good to see the guy is finally still getting something out of his hard work.

>> No.2861220


are you just shitposting for fun? Don't you have anything better to do?

>> No.2861226
File: 15 KB, 281x350, this cant be real.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you serious? Jesus, what a fucking faggot.

>> No.2861230


You're a dumbass.

>> No.2861239
File: 210 KB, 800x600, Screenshot_Doom_20151217_212353.png [View same] [iqdb] [saucenao] [google] [report]

Goddamn that was too many cacos at once. Got hairy later but I did it, thank fuck for choke-points and explosives.

It was pleasantly bright for most of the level, hope I'm not going back underground again.

>> No.2861240
File: 982 KB, 300x225, everything looks the same.gif [View same] [iqdb] [saucenao] [google] [report]

>Trying to sell the game for 20$
>Something that was going to originally be free
>Minimal work done
>Kaiser quite literally taking sellout to the next level by handing them something almost entirely done, just so he can rake in some bucks
There's nothing good about this.
Nightdive are faggots for trying to sell this shit for 20 bucks, and Kaiser is an even bigger shit face for shilling out.

>> No.2861243
File: 9 KB, 387x429, 1366731557108.png [View same] [iqdb] [saucenao] [google] [report]

Good to hear. Loved the hell out of Turok, eager to play it again.

>> No.2861245
File: 194 KB, 800x600, Screenshot_Doom_20151217_215230.png [View same] [iqdb] [saucenao] [google] [report]

Of course the exit is underground, and going deeper down.

Of course.

I wish I had a flashlight.

>> No.2861251

>company who owns the rights to the product gets to monetize it
wow it's like hearing the backlash against companies putting ads on related youtube videos again

>> No.2861260


Doesn't seem like minimal work done to me, though I feel like it should have been for 15 bucks. Either way it feels like you're being overly angry over this for no reason.

What if the other option was to get a C&D and have his work thrown out? Maybe Kaiser wanted to see this project finished and out to people, Turok was a good fucking game severely hampered by shitty hardware, and from my understanding the game's gotten a fairly expansive overhaul for this PC port.

Good for him I say, I hope he and Nightdive do the same for Turok 2 next.

>> No.2861263

>wow it's like hearing the backlash against companies putting ads on related youtube videos again
You literally just tried to prove yourself right by posting something that proved why they shouldn't be allowed to do this shit.

>> No.2861264

i couldn't care less about the games, the problem is now we will never get the source to KEX engine, which is a huge loss for the community

>> No.2861268

lol nah
if you honestly think remaking a sold game from the ground up for free would go without corporate intervention, i don't know what to tell you senpai

>> No.2861278

i dont recognise the map, what is it?

>> No.2861321
File: 2.55 MB, 1280x1007, sobek 2015-12-17 18-14-47.png [View same] [iqdb] [saucenao] [google] [report]

Posted this on another forum but im gonna post it here aswell.

I uploaded a 3DFX filter shader to simulate Voodoo2 GPUs, it can be used with Turok (or any other OpenGL/DirectX game)

All you need to do is have ReShade renamed as opengl32.dll on the game's directory and place the FX file.


I also have another suite with more effects (2 VHS/CRT ones and a DOS software effect one along with the 3DFX one), however, im not sure if i should post it since it include parts of a Unity asset, but you can always ask for other contact methods for that.

>> No.2861338
File: 117 KB, 636x603, I'm UAC.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm UAC.

>> No.2861352

Uh, you don't get to bring team mates.

>> No.2861357

The original cool arrow and crossbow in vidya.

>> No.2861363
File: 754 KB, 1920x1080, Screenshot_Doom_20151217_144945.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to select which sprites get billboarded? I generally like not seeing enemies go flat with freelook, but trees and pillars just look like shit with x/y billboarding on

I mean I guess I could just turn freelook off but so many modern wads are designed with it in mind that I'd rather not

>> No.2861367
File: 169 KB, 800x600, Screenshot_Doom_20151217_231647.png [View same] [iqdb] [saucenao] [google] [report]

>Walk into infirmary
>dead body gets up from the slab and walks towards me
>bloodslime creatures gate in through pile of guts
SUAB is cool like that.


>> No.2861372


If you edit the wad you're using, you can put +FORCEXBILLBOARD or +FORCEXYBILLBOARD on them.

>> No.2861375

when samurai attack

>> No.2861381
File: 208 KB, 800x600, Screenshot_Doom_20151217_234150.png [View same] [iqdb] [saucenao] [google] [report]

>come into gateway room
>it's already a mess, dead bodies and gore everywhere
>hordes of monsters starts gating in through the portal
>dead bodies start getting up from the floor too
>think you've worked off most of the horde
>more gate in
>more dead bodies start moving
Jesus christ how horrible.
I didn't think this room could become even MORE of a mess than it already was when I got there.

>> No.2861396


>> No.2861418

Should I even bind jump for single player WADS? I haven't encountered one yet where it seemed like jumping was expected.

>> No.2861428


some gameplay WADs make use of jumping in unique ways, Demonsteele has double jumping and GMOTA has a few unique attacks when performed in the air.

Combined_Arms does this too with the kick

>> No.2861429

I have jump and crouch bound just in case theyre needed, but I never use them. It's also fun to see if you can cheat the level design on repeat playthroughs

>> No.2861431

If the map you're playing isn't made specically for Zdoom, you don't need to jump.

>> No.2861436

Depends. If the maps are more Boom/Chocolate oriented or focused, then odds are they won't have jumping. ZDoom-based mapsets are more likely to have it, though, and Hexen had jumping in the first place so no foul there for what few map wads exist for it.

>> No.2861448
File: 158 KB, 1024x768, fluke ops excited to visit uac station 13.png [View same] [iqdb] [saucenao] [google] [report]

ready up for filename

I'm aware the HUD is shit/nonexistent and the action doom sprite needs a replacement

>> No.2861483

>uac station 13

I'm interested.

>> No.2861502
File: 58 KB, 1024x768, box.png [View same] [iqdb] [saucenao] [google] [report]


I need to update this map for the 3rd/4th time so far, but things are far more organized this time, so. Trying to get enough of the more famous weapons/items implemented before testing. It's gonna be fun replicating the autistic health system.

On that, any modders got any experience with how reliable the DECORATE user vars are? Better to jury-rig things the oldfashioned way with lots of inventory/custominventory actors, or are they actually useful?

>> No.2861514
File: 89 KB, 640x480, 1450396041.png [View same] [iqdb] [saucenao] [google] [report]

map20 was a hotel that was far too symmetrical, but otherwise pretty good, due to having masses of ammo, space to move, and things to shoot at.

map21 is the classic e2 crate maze with moody lighting.

>> No.2861515

please confirm/deny inclusion of clown

>> No.2861518

that looks fun to explore
it's for zdoom though?

>> No.2861520

>moody lighting.
(not pictured, because i had light goggles on)

>> No.2861521
File: 112 KB, 1024x768, honk.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2861523
File: 182 KB, 800x600, Screenshot_Doom_20151218_001214.png [View same] [iqdb] [saucenao] [google] [report]

>finally get out on ground level again
>it's a dark and dank forest
It's too dark dammit!

I like to use ducking and jumping for tactical reasons.

Sometimes if you're surrounded, it can save your ass to 'climb' up on the heads of monsters and walk on top of their heads to get away from them.

Sometimes you can duck down to avoid getting hit. Sometimes you can jump up to avoid getting hit by a low flying projectile.

>> No.2861525
File: 328 KB, 800x600, Screenshot_Doom_20151218_001224.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2861549
File: 449 KB, 1920x1080, peekaboo.png [View same] [iqdb] [saucenao] [google] [report]

I played through hellbound last year, it's a great mapset but holy shit it's dark

it also gets a little too slaughter-wadish for my taste near the end

>> No.2861591
File: 286 KB, 800x600, Screenshot_Doom_20151218_001403.png [View same] [iqdb] [saucenao] [google] [report]

A cabin, eh?

Some of the slaughter is alright
(someone said Hellbound wasn't slaughter at all, and it isn't all the way, but you're expected to handle a lot of hordes).

>> No.2861593
File: 219 KB, 800x600, Screenshot_Doom_20151218_005910.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit this is awesome! It's a cabin siege, like in Resident Evil 4, but way more terrifying monsters!

>> No.2861595
File: 241 KB, 800x600, Screenshot_Doom_20151218_010037.png [View same] [iqdb] [saucenao] [google] [report]

Nyaeergh, my eyes!
EAT 40mm!

>> No.2861604
File: 235 KB, 800x600, Screenshot_Doom_20151218_010147.png [View same] [iqdb] [saucenao] [google] [report]

Hehehe, what an mess!

I don't like mass slaughter gameplay, but Hellbound kind of does intermittent slaughter the right way for the most part.

>> No.2861606

That was probably my favorite part in the entirety of Hellbound.

>> No.2861631

>Download one version of Descent
>Everything is going at autistic speeds
>Shit is rediculous
>Decide it must be a bad download
>Grab another one
>Now everything is going at bullet time levels of slow mo
Anybody know how to fucking fix this?
Keep in mind, I'm being a massive faggot and using DOSBox to play.

>> No.2861640
File: 8 KB, 118x151, 1367315381806.jpg [View same] [iqdb] [saucenao] [google] [report]

You fix it by using fucking Gzdoom or some other source port, you weird dweeb.

>> No.2861672
File: 85 KB, 255x378, The_Revenant_2015_film_poster[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Looks way better than the Doom movie 10 years ago

>> No.2861684

You're dense, anon.

>> No.2861695
File: 188 KB, 800x600, Screenshot_Doom_20151218_015454.png [View same] [iqdb] [saucenao] [google] [report]

>Two Granfaloons at the same time
Jesus Christ they will never NOT be horrifying.
(one of them dropped a Railgun so it was totes worth it tho)

>> No.2861714

By "versions" do you mean copies of the game or a different sourceport?

My Descent source port of choice is d1x-rebirth (or d2x-rebirth for Descent II). I believe there is an option in the Descent config files to actually change the game speed, much like what Prboom-plus has for Doom.

Also could be a DOSBox issue, game speeds can be inconsistent depending on your CPU Core and Cycles settings.

Don't have the game installed at the moment, so I'll reinstall it and see if I can help. my copy of Descent I and II is from GOG, but before I grabbed that, the one I would use was from Emuparadise. It was labeled Descent Destination Saturn (1996) iirc

>> No.2861721

By "versions" I mean literally the same game, just downloaded from some different places.

>> No.2861740

Just fired up descent using D1x-rebirth.
Guess I was wrong about the config option to change game speed, my memory failed me I guess.

Sounds like a DOSBox problem after all.
I would use a sourceport instead, but if you really want to use DOSBox for whatever reason, I would change the [cpu] settings in dosbox.conf.

I usually just have core=dynamic and cycles=max because that works well most of the time.
If your settings are already similar, change to a fixed cycles count like
cycles=fixed 25000
or something. May need to fiddle with the number, as the performance increases from system to system.

>> No.2861762
File: 148 KB, 800x600, Screenshot_Doom_20151218_024825.png [View same] [iqdb] [saucenao] [google] [report]

Have to say, I really am liking Hellbound so far.

Still too dark a lot of the time. I mean, I get atmosphere and all that, but it's not quite getting broken up with light as much as it needs to.

>> No.2861779

Honestly, i'd go get a flashlight mod if it really is problematically dark.

>> No.2861782


My desire for variety will be my downfall.

>> No.2861787

no you don't.

>> No.2861790

I'm already a good couple of levels in (and the levels are pretty long), I'd have to start over, I unno man.

I'll have to consider it for the future, or the next time it kills me at the end of the level to reset my inventory.

>> No.2861801

I like that skull thing.

>> No.2861938

>you want midi music and compressed sound effects
i mean i guess it'd be cute as a cheat or something but what

also the doom 1/2 speed mechanics would feel awkward since there's no way we'd be able to get the hordes of monsters and shit while maintaining modern graphic fidelity. i'm not sure what people were expecting

>> No.2861947


Why did I never think to make an SS13 themed map? good work anon.

>> No.2861950

>that cunt soulsphere secret in TNT MAP02

i thought secrets were supposed to be rewarding you fucking dickholes. do they really think it's even worth it when youre facing like 20 barons and the weirdest switch puzzle ever? ffffuck

>> No.2861957

i want to love hellbound but its enemy placement needs some major revision but on the other hand it pulls some really clever shit like the cabin invasion there and that atmosphere unf

what difficulty are you playing on

>> No.2861963

that kekking skelesphere is too funny

>> No.2862009

You're supposed to telefrag them.

>> No.2862017

i'm already fucked by the time i figure out which switches do what. it's actually pretty clever but why is it a secret even? i'm guessing most players will probably end up with less health then they have before

>> No.2862019

>complaining about 20 bucks.

>> No.2862081

Why is /v/ on /vr/?

>> No.2862124 [DELETED] 
File: 143 KB, 960x960, 1434128812852.jpg [View same] [iqdb] [saucenao] [google] [report]

Please tell me how much you hate or don't hate Brutal Doom

thanks in advance

>> No.2862127
File: 82 KB, 533x800, 1399391940656.jpg [View same] [iqdb] [saucenao] [google] [report]

Brutal Doom is fine. Please stop inciting "discussion" about Brutal Doom.

>> No.2862135 [DELETED] 
File: 142 KB, 1200x600, 1449803386212.jpg [View same] [iqdb] [saucenao] [google] [report]

I just find it fascinating how much people hate that mod, is it because it's popular?

>> No.2862141

It's because you're shoving opinions that dont exist on people that arent real.

>> No.2862143
File: 48 KB, 440x200, wa.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2862193
File: 64 KB, 493x352, 15.06.56.png [View same] [iqdb] [saucenao] [google] [report]

What a world we live in

>> No.2862196

chuckled softly for some goddamn reason

>> No.2862215

Ooh, it looks very nice.

>> No.2862223

the remake of it in jenesis map31 is worse

>> No.2862245

Is that the Human BBQ/Well of Souls mix?

>> No.2862250

yes. i find it extremely annoying. lava everywhere, hardly any health and you are mostly limited to a single shotgun

>> No.2862419

Guys how do we design levels like Blood?

like holy shit I want to have their enemy / weapon balance. Fanatics and Cultists are fucking scary. I love the sounds they make and the attention to detail in that game. Really want to do voice samples for my latest WAD. Get a Caleb-esque character going

>> No.2862468

Freedoom will (eventually) become vanilla-compatible.

>> No.2862528

I guess I should have clarified things a little bit better in my video. Yeah you can still vote meaning reviews if that's what you guys call it.

The fact that only Doomworld members can post written reviews is still unacceptable. The video if you noticed when I was looking at the most recent votes and wads shows the problem I was talking about.

>> No.2862540

You've certainly put my mainframe to shame with that extent of detailing.

>> No.2862546 [DELETED] 
File: 167 KB, 320x240, 54787684568.gif [View same] [iqdb] [saucenao] [google] [report]

Looks like you people have a bad case of STOP HAVING A DIFFERENT OPINION TO ME
pic unrelated

>> No.2862548


>> No.2862550

>The fact that only Doomworld members can post written reviews is still unacceptable.
Is it that fucking hard to sign up for an account.
It takes two damn minutes, stop bitching.

>> No.2862551 [DELETED] 

This is exactly what I mean by "they're just gonna completely ignore your points".

>> No.2862556 [DELETED] 

It's stupid, signing up for an account for the sole purpose of only writing reviews on /idgames

>> No.2862559


>> No.2862564

>Nambona inevitably coming in for damage control

lol, you called it.

>> No.2862572

IMO there shoudn't be a review/comment system there at all. having a search function is useful but leave reviews to dedicated wad review sites.

>> No.2862574 [DELETED] 
File: 42 KB, 640x640, 1450093890735.jpg [View same] [iqdb] [saucenao] [google] [report]

I was expecting you guys to make another post about Doomguy's video, trying to be mature to make yourselves look like your opinion is more valuable. I'm not coming in for "damage control", but instead to laugh at you basement-dwelling neckbearded lolicons trying to be classy to make yourselves look important.

>> No.2862585

>trying to be classy to make yourselves look important.
We are the shitpost capital in the internet, with no names, no identities, and no lasting imprint once these threads expire.

If you are really that concerned with our opinion not agreeing with you, literal nobodies saying that you are full of shit, that says a lot more about you than us.

But hey, keep crying about "stop having an opinion i don't like". It's a gas.

>> No.2862591 [DELETED] 
File: 49 KB, 480x480, ^974D494C55FE1AE9BEC5829DFC4BCE6C9097C7F2DF07C986D0^pimgpsh_fullsize_distr.jpg [View same] [iqdb] [saucenao] [google] [report]

Shitposting is to be expected on 4chan, but you aren't even doing it on purpose here. You only say it is because you realise that you made yourself look like an idiot.

>> No.2862593

This is a better answer than the entirety of the "they aren't accepting 1x1box?? Censorship!!!!!"

>> No.2862595

>We are the shitpost capital in the internet
/vr/ ? not really, no. only the fast boards.

>> No.2862597

Nah senpai
You got upset we made fun of the video and are coming here saying we're trying to be "mature" and "important", when none of us are the least bit interested in that, just like you're not interested in a discussion

Go make another thread about anime girls and youtube it, that'll show 'em

4chan in general

>> No.2862598


I don't think you know what that means, sempai

>> No.2862603 [DELETED] 
File: 272 KB, 800x640, aquariosaka.png [View same] [iqdb] [saucenao] [google] [report]

So you think DG2K thinks that 1x1box.wad being removed on its own is censorship? He only stated that it was the first in a chain of censorship by Bloodshitter. He also recently started removing WADs for "obvious low effort troll map", and one I made and showed off here, azumanga.wad, wasn't even intended to be a Troll WAD, it was even said in the description that it contained loud noises, just so it would get past Bloodshitters facism.
I'm not upset in any way, I'm just letting you guys know how utterly hilarious your bitching is.
Of course I know what it means, baka.

>> No.2862614

>I'm not upset in any way

Sure thing, senpai.
I remember your azumanga.wad
It was shit.
Crying fascism for it being rejected is even more hilarious, and the fact that your inept temper tantrums will never change a single goddamn thing is just icing on the cake.

We're all one big laughing pool together.
At least Doomguy made a measured response. You're just dropping spaghetti every step of the way.

>> No.2862620 [DELETED] 

"It was shit."
It wasn't meant to be good. Just like 99% of joke WADs.

"Crying fascism for it being rejected is even more hilarious"
How is saying that someone/something supporting fascism "crying"?

"your inept temper tantrums will never change a single goddamn thing"
Look who's talking. And if your idea of a temper tantrum is me, you guys are mentally insane.

"You're just dropping spaghetti every step of the way."
I can ensure you I store no spaghetti in my pockets, last time I did was when I got b& from [GE].

>> No.2862624

>makes a shitty instakill wad with loud noises
wow what a shock that it was deleted
i bet the jews did this

Yeah, this is stupid. But I'm of a like mind of >>2862572 that commenting/voting is kind of dumb as a whole.

>> No.2862632 [DELETED] 

There's probably tons of other examples of those types of WADs all over the archives.

>> No.2862645

>How is saying that someone/something supporting fascism "crying"?
You made something shitty.
It got its ass pounded.
You're calling censorship because of it.
This is literally the most basic internet crybaby retort there is, right next to trying to claim "freedom of speech".

Face it, senpai, you're through. And good fucking riddance.
Make sure to track down the other places the video is posted at so you can tell them how much you totally don't care that they're not agreeing with you.

>> No.2862689 [DELETED] 

*yawn* still hearing the same "argument" you shit out time and time again, with it being disproven each and every time, still circlejerk over wads you don't like getting rejected.

>> No.2862692 [DELETED] 
File: 25 KB, 420x263, 7698765798.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what, we're both wasting replies in this thread, so let's both shut the fuck up.

>> No.2862695

See you tomorrow!

>> No.2862724
File: 85 KB, 640x480, 1450445432.png [View same] [iqdb] [saucenao] [google] [report]

map22, the name suggests it is a town, but i thought it was a castle/fortress. quite mazey and with a redundant red key. either that or a teleporter system that wasn't thought out properly.

>> No.2862732

Here's a shocker, TNT Evilution was gonna be free, but then wasn't.
Things happen.

>> No.2862763

Doesn't Nightdive own Powerslave as well? Hence Kaiser taking down the Powerslave EX downloads. Hope they re-release both iterations.

>> No.2862778

What? Night dive holds the rights to the game. Without joining up with them he couldn't have relased it without being sued. Also Kaiser has worked with them on several other projects before anyway.

>> No.2862780

Yes they do, and AFAIK he's continuing work with it for them.

>> No.2862872

What's the other way out?

>> No.2862880
File: 64 KB, 640x480, 1450453991.png [View same] [iqdb] [saucenao] [google] [report]

map23, elf town again, much more like a town this time.

>> No.2862904
File: 103 KB, 640x480, 1450456372.png [View same] [iqdb] [saucenao] [google] [report]

map24, i think someone said this one was inscrutable, and it is

if you're stuck press the buttons in the teleporter diamonds then go back to the start and walk off the edges of the pillars with the rocket/plasma. i needed a map editor to find this.

>> No.2862908

That was me. I had to watch someone do it on youtube and still couldnt figure it, so I walked the path they walked before they went to the door and i still dont understand how it was open.

>> No.2862925
File: 16 KB, 828x542, 1450456967.png [View same] [iqdb] [saucenao] [google] [report]

the door on the far side of the map opens when you walk over these lines

>> No.2862930

Hey guys DG2K here. Just dropping by to let you know I'm not mad, at all. In fact I am actually laughing. It is actually you who are the one who is mad.

>> No.2862931

Any idea where I can listen/download Plutonia Revisited OST, particularly "U R my NME"? So far I only found orchestra and remastered versions on Youtube.

>> No.2862938

so your "idgames rant" and followup are actually jokes?

>> No.2862961

Whatever gets you to sleep at night honey.

>> No.2863010 [DELETED] 

>no one will ever remake this with frisk and tori
it'd work so well

>> No.2863013

>Doom general
Anon, are you lost?

>> No.2863070

oops. wrong tab

>> No.2863072


M-muh openGL!

Yeah. Autists.

>> No.2863117
File: 16 KB, 600x600, come on anon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2863127
File: 29 KB, 528x600, its a secret.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not very original

>> No.2863136

At least half the entire doom community primarily uses GZDoom, and I can imagine an additional quarter of the doom community uses it on the occasion.

That was 5 years ago, and in the end, only really marked the end of GZDoom adding in new opengl exclusive features, until 2014 came along.

>> No.2863138

Good enough for me to save.

>> No.2863140

if we're gonna base autism around devs then we might as well say every sourceport is for autists

i think youre all just bitter cause you dont have the hardware to run it

>> No.2863160

>That was 5 years ago
still funny though.

>> No.2863167

>if we're gonna base autism around devs then we might as well say every sourceport is for autists
we would likely not be here without those "autists", though.

>i think youre all just bitter cause you dont have the hardware to run it
not me. i couldn't care less. i use zdoom to test things sometimes but have never run gzdoom in my life.

>> No.2863178 [DELETED] 

>we would likely not be here without those "autists", though.
yeah thats why its stupid to bring up at all.

there's really no reason to not use g/zdoom outside of retaining all the little vanilla inconveniences and running hellbound map29 i guess

>> No.2863189

>there's really no reason to not use g/zdoom
here's a good reason:
it's not the sourceport i want

>> No.2863192

you have every right to be inconvenienced

>> No.2863201

that's a nice opinion you have there. it would be a shame if anyone disagreed with it.

>> No.2863237

demo compatibility and performance is a huge reason not to.

>> No.2863245

performance was p much never a problem with zdoom even on my toaster (barring hellbound map29 and pointless shit like nuts.wad)

>> No.2863253

What makes Hellbound map29 so bad in (G)ZDoom?

>> No.2863256

it lags real bad even on non-toasters. the only sourceport that can run it reasonably is prboom i think

>> No.2863257

Something about the huge pillar in the middle, I guess.
As well as ~1800 monsters, of course.

>> No.2863258

But /why/ does it lag? What makes it behave differently from all the other levels?

>> No.2863264

>not me. i couldn't care less. i use zdoom to test things sometimes but have never run gzdoom in my life.
Missing out on a couple of really cool mods that are exclusive there mate.

>> No.2863268

Because contrary to what Captain Autism thinks, ZDoom's performance is horrible due to focusing on new features rather than optimizing performance.

>> No.2863274

If someone isn't interested in gameplay mods, which I suspect he isn't, the amount of interesting exclusive mods becomes barely a notable fraction.

>> No.2863297

he could probably have done it in the same vein as doom64ex, aka have you fetch an iso somewhere else

>> No.2863301

dont throw around names like captain autism and then just make up an argument. i never said zdoom was choice for performance, it's just most of the time it doesn't really matter

>> No.2863304

and iirc prboom is the only sourceport that can run it well, its not only a problem with zdoom

>> No.2863318

i haven't played it but here are two common causes of maps running slow on modern computers

1. too many two-sided middle textures and sprites in view - the sorting algorithm is very inefficient in this case, quadratic or worse. if the game speeds up when you turn on the automap, or turn around and face a wall, it's probably this one. good example: frozen time

2. too many monsters doing line of sight checks across too many sectors - line of sight checks walk the BSP tree because the original blockmap-based algorithm had bugs in it, but BSP tree walks are much slower. if the game speeds up when you use TNTEM or "kill monsters" it's most likely this one. it can be addressed by building a reject table.

of course it might be something else entirely, these are not the only causes of lag.

>> No.2863330

Yeah, fair enough, that was my bad.

I would still say that ZDoom's lack of focus on performance, especially with a lot of modern maps focusing on more detail and much bigger areas with more enemies, maligns it enough to where it's viable enough to just go with a different port.

>> No.2863342
File: 339 KB, 800x600, Screenshot_Doom_20151218_215051.png [View same] [iqdb] [saucenao] [google] [report]

At least this map wasn't so dark.

Awww fuck

>> No.2863345

Consider this: Kaiser had already worked for night dive with Strife: veteran edition. Even by just googling his nickname they must have known he was working on TurokEX and PowerslaveEX. I think that's what made them scramble to buy the rights for exactly those two games and send a letter to Kaiser that his options are basically to cease and desist or to work for them again, releasing his projects commercially instead of not at all.

>> No.2863356

Have you considered changing light mode to "Doom", "legacy" or "software"?

>> No.2863381

>There isn't any way to run doom within a cygwin X session

>> No.2863382
File: 51 KB, 640x400, zdaemon-gamma.png [View same] [iqdb] [saucenao] [google] [report]

Won't those look like ZDaemon gamma?

>> No.2863393

you could just try and see
I like "software" a lot myself.

There's also the option of turning up ambient light level in the opengl setting.

>> No.2863407

That's horseshit though.
If he doesn't distribute the game files themselves, there's nothing they can say or do about it,

>> No.2863412


Not unless you mess with the gamma.

>> No.2863420

Neither of them used ROM data.
>If he doesn't distribute the game files themselves, there's nothing they can say or do about it
It's not necessarily that simple. Copyright laws don't run entirely on common sense..

>> No.2863434

>If he doesn't distribute the game files themselves, there's nothing they can say or do about it,
I think you need to take a stroll to the non-sense land we know as "USA's Copyright Law", where if you are Disney you are a reality bender.

>> No.2863443

or, you could add the dark doom flashlight addon to your game, it works pretty well

>> No.2863529

But he did distribute the game files, in Powerslave EXs case.

>> No.2863553
File: 128 KB, 1366x768, Screenshot_Doom_20151217_230220.png [View same] [iqdb] [saucenao] [google] [report]

what kind of christian magic is this?

>> No.2863564

>line of sight checks walk the BSP tree because the original blockmap-based algorithm had bugs in it
lmao you are so retardedly wrong

>> No.2863586

Son what have you done

>> No.2863593
File: 419 KB, 1366x768, Screenshot_Doom_20151217_230202.png [View same] [iqdb] [saucenao] [google] [report]

jack & coke.

>> No.2863594
File: 73 KB, 640x480, 1450483435.png [View same] [iqdb] [saucenao] [google] [report]

sunlust map04: i take it these are here for the sole reason of pissing you off for wanting to get 100% items

>> No.2863596

oh? do explain, please.
interesting. upper textures above sky ceilings are not meant to appear. e1m1 wouldn't work properly without it.

>> No.2863601

I'm thought you had to leave them blank for that...

>> No.2863608


looks like a BSP-based algorithm to me. so what are you talking about?

check E1M1, linedefs 246-248, all have STARTAN3 as upper texture above a sky floor.

>> No.2863678

If there's a non-sky ceiling on either side the upper texture still appears.

>> No.2863679

Is it possible to use A_JumpIfTargetInLos to determinate if there is a clear route (no other monsters in the way) between the monster and the player? Let's say I want to make a rocket launcher zombie, but I want it to not fire it's rocket if there are any monsters blocking the line of sight. Is it possible?

>> No.2863704
File: 16 KB, 769x559, doomsman.png [View same] [iqdb] [saucenao] [google] [report]

Are there any good recent games that feel a lot like Doom and Quake, and aren't multiplayer?
I'm betting there's a ton of indie ones floating around.
I'm really just trying to tide myself over until DOOM '16 and STRAFE.

>> No.2863707
File: 1.93 MB, 1280x1024, 1407231412285.png [View same] [iqdb] [saucenao] [google] [report]


I just want to play this again with you guys.

[BE] Montreal :: Who Dun It LIVES AGAIN! Holiday Horror

No pass, it's a pubbie server, I don't want to start a new one seeing as there are four empty ones.

>> No.2863725

Ziggurat is the closest thing I'm aware of.

You'd be best playing gameplay mods and stuff imo

>> No.2863730
File: 32 KB, 480x360, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

>maybe a little hi-res holographic face looking around left and right.
nah, they should have just made it so you can see doomguy's face reflected on the visor like in metroid prime

>> No.2863767

>Are there any good recent games that feel a lot like Doom and Quake

>I'm really just trying to tide myself over until DOOM '16 and STRAFE.

>> No.2863778

Holy shit I do not remember ever seeing that

>> No.2863827


I think they removed it in the trilogy edition.

>> No.2863838

>Let's say I want to make a rocket launcher zombie, but I want it to not fire it's rocket if there are any monsters blocking the line of sight. Is it possible?


You could also probably make the monster fire a hitscan at the player which gives him an inventory token, then have the monster check the inventory of it's target and fire a missile if it returns true.

>> No.2863859

Wait screw that it's this one:

>> No.2863880

It happens rarely, usually when you're close to something that causes a large flash.

>> No.2863919


>> No.2863942

>Literally Quake with Gun Porn: Outer Spess Edition
>Not oldschool

>> No.2863953


Well he could be saying that it's not oldschool cus it's a "modern" game (in that it's being made this year). Either way, top kek for him not knowing better.

>> No.2863989

Okay I just took a look at whatever media STRAFE had available. While it's still in development, so far it seems like something that might get old fast. Procedural generation can only get so far and you're tied to one main weapon that can be modified permanently to another type of gun, and we've only seen like one other gun you can find.

I see that they're also going for how no enemies have hitscan but rather projectiles, like what Wrack did. I don't think that's entirely a good idea since hitscan enemies can apply pressure better in some instances, but whatever.

>> No.2864008

What the fuck is with all the doom streamers?

cyberdemon531: manchild
tarnsman: asshole
dime: mute
bzplasma: psychopath

>> No.2864010

terminus is alright

>> No.2864020


What exactly is wrong with bzplasma? Not to say he's good or bad, I don't know him at all but I'm just curious as to how he's a "psychopath."

>> No.2864021

>dime: mute
I don't really see this as a problem.

>> No.2864025

the goddamn doomguy seems pretty chill

seconding >>2864010

>> No.2864026

development streams are inherently less interesting to watch than gameplay for me
same reason i don't watch mapstreams

hasn't streamed in twelve aeons

>> No.2864029

>cyberdemon531: manchild
I think he legit has issues.
Shame, he does really long videos, I usually like that.
>dime: mute
I'm kinda with >>2864021 here.

Don't know about the others.
>the goddamn doomguy seems pretty chill
He ded

>> No.2864034

he does gameplay streams sometimes like this https://www.youtube.com/watch?v=TWa3VyAUn6A

>> No.2864035

You're way too fucking hyper-sensitive if tarnsman offends you

>> No.2864050


>way too fucking hyper-sensitive

Don't you think you might be over-exaggerating a bit?

>> No.2864051



>> No.2864059
File: 1.52 MB, 640x360, I'M GONNA NEED MY TWO HANDS FOR THIS.gif [View same] [iqdb] [saucenao] [google] [report]

I can't be the only one who thinks Archviles shouldn't exist. Fighting them is never fun, even when you know how to deal with them. So you're there, dodging projectiles like goku and leading a train of revenant missiles. Then these fuckers appear you're forced to run for cover and take pot-shots at him, like a little bitch. But wait, don't stay *too* long behind cover, or he's gonna revive that baron of hell who soaked up your last 6 rockets and still had room for some buckshot dessert!
Knowing that he has a fuckload of health(second highest health of all non boss enemies), you'll want to make sure you hit him dead on with your rockets, plasma or SSG blasts. Good luck though, in the 2 seconds it took you to change weapons, he has already build a perimeter around him with the monsters he ressurected. What are you gonna do now? I know, let's use the BFG! The holy grail of firepower oughta take care of him. I mean, it NEVER failed you before. It can clear entire rooms in one shot, and utterly RAPE spider masterminds in a few blasts(sometimes one blast is enough, holy shit).
Then it's settled. You take out your BFG, you aim it at the center of the cluster the Archvile has created, you charge your shot aaaannd...

>> No.2864075

theyre one of the only enemies that really forces you to take advantage of your speed. i like em

>> No.2864105

i like brutaldoom. one of the greatest mods out of this game, along with PMSX, RO, GC, etc.

>> No.2864114

Danbo put it pretty well by saying that archviles and pain elementals are the two enemies that punish you for taking too long in a more interesting way than just "you died." Archies in particular are such an interesting enemy that Doom would be absolutely for the poorer with them gone.

They do have a curiously large amount of health, but keep in mind that:

A. They're still susceptible to infighting, so they can still be distracted in big firefights, giving you enough time to either clear out more enemies or get a good hit on him

B. The first two SSG hits you get on him will each usually stagger him, and he only takes about 4 to kill

C. The amount of time it takes for him to recover from a whiffed attack will usually be enough to put an SSG shot or rocket into him.

He's designed to stress you out and make you panic, especially once the fire starts burning. Just keep your cool, know what it takes to stun him, and learn the fine points of how to dodge or mitigate his attack.


>> No.2864163

Archviles are great. They're one of the only enemies that demand your immediate attention when you know one's around. Even Cyberdemons you can just keep strafing and mostly ignore or even let them get into infighting to save your own ammo.

What's not great is asshole mappers throwing dozens of them at you at once and expecting you to be able to navigate to cover while you're blinded by fire and you don't even know where it's coming from in the first place. And I think the whole "group of Revenants with an Archvile or two in the midst" cliche is so played out at this point that it's more surprising when you get an ambush that isn't that.

>> No.2864193

>too many two-sided middle textures and sprites in view
This, most likely.
There is a "fixed" version of the map that adds some "sky walls" to block view between different sections - it still lags, but apparently not as much as the full one.
Are there any settings to make it run better?

>> No.2864267


Archviles are pretty great enemies, cause they actually break the flow a little.

I love the vile due of how cleverly its balanced with the speed factor, being the reviver monster, meaning that it will usually run to the front and misses potential corpses that way.
Like, they can be taken care first when running from packs and being tactical, but if you run away too far and hide or so in other rooms, their fast speed lets them revive quite a bit of monsters.

Unfortunantly, they are less fun and balanced when spammed too much and when the player isn't given enough tactical cover.

>> No.2864325

Hey guys so I've been itching to find a good WAD to play, I want something with custom enemies and weapons, maybe a custom soundtrack and sound effects as well, any recommendations?

>> No.2864337

I've been playing Winter's Fury, quite fun if you don't have a complete fucking toaster of a machine.

>> No.2864367


The archvile problem is apparent in the Valiant wad. Player should not be forced to fight 3-4 Archies at a time with little to no cover. Even when that wad gives you cover against them, it puts archies on the different sides, so even if you evade one, you'll get caught in the other's attack. The only way to overcome them is trial and error - the weapon/ammo/health balance in that wad is so tight that in those situations there's always only one solution that does not leads to your death.

Archviles become a problem when mapper uses them as a way to turn combat into a goddamn puzzle when a single mistake makes you bounce on a goddamn pyre from several archies until you die.

>> No.2864383

I haven't played Valiant yet, what level in particular are you talking about?

You're right, though; Archies really aren't like anything else in the roster, and can't be used by mapmakers in the same way as conventional monsters. But I'd say the same with chaingunners too: they're powerful monsters that can do absurd amounts of damage if they're not dealt with immediately, and can very easily turn a level to dogshit if they're thrown around like any other hitscanner. But they can also just as easily provide excellent pressure and infighting opportunities if they're used by a good mapper.

>> No.2864457
File: 2.34 MB, 1920x1080, gzdoom 2015-08-05 00-10-09.png [View same] [iqdb] [saucenao] [google] [report]

You absolutely have to play Wolfendoom: Blade of Agony if you haven't tried it.

>> No.2864498

He constantly talks about how shit life is, regularly streams for 12 hours straight, and also does this fucking weird coughing/breathing thing into the mic every 30 seconds.

>> No.2864523

Doom? Heh.. more like Doo

>> No.2864570

Installed quakespasm for Quake and my head hurts already. Is there a way to turn off head bobbing?

>> No.2864629

From his latest broadcast titled "Continuing hellbound"

"... the game I hate the most, the game of life, my most hated game of all time, life,

yea the board game sucks but I'm talking about real life, not the board game, REAL LIFE is my most hated game of all time

it's the hardest game to play and you're gonna lost it anyway, the game of life, I've already lost it."

Literally an EPIC loser, confirmed for suicide watch anytime

>> No.2864632

I think it's cl_rollangle 0

>> No.2864635

No that's Bethesdoom.

>> No.2864661

they are a good opponent as long as a map doesn't spam them
it's like a miniboss
like the double barons at the end of episode one

>> No.2864695

Yo that's it! Thanks.

Haven't really played Quake before so I only finished the first episode now. The game sure is a death trap galore, haven't seen this many traps in any other fps game.

>> No.2864709

The boss fight is also disappointing.

>> No.2864724

Glad it worked out. The entire existence of the console and all that customizability is something every pc game should have imho, especially RPG's. Bless you, carmack.

The maps will just keep getting cooler and weirder. Anyway there are very few 3d games as old as quake that still look as good and none with anywhere nearly as good level design.

>> No.2864764

Has anyone in the /vr/ E1 Boom project used custom water/nuke/bloodfall textures? Want to make sure before I go ahead and add them myself.

>> No.2864774

>The maps will just keep getting cooler and weirder

Well that's good then. When I entered the low gravity level (probably a secret) I was sure something was up. The whole unpredictability of the levels is a completely different concept than what I have imagined. I was only acustomed to the two first levels before this playthrough.

>> No.2864821

Isn't there a finished one coming out at some point? I've been waiting for that before downloading.

>> No.2864823

I for one wondered the same, but started making my map only with stock textures before I forgot my own ideas. With limited assets you have to design new ways to make certain areas, give it a try; you might make something better.

Now I don't miss those textures.

>> No.2864884

Holy shit, this guy is still around?

>> No.2864893

I get that and all, but I still want SFALL in my map.

>> No.2864905
File: 104 KB, 640x480, 1450555396.png [View same] [iqdb] [saucenao] [google] [report]

is this him?

>> No.2864914

Yeah. He made a bunch of shitty wads, then got banned from everywhere. Dude's got problems

>> No.2864928

Thanks for the recommendations guys, will be trying both of these WADs soon

>> No.2864952

> then got banned from everywhere

what he do? couldn't take the crit & lashed out?

>> No.2864968

I went ahead and imported Plutonia's animated waterfall textures but I can't vouch for it's quality as I've never really used SLADE or ANIMATED before. As far as I can tell, the ANIMATED lump SLADE generated has all of Doom/2/final's animated textures defined in it. It runs on prboom without errors, though, so I don't think it matters.

>> No.2864970

>churns out an endless stream of LE EPIC TERRYWADS XD
>nobody wants terrywank, so they delete his uploads and ban him
>cries about MUH FREEDOM OF SPEECH because a private establishment don't want to facilitate his shit 7yo humor
>comes to /vr/ to post links to his videos and act smug and superior, shitposting like the dipshit he is
>nobody is impressed or entertained

>> No.2864972
File: 615 KB, 1920x1040, buttghost_kdivr at 2015.12.20 04-50-41.263 [R2450].jpg [View same] [iqdb] [saucenao] [google] [report]

It turns out all hell breaks loose if you try to use it as a resource wad.

>> No.2864990
File: 546 KB, 1920x1080, Screenshot_Doom_20151220_050017.png [View same] [iqdb] [saucenao] [google] [report]

is okey I fix

>> No.2864994

I remember there being a weapon mod that gave new weapons different ammunition types for different fire mods (not Combined Arms), what was that mod and where it is now?

Also why OP links to Combined Arms WIP 4 with dead post instead of download link, and even that link is the one to WIP 3, not 4 (here's a proper WIP4 link btw: https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP4.pk3)

>> No.2865007

I just realized that the biggest thing wrong with Quake, is that you never get the Ogre's Chainsaw.
The first time I played the game, it was such a fucking tease.
I thought later on you'd be able to get it somewhere, but nope.

>> No.2865036

I wouldn't say it's the biggest thing wrong but yeah. There should be a mod that lets you get it ala Brutal Doom's Mancubus fireball launcher

>> No.2865041

There's a map-pack called Roman Wilderness that adds a lot of new weapons where the ogres actually do drop their chainsaws. You can decapitate and even gib monsters with it.

>> No.2865087

Well it's being actively developed at a relatively blistering pace so I think so.

>> No.2865101

I don't see how that qualifies him as a psychopath. He just sounds like your average person going through a really hard bout of depression.

>> No.2865107

That's not what psychopathy means anon

>> No.2865118
File: 39 KB, 500x500, into the freezer.jpg [View same] [iqdb] [saucenao] [google] [report]

>People still don't even try to mask their Samefagging

>> No.2865124

What would be the point of samefagging that post?
I'd post a picture showing you wrong but hurr inspect element durr

>> No.2865129
File: 37 KB, 500x366, 1410641338428.jpg [View same] [iqdb] [saucenao] [google] [report]

>I can't handle being wrong about something, so I'm just going to claim that they're samefagging

It's okay, anon, you don't need to act like a teenager to fit in.

>> No.2865140


People don't like to define psychopathy. It's more correct to call it antisocial personality disorder if you want a real disorder. Even colloquially, that ain't a psycho/sociopath. He's almost reading major depressive disorder symptoms out of the book.

>> No.2865347

Can we talk about Turok here now it has mod support?..

>> No.2865351


There was nothing stopping you from talking about Turok earlier, anon.

>> No.2865358


Yeah, but it's not listed in the Op..

>> No.2865360

If it's FPS, and it's retro, you can talk about it.

>> No.2865396
File: 158 KB, 1485x1041, powerslaveslade.png [View same] [iqdb] [saucenao] [google] [report]

Certainly. Turok is a cool as fuck game.

It will be very easily editable if kaisers deleted powerslave release (almost the same engine as the new turok AFAIK) is anything to go by since it's pretty exactly like zdoom .pk3s

>> No.2865413

There's literally no other place to discuss it.
/v/ goes into full autism mode whenever it's mentioned and scream at it for being a "shitty, casual, babby's first FPS game", since they think all N64 games are watered down casual games.

>> No.2865479


>> No.2865481


>> No.2865493

Any chance of Turok seeing a Linux release?

>> No.2865494
File: 118 KB, 705x540, Laughing Judgemental Spongebob Characters.jpg [View same] [iqdb] [saucenao] [google] [report]

>using linux for gaming

>> No.2865575

is /doom/ dying? we're getting like ten posts a day here

>> No.2865609

Dads busy working overtime and also the dreaded Christmas shopping sprees.

>> No.2865619
File: 500 KB, 1024x768, Screenshot_Doom_20151219_232513.png [View same] [iqdb] [saucenao] [google] [report]

this was the worst idea i've had since 'let's play complex doom with la-worlds'

>> No.2865682

Christmas is less than a week away now, so everyone's either travelling out of town, shopping, or just plain exhausted.

Every community's activity has normal fluctuations through the year, and every time I see a few worry that the flame's about to go out.

I'll give you that since its inception, things have definitely changed around here.

>> No.2865737
File: 90 KB, 256x327, 1399390179180.jpg [View same] [iqdb] [saucenao] [google] [report]

I know this may be a lost cause
but if anyone has this wad could they let me know
the links they list don't work for me

>> No.2865762


They will do it and a Mac version when Windows version is polished..

>> No.2865806


Give it time. We'll be truly dead in a few months

>> No.2865993
File: 1.65 MB, 720x360, HUD shit.webm [View same] [iqdb] [saucenao] [google] [report]

I'm pretty satisfied with this HUD, with the only downside being is if you play at a small resolution, like 640x480 small, it's pretty big.

Other than that, I'd say I'm that much closer to getting this done

>> No.2865997
File: 2 KB, 640x480, 1450611991.png [View same] [iqdb] [saucenao] [google] [report]

what if this is all there is after death

>> No.2865998

that's good, but now run it at 640x480 and take a picture.

>> No.2866001 [DELETED] 

makes me wonder what resolution the people here use to play doom
600 x 800 master race here

>> No.2866003


I already have >>2858939

>> No.2866006

makes me wonder what resolution the people here use to play doom

800 x 600 master race here

>> No.2866007


seems cool

>> No.2866008
File: 255 KB, 800x600, Screenshot_Doom_20151220_045510.png [View same] [iqdb] [saucenao] [google] [report]


Took a screenshot for your size anon.

Is that too cramped?

>> No.2866009

thanks, that is fine.

>> No.2866012

that looks absolutely perfect to me

>> No.2866013
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


Well hot damn, and here I was worried it'd be an issue.

>> No.2866015

well in gmota the hud at 640 goes over the top of the gauntlet and you can't see what state it's in. that doesn't happen here. the key indicators are a little too far west but it's not an actual problem (doesn't obscure essential information)

>> No.2866037

a dead sargent?

>> No.2866039

yeah like if you die with your face in an imp's butt that's all you ever see again for the rest of eternity

>> No.2866132

just got to 8th level of valiant and 5th in sunlust wad since they have been getting some name lately
are they going to be one of those "hold down bfg and never let go" wads later down the line

>> No.2866140

i'm stuck on sunlust map05. i just about scraped through 4 (>>2863594) but 5 i die no matter what i do

>> No.2866142

no it's one of those "if you don't make exactly the right move at exactly the right time and have P_Random() return exactly the right result, you die" wads.

>> No.2866163

not in the slightest, no.

>> No.2866176

aight. I found sunlust more forgiving than valiant because valiant has these "everything triggers more monsters" and that led me to believe it would escalate to bfg madness pretty fast.

>> No.2866197

I bought a new phone,
How do i put doom on this thing?

>> No.2866225

Doom Touch is available on Amazon Android store. It has Chocolate, PrBoom++, GZDoom 1.8.7 and GZDoom 2.1 (something-something) ports in it, with neat and highly customizable controls. GZDoom runs pretty well even on my single core 1GHz toasterphone - I can play GMOTA, Demonsteele and Samsara with no issues whatsoever. Brutal runs relatively well on Vanilla maps.

>> No.2866226

Can you later make the hud a separete plugin I can attach to other mods? Pretty please?

>> No.2866260
File: 60 KB, 588x436, 1440937701385.png [View same] [iqdb] [saucenao] [google] [report]

I'm futzing around learning SLADE and making a map. Should I be doing this in UDMF format? Will I be limiting my map to zdoom only?

Opinions for a noob plz. Image related.

>> No.2866337
File: 116 KB, 720x480, NbxkY.jpg [View same] [iqdb] [saucenao] [google] [report]

If not for the dodgy pathfiding this guy would've pumelled me many times.

>> No.2866345

How the fuck do you dodge those spiky balls that the spider guys throw?
I thought it would work like a Revenant, but they literally follow your path perfectly.

>> No.2866346

Yes, UDMF will limit your map to ZDoom based ports only.

>> No.2866367


Considering the definition of "dead" around here is "sometimes people don't post in an hour", yeah, y'all will be crying armageddon when we actually get to the point of ten posts a day.

>> No.2866371
File: 316 KB, 1024x768, Screenshot_Doom_20151220_125346.png [View same] [iqdb] [saucenao] [google] [report]

you literally have none else to do besides hugging the end of the wall you're against as soon as you hear him about to attack and pray it hits a wall instead of peeking through the corner

iirc there are times in the original campaign in nightmare skill where if you have enough cover or gather higher ground and they attack you, you can literally make them kill themselves from the splash damage if they get close to the wall you're standing on top of

also, doom related question

been playing switcheroom and been really, REALLY enjoying it, just have a sort of a slight doubt, just how the hell do I reach E2M9

already hit this button in the blue square thingie that said 'exit' after rocket jumping the wall (much like E3M6), after that I'm supposedly looking for the exit door, but iI can't find it for the life of me

>> No.2866428
File: 600 KB, 1920x1080, Screenshot_Doom_20151220_194917.png [View same] [iqdb] [saucenao] [google] [report]


Why does this happen?

>> No.2866435

ZDoom-related bug maybe? That'd be my first guess.

>> No.2866493

Valiant hardly ever gives you the BFG

>> No.2866521



>> No.2866529
File: 132 KB, 261x235, Disgust.png [View same] [iqdb] [saucenao] [google] [report]

>a gigantic stack of ammo counters

nobody here seriously thinks that looks good, right?

>> No.2866535

which map is that?

>> No.2866545

never mind, it's map22
i knew it was 1024clau but couldn't find the map number

>> No.2866595

Good good...

>> No.2866610


What I assume is that the floating autoaim that is hard coded has been tweaked for a more precise mouse experience. If you've ever played Turok 2 on PC the fucking twitch experience is god awful. You're at the mercy of the fucking auto aim regardless of your own skills. It's usually just better to spam your attacks and keep moving in 2 rather than hope to actually hit.

>> No.2866612


He's that marathon guy who believes its better than doom.

>> No.2866614

Just finished Quake's Episode 2. Overall it's slightly less impressive to me than the first episode, but the in the last map the downward going elevator with enemies spawning surprised me quite a lot.

>> No.2866618


No one has been a dopefish elite since fucking quake.

>> No.2866634

Ask any random gamer what the dopefish is and they'll likely have no idea. It's not a super secret club anymore (because internet) but it's not exactly common knowledge either.

It never really was a secret club anyway. Anyone who played commander keen would know what the dopefish is, and that number wasn't exactly small back in the early 90's (as far as a percentage of pc gamers anyway).

I think the dopefish is a fun easter egg when it's exactly that. A hidden easter egg. Plastering it on the wall for some gamer-cred is lazy and cheap. At this point it should only be in a secret area, snuck in by level designers, preferably without alerting the rest of the dev team.

>> No.2866654
File: 266 KB, 1280x800, plasma.jpg [View same] [iqdb] [saucenao] [google] [report]

Slowly but surely.

>> No.2866658
File: 82 KB, 1280x800, newhud.png [View same] [iqdb] [saucenao] [google] [report]

After the HUD update. Can you feel the poignance, anon?

>> No.2866664
File: 47 KB, 640x480, Screenshot_Doom_20151220_214517.png [View same] [iqdb] [saucenao] [google] [report]

wow, confirmed. even with no mods loaded.

>> No.2866669

What is this?

>> No.2866671

please respond

>> No.2866673
File: 50 KB, 640x480, Screenshot_Doom_20151220_214852.png [View same] [iqdb] [saucenao] [google] [report]

even Boom(strict) compatibilty does not help.

>> No.2866674
File: 160 KB, 1280x800, uac station 13.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2866676

i'll tell you when i've beaten the map myself. i thought i'd done switcheroom but i seem to have skipped e2m5 somehow.

>> No.2866682
File: 43 KB, 640x480, 1450648449.png [View same] [iqdb] [saucenao] [google] [report]

this map is a pain in the balls

>> No.2866686

Needs lower res weapon sprite, consider the res of everything else.

>> No.2866690

Yeah, most of the weapon graphics are Realm667 placeholder sprites at the moment which are mainly used to make scripting the actual weapons easier. The original resources sadly don't have low-res first-person sprites available since it's top-down.

>> No.2866702

There is a similar problem with one of the Congestion 1024 maps. One set in a base where you have to collect a keycard from a recess. It seems to be places just a little bit too far inside, and a matter of luck whether you can get it out.

>> No.2866716

I've understand half of what you said,
I'll look into it, thank.

>> No.2866727

Translated from doomspeak: "Doom Touch supports and includes the most popular engine ports of Doom on the PC, with good enough performance to run cutting edge mods in them"

>> No.2866728

Have a kickass Sign of Evil remix:

>> No.2866731

What's the mod called?

I absolutely love the hud. It appeals to my inner graphic designer and reminds me of System Shock's hud without the.. insanity.

>> No.2866753
File: 459 KB, 640x1920, 1450651382.png [View same] [iqdb] [saucenao] [google] [report]

okay how to reach e2m9 (from e2m5)

1. i assume you found the regular exit and it looks like this, you need to be up on that ledge on the far left

2. go back to the blue door, push on the wall opposite, it opens like a door, there are three barons there. kill them and press in the alcove

3. you are now up on the ledge previously mentioned

4. turn round and press the wall behind you. keep going. there is a big ambush but it's fun.

>> No.2866790

interesting choice of instruments for the start
can't really tell it's Sign of Evil the further it goes but then it fixes itself kinda

>> No.2866793
File: 288 KB, 640x960, 1450653208.png [View same] [iqdb] [saucenao] [google] [report]

if on the other hand you meant e3m9, reached from e3m6:

1. you need to have pressed this switch on the outer side of the yellow key building (it requires a careful step off the ledge out)

2. then the secret exit opens inside the yellow locked building. it is the diamond-shaped pillar.

that said i am now confused though because neither of these maps match your picture.

>> No.2866815

those pics remind me of the levels where it was always easier for me to find the secret exit rather than the intented one
same in duke3d

>> No.2866816

Yeah I didn't like it either, but at the time I did that, It's the only way I knew how. The newest version doesn't have that. But the anon in question hasn't started using it I dunnoe why.

In other news: https://my.mixtape.moe/rogpvj.webm

>> No.2866820
File: 198 KB, 249x322, i have no ass.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Quake for the first time
>Get to the Pain Maze
>"Shoot the Altar!"
Whatever you say, boss
>Shoot it
>Hear a fucking cacophony of screeches
Oh no
>A shitload of Vores start pouring out of the ceiling and wrecking my shit
>Blow myself up with my own grenade
This is truly the worst of times

>> No.2866826

isn't that level full of those blue slimes
fuck those things

>> No.2866828

Now, there's an unsettling thought

>> No.2866838

The further you get in Quake, the better the level design gets, but the shittier the enemies get.

>> No.2866847
File: 336 KB, 1024x768, Screenshot_Doom_20151220_181435.png [View same] [iqdb] [saucenao] [google] [report]

sorry, i should have mentioned the map pictured in >>2866371 is e2m6 from switcheroom actually

i'm sorta confused a tad atm honestly because i have no idea how the rest of the megawad looks like, but I'm 90% sure your pictures are neither e2m6 or e2m5 but some of the later ones in the episode

pic related is shown as e2m5 for me (i had to load an earlier autosave to get to here again since I was, again, at the very end of e2m6 and was certain the blue square in that room was the switch to enable the secret exit to e2m9, but I actually found the secret exit in this map)

sorry for the confusion

>> No.2866850

also holy shit was that poorly worded and just shittily put overall. I wouldn't be surprised at all if you didn't get half of what I said there.

I should uh go get something to eat quick right

>> No.2866860


Anon that HUD is already a standalone thing. Look for HXRTC HUD on the gzdoom forums

>> No.2866883
File: 348 KB, 1280x800, fluke ops Mk.V.png [View same] [iqdb] [saucenao] [google] [report]

Working title is UAC Station 13, it's a multiplayer gamemode based on Space Station 13. Trying to implement it in a way that you can run it in SP as a replacer as well, but that's being saved for later since making the scripts work is taking up most of the time.

Here's the latest revision of the nuclear operative HUD/overlay. Equipment submenu (lower left) can be toggled. The idea is to have different masks and helmets result in different visor overlays, meaning headgear carries tradeoffs with it.

>> No.2866910


Can we play as a janitor?

Can you shoot people's butts off?

>> No.2866914

The former, at some point, the latter, not exactly.

>> No.2866929

this looks awesome, great job.

How fucking long it must have taken you to grab all those textures... jesus, no small project

>> No.2866934

that's okay. i think the most likely explanation is we have two different versions of the wad. mine is the later release, from /idgames; the earlier one was rejected for having IWAD-derived maps in it. this was highly disputed at the time, but the wad was re-released with several new or updated maps. (this might be why i don't recognise some of the ones i thought i had already played, perhaps last time i played the non-idgames version.)

>> No.2866935

Thanks, I appreciate it. I have the original game's codebase and resources, so there's easy access to basically every single resource (which are all powers of two, meaning they fit perfectly into Doom), although it's time-consuming as hell to find the required ones for whatever feature. I'm trying to get the essentials first.

And yeah, it's been in the works for a while. Vets might remember some of the original screenshots posted years ago, but the project was put on hold because Zandronum didn't support the things I needed to make multiplayer tick, and we all know how robust ZDoom's vanilla netcode is. Zand's catching up now, though, so I am as well.

>> No.2866937

oh.. and of course e2m6 won't have an actual secret exit on it, since it's vanilla compatible so the secret exits can only be on e1m3, e2m5, e3m6, and e4m2

>> No.2866940


This is better, I think:


I hate how every rendition has all the little drum solos turned way down, though. It's terribly disappointing every time in music like this.

>> No.2866962

Someone needs to make a romhack of 32X Doom to give it the music it deserves (and maybe put in the missing levels and bosses)

If it wasn't for the music, 32X Doom would be remembered as an above average port.

>> No.2867197
File: 32 KB, 500x440, 3bXGY0y.jpg [View same] [iqdb] [saucenao] [google] [report]


>Implying E4 has good level design

>> No.2867208 [SPOILER] 
File: 20 KB, 300x300, 1450667786710.png [View same] [iqdb] [saucenao] [google] [report]

>but the shittier the enemies get
True, that. i wasn't scared by the game until these fuckers started showing up

>> No.2867229

Imp + butt death here

>> No.2867234
File: 275 KB, 1776x1000, Screenshot_Doom_20150329_212123.png [View same] [iqdb] [saucenao] [google] [report]

hunh. Image?

>> No.2867250
File: 6 KB, 199x181, 1437110847101.png [View same] [iqdb] [saucenao] [google] [report]

This little shit is the worst. It's like a constantly charging lost soul who's ALWAYS in your face, so you can't kill it without it blowing you away. Such a small target, too.

>> No.2867279
File: 216 KB, 500x500, chef ramsay has locked himself in the freezer.png [View same] [iqdb] [saucenao] [google] [report]

>We will never get a new Lovecraftian Quake
What's the point?

>> No.2867298

Looks cool.

>> No.2867380

>Secret area contains a megasphere, but also opens a monster closet containing a fucktonne of monsters and 2 arch-viles in a tight area with only one wall to hide behind

Uhh, thanks?

>> No.2867459

i'm pretty sure the author once said not to link WIP versions of his mods in the news post. but i still wanted to report the release, to maximize the feedback he gets. so, i compromise by linking to the post.

>> No.2867472

new quake levels are released all the time? why not just play them? might even be a good campaign or two out there

>> No.2867475

get good you fucking scrubs. just rocket them before they notice you and you're golden.

If they get in your face just run around like mad and try to shotgun them

>> No.2867494

you didn't expect to get that for free did you? they're demonic artefacts, the demons won't just give them away

>> No.2867495
File: 396 KB, 1920x1080, rei2.jpg [View same] [iqdb] [saucenao] [google] [report]

Pain killer anon here I have managed to removed the painkiller weapons and left the monsters in with their soul drops in tact of course there is no medkits in this mod, just souls to regain health as always. Good luck on slaughter levels.

You're anon


>> No.2867510
File: 422 KB, 1920x1080, Screenshot_Doom_20150601_225452.png [View same] [iqdb] [saucenao] [google] [report]

I have done this before. With the later three CChest wads. It's ludicrously and unfairly difficult.

Fun as shit though, but holy god it takes a long time just to get through one level.

>> No.2867534


>> No.2867593
File: 104 KB, 640x480, 1450687146.png [View same] [iqdb] [saucenao] [google] [report]

finally managed sunlust 5. secrets were practically essential, as was doing a god mode run first, to plan a route, and know what to expect from all the traps. hmm.

>> No.2867619



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