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2892819 No.2892819 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2884727

Mostly Doom, but all retro FPS 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.2892820


[01-01] Demonsteele v0.9 released: new character, lots of bugfixes

[12-31] Brutal Doom v20b + starter pack released

[12-30] Anon map release: Engineering Deck (for /vr/E1)

[12-30] Anon map release: "just a big room with a cyber demon on steroids"

[12-29] Anon map release: Wait What

[12-27] Arcane Dimensions released (Quake)

[12-26] Anon map update: Buttghost, almost final version

[12-26] Doom on a Leapfrog TV

[12-25] Anon map release: vinterRunterland (deathmatch map)

[12-25] Trailblazer update

[12-24] Combined Arms WIP6

[12-23] Freedoom v0.10.1

[12-22] Anon map release: gravity (for /vr/E1)

[12-22] Anon map release: helloworld.wad

[12-21] Painkiller mod: monsters only version

[12-20] Several new versions of Beautiful Doom (, 3, 4, 5...)


To submit news, please reply to this post.

>> No.2892861
File: 116 KB, 1224x653, rick_taylor_and_doom_guy_by_ishida1694-d80jqhu.png.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2892872

>he's armed

>> No.2892882
File: 3.87 MB, 519x283, THE AGITATION.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2892885
File: 1017 KB, 310x186, RIP AND TEAR.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2892912
File: 209 KB, 1280x720, 2740350-3538433024-13440.jpg [View same] [iqdb] [saucenao] [google] [report]

>hdoomguy forces his mod NOT to work with brutaldoom
>tumblr drama ensues

>> No.2892915

Do you have any links? Sounds entertaining.

>> No.2892918

I basically implemented a better anti-BD system in HDoom for the lulz, Mike reblogged it, and some guy threw a tumblrina fit.


>> No.2892925
File: 385 KB, 780x610, 1451583779298.png [View same] [iqdb] [saucenao] [google] [report]

>actually calling you guys jealous as well, an insult mark himself used often
That's just fucking brilliantly appropriate.

>> No.2892930
File: 256 KB, 1366x768, Screenshot_Doom_kaiser_1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2892932

anybody still playing on 320x200 ?

>> No.2892950

I need recommendations for new music packs, i need some variety here, help?

>> No.2892963 [DELETED] 

>doom babbies

>> No.2892965
File: 626 KB, 326x250, !.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2892975

yer drunk john, go home

>> No.2893069
File: 158 KB, 800x600, Screenshot_Doom_20160102_163526.png [View same] [iqdb] [saucenao] [google] [report]

This shit's darker than Doom 3, the flashlight is once again, fucking godsent.

>> No.2893072
File: 127 KB, 800x600, Screenshot_Doom_20160102_193556.png [View same] [iqdb] [saucenao] [google] [report]

I'm loving how this map is like a large tribute to E1

>> No.2893078
File: 121 KB, 800x600, Screenshot_Doom_20160102_165642.png [View same] [iqdb] [saucenao] [google] [report]

There's even hidden little rooms here and there labeling what part of the map is a tribute to what part of the episode.

>> No.2893083
File: 222 KB, 800x600, Screenshot_Doom_20160102_164229.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2893087

are you playing windowed, or how come the resolution's so low?

>> No.2893092

Why? It's not like anyone would play HDoom with BD loaded unironically anyway.

>> No.2893103
File: 142 KB, 640x480, Screenshot_Hexen_20160104_054552.png [View same] [iqdb] [saucenao] [google] [report]

>Nosferatu vampires have opened a portal to WW2 germany, allowing a hero from olden times to get his hands on 1940s weapons.

Hexen + Spiders + Time travelling vampires + MP40s = fun

>> No.2893134
File: 134 KB, 574x960, gordito.jpg [View same] [iqdb] [saucenao] [google] [report]

what are these mods?

>> No.2893146
File: 255 KB, 800x600, Screenshot_Doom_20160102_211249.png [View same] [iqdb] [saucenao] [google] [report]


>low res
I-It's good enough for Doom! My computer isn't so amazing (and GZDoom is TERRIBLY unoptimized)

Well, I'M playing Hellbound, with a hacked up old version of Shut Up And Bleed, and the Beamflashlight mod because Hellbound be fucking dark, yo.

>> No.2893169

thanks man!

>> No.2893174

>It's not like anyone would play...

There's 7 billion monkeys aboard a floating rock on space. There will be someone.

>> No.2893175
File: 2.98 MB, 3200x1824, IMG_20150302_212055.jpg [View same] [iqdb] [saucenao] [google] [report]

A while ago I played doom in 320x200 and it looked great

>> No.2893216
File: 16 KB, 498x378, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2893225


Thought so. You did not actually download the latest build. Your build is very, very old.

>> No.2893226

I know it's all the rage nowadays to play it in high resolution and with mouselook and polygonal environments and all that, but I think that's just not the same game. It's a great game, no doubt, but as I said for example in the other thread, high resolution looks odd, because suddently you can make out details a couple hundred feet away, stuff that would normally be a tiny blurred mess of pixels. You have the clash of distant high resolution objects paired with low resolution in the foreground. It makes the game look off, because the visuals aren't consistent any longer.

>> No.2893229 [DELETED] 

might want to scroll to the bottom of the log, where the error is? The screenshot only shows normal init output, I think, but also a scrollbar suggesting there's one more screen of output below that.

>> No.2893235
File: 259 KB, 1920x1080, kek.jpg [View same] [iqdb] [saucenao] [google] [report]

>I see what’s going on: BD is the most popular mod that had the most work put into it, and you’re jealous.


>> No.2893272

There's lots of people who only play BD.

>> No.2893282

Appreciated, going to test it out in a minute.

>> No.2893285


Likewise, there's lots of people that play with Brutal Doom on autoload.

>> No.2893306
File: 126 KB, 1024x768, Overseer.png [View same] [iqdb] [saucenao] [google] [report]

I was expecting this as the OP image.

>> No.2893334

It works. Does that mod have some sort of frame skip? feels like I'm getting microstutter, but it's definitely playable.

>> No.2893361


This reminds me when i told a (sorta big) Brazilian Doom page that there were other mods aside from Brutal Doom that were better and more enjoyable.

Mark came raging over the post on Facebook with the fury of 200 Archviles, it was something fun to read.

The admins decided to keep the post i made and thank me for bringing them more content suggestion than following Mark's advice.

>> No.2893378
File: 8 KB, 118x151, 1367315381806.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2893384

I think it's whatever newest git build i got that's causing the frame stutter.

>> No.2893417
File: 113 KB, 640x480, Screenshot_Hexen_20160104_032403.png [View same] [iqdb] [saucenao] [google] [report]

The pic from my screen is the hub I'm building for hexen. It includes a lot of custom monsters and WW2 era rifles too.
Its a long way from being finished though.

I'm not too sure how to get the weapons ammo to display. Ammunition beyond blue and green mana is a bit foreign in hexen.

I also want to include some nasty hitscanner enemies a la blood. There's a lot of Blood influence in this hub, all the way down to destroyable walls (see something out of the ordinary in pic related?)

If the blood cultists and fanatics were uploaded on realm 667, I would probably use them straight away. Anyone know if they've been ported over?

>> No.2893457

Try locking your framerate if it's inconsistent.

>> No.2893489

Is there a theorem that says " every good megawad will end in a bullshit slaughter-fest" ?

>> No.2893492
File: 566 KB, 572x577, 1418485452324.png [View same] [iqdb] [saucenao] [google] [report]

is it just me or does the doom 64 chaingun skin in smooth doom feel really stiff and unorganic and just floaty feeling overall

it just lacks the punch and 'tude from the one in the game

I think it might be a side effect of the extra frames for the rotating barrels themselves, plus I feel like the visual recoil should be increased a bit for it

>> No.2893546

I tried lockign it, but it's something else. It looks like frames are being skipped. Weird. Happens in all my WADs with these newer versions of GZDoom.

>> No.2893547

>DOOM general and /vr/'s relationship in a nutshell

>> No.2893549
File: 623 KB, 1920x1080, Screenshot_Doom_20150310_084121.png [View same] [iqdb] [saucenao] [google] [report]

I still miss this amount of shield capacity
>will never be able to do it again because "sharing is caring" aka communism took over

>> No.2893559

I'm the other guy that's having issues with BoA. I had downloaded that build, but I'm having completely different problems.

Also, when I download the mirror for BoA, is it supposed to open two separate zip folders?

How exactly am I supposed to run it? Going into the levels folder and double clicking wolfenstein.wad just opens vanilla Doom 2, likewise, dragging wolfenstein.wad to the gzdoom.exe just opens vanilla Doom 2.

What the fuck am I doing wrong here?

>> No.2893583

I have made the zombie from blood if you want it. I can make the cultist too, but not now, because I'm dead tired.

>> No.2893615

Try updating your gpu drivers. GZDoom really doesn't like old drivers.

>> No.2893649

Still no good. It's like when I'm strafing while looking at a corner of a wall for instance, the wall will flicker right and left, causing it to look like frame stutter. It's really odd. Thanks for the help though.

>> No.2893667

Under "BOA Options" in the menu, try turning off some of the special effects. Smoke and the Weather Effects can have a huge performance impact.

Also, check Options->Display->OpenGL->Preferences->Rendering Quality, and set it to "Speed" if it isn't already. Turning off fog and dynamic lights will speed things up immensely, but you will lose a lot of atmosphere, especially for Wolf:BoA.

>> No.2893702


'Fraid I can't help you with that, sorry, I haven't played BoA.

>> No.2893704

Amazing! I found a blood conversion with most of the enemies and sounds, but its in dehacked, which I'm not sure will translate to hexen.
I mostly just want the cultist and fanatic.

>> No.2893709

I just drag and dropped the boa zip onto gzdoom.

>> No.2893752

Have you tried vertical sync?

>> No.2893760
File: 766 KB, 1920x1080, Screenshot_Doom_20160103_231839.png [View same] [iqdb] [saucenao] [google] [report]

Ugh this texture took me ages to make and there's still errors where the diagonal bars connect. I'm no good at this yet.

>> No.2893762
File: 38 KB, 540x540, 11204383_1681443738753595_3034833176617663624_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing Doom for the first time. Watched it being played twenty years ago but never tried it. Cool game.

>> No.2893767


Doom's neat. Welcome to the club.

>> No.2893787

Tried to go to the Chocolate Doom site and it sets off Avast like crazy. What gives with that?

>> No.2893789

Reminds me of Viscera Cleanup Detail

>> No.2893808
File: 142 KB, 415x367, 1450435109247.png [View same] [iqdb] [saucenao] [google] [report]

>decide to play the master levels because why not
>level is really easy but still fun
>suddendly, after getting the third key, feel this weird urge, like something really bad is about to happen
>try telling yourself that there is nothing to be afraid or worried about
>mfw 2 seconds after thinking that, after opening the exit door, a fucking arch-vile from fucking nowhere
>fast enough to dodge his attack that would 1 hit kill me
>manage to kill him and finish the stage
>that feeling is gone
What the fuck just happened?

>> No.2893812

Doom senses.
The sense that somewhere, somehow, a map maker is going to put a vicious trap in somewhere and fuck you over.

It's like the voice in your head that tells you to put the game down when you open up a Terry wad.

>> No.2893817
File: 220 KB, 400x384, 1450420077162.png [View same] [iqdb] [saucenao] [google] [report]

Everything makes so much sense now, sometimes i feel like i can predict when a trap is set somewhere, when searching empty rooms i automatically avoid places with light or keys, sometimes i have this feeling that i am about to fight a powerful demon or that a big number of monsters is about to come from fucking nowhere, i can dodge dozens of enemies shooting at me at the same time, is this what feels like to become a man?

>> No.2893825
File: 27 KB, 640x360, 1415053833444.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom E2M5 UV
>plowing through the level; flow is easy and good so far
>demons pouring out of a room; kill em all
>barge in; suddenly baron of hell is inside; panic trying to get out
>get fucked up by baron but get out alive

Is there any more WADs or level packs like how id designed their levels? Obviously any others than "Doom the way id did it"

>> No.2893828

Honestly, it's mostly reflexive. You quickly learn that mappers love setting traps on keys or notable parts of rooms, or that there's a likelihood of a mini-boss or a tougher enemy than normal by pattern recognition. And by vanilla gameplay standards, I bet you pick off the Zombiemen first so they don't hitscan you as you dance around between the projectiles, don't you? When I assess the threat of the enemies in the area, I usually mentally 'log' the positions of everything and their attack types so I can deal with the bigger threats first, never stay in the same position so that projectiles and enemies don't gang up on me, and work my way down until there's nothing left.

After enough Doom it's just sorta natural.

>> No.2893840
File: 66 KB, 437x437, 1450762608292.jpg [View same] [iqdb] [saucenao] [google] [report]

>enter small area
>kill all enemies
>3 barons and 1 arch-vile
>only have a bit of plasma ammo and some pistol left, and a chainsaw
>fuck things up and waste everything on the barons
>no ammo
>arch-vile starts reviving all the monsters
>try leaving the room to get some ammo
>can't leave
>look behind you
>barons already really close to you
>can't wake up

>> No.2893856

I know what you mean, i can't remember what game it was but i also had this "if i was a game designer, this would be the perfect place to put X" feeling that allowed me to sometimes predict events before they even happening, and the primitive AI the enemies have only makes things more hilarious since its not hard to outsmart them, when the level start the first thing you search for is a shotgun or chaingun, them you carry it every time you're in a small room where rockets would be a bad idea, you always leave barons and cacodemons for last just so you can concentrate on killing them and just them, you always run around cyberdemon carefully to make sure his splash damage doesn't fuck with you because you were too close to a wall, shit like this

>> No.2893858


>> No.2893865

Questions from a noobie:
Whats a good way to run several wads at once without highlighting all of them and dragging them onto the GZDOOM icon?

how come every time i try and run a doom wad on steam, the icon after i try adding it wont show up?

>> No.2893868

Get a frontend launcher like Rocket Launcher or ZDL, helps with what you want to load first and it's convenient

>> No.2893869

Doom ZDL

>> No.2893874

thanks guys!

>> No.2893876
File: 420 KB, 266x326, 1415654736374.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw realizing that in Quake II the iron maiden moans are a porn actresses' moaning
>tfw realizing the Berserkers yell 'trespasser!' upon sighting you
>tfw the gladiator yells "GLADIATOR!" upon sighting you
>tfw realizing makron says 'follow me human' and "NOT GUD ENUF!" upon killing you
>technicians are literally annoying floating water tanks and cannot be unseen

goddamn its feels so good coming back to a game you have not played for well over 8 years and find all the good stuff that flew right above your head, as well as realizing how good it actually is as a whole now that you are old enough to appreciate it proper

>> No.2893884
File: 251 KB, 1366x768, Screenshot_Doom_Kbrick.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2893887
File: 125 KB, 1200x900, dooming_it_up.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2893893
File: 44 KB, 672x810, doomed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2893895

pls give

>> No.2893901


>> No.2893938

I played HDoom with Project MSX and then Shut Up And Bleed after seeing this post.

>> No.2894006

is there anyway to create jetpacks similar to russian overkill

>> No.2894009

>HDoom and DOOMRLA
>Use the armor modpack to turn your security condom into a combat condom

>> No.2894017
File: 809 KB, 1364x1538, Screenshot_Doom_20160103_193672.png [View same] [iqdb] [saucenao] [google] [report]

man oh man thanks for this

>> No.2894023

I recommend using SnailBullet or something in combination. Trying to play Contra Hard difficulty with hitscan is basically instant death from afar.

>> No.2894035

yeah, I mean the skill confirmation message is basically 'bring lube' but I went in dry and got fucked all the way to the third block on my street

still, was moderately fun and i'd probably give it a go sometime. sometime later.

>> No.2894043

Why would you?

>> No.2894045

I've been testing various things with the newer git builds of GZDoom. Brutal Doom works totally fine and gives me no issues, Project Brutality has the same problem as BoA where if I strafe and use mouse look, everything stutters right to left quickly making it look like shit. Going to test some more but I have no fucking idea what it could be.

>> No.2894046

Also running Doom 1 & 2 with GZDoom works totally fine too.

>> No.2894054

because the textures, sprites, hud and levels are designed for it, giving everything a more consistent look

>> No.2894090

I can appreciate a nice vanilla look but 320×200 just makes my eyes bleed on my 27-inch screen. 640×400 works nicely though.

>> No.2894092
File: 1.83 MB, 1366x768, Screenshot_Doom_20160103_194618.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone else actually enjoy playing shitty terrywads/jokewads?

>> No.2894093

I play that resolution on a bigger screen just fine. Not this game though. Gives me trouble at 14" even

>> No.2894095


They were also designed with CRT monitors in mind, rather than LCD displays.



>> No.2894096

What's the difference in terms of visuals?

>> No.2894103
File: 173 KB, 800x600, 8NJLbb8.jpg [View same] [iqdb] [saucenao] [google] [report]


Hoo boy.
I had half said that as a joke, but CRT vs LCD is a very real and prominent debate here on /vr/. I'm not really able to sum up all of the CRT threads that have ever been on this board, but the very very very very very very tl;dr is that on CRT displays the edges of the sprites tend to become blurred together. A lot of very good pixel art was made with this in mind, creating the illusion of smoothness or transparency.

I brought it up as a joke because the idea of how art is "designed for X" is inherently silly to me. Good art can look good no matter how it's displayed.
Ergo, someone really wants to play the game the original way for the truest artistic experience, then they would play on a CRT.

>> No.2894106

>CRT vs LCD is a very real and prominent debate here on /vr/
Oh it is, and largely irrelevant for what I said. That's why I wondered if you can tell me how Doom's graphics are for some reason built with CRTs in mind. I hope the case for resolution is not lost on you.

>I brought it up as a joke because the idea of how art is "designed for X" is inherently silly to me
Doom's textures have a resolution that won't pixelate until you're about 2 yards in front of a wall, and about 5 yards in front of an object. Likewise, beyond about 50 to 100 yards, the pixel mess makes it impossible to tell foes apart. The limit on 256 colors, together with the low brightness, often requires to be very close to a color coded door in order to see the color of said door (red vs. yellow was traditionally hard).
On high resolution, the sprites produce a very strong disconnect to the immediately surrounding textures, to the point that many sourceports introduced 3D objects to make up for it. The high resolution means that objects in the distance are not only clearly distinguishable, but their textures also seem considerably sharper compared to the immediate surroundings. >>2893760 proudly posted a texture they're working on, that you simply would not find in the original game, because it does not work for the original resolution. Its details are so fine, at even a moderate distance that object would become a set of hovering pixels.

Now again, you tell me how the game had its sprites in any way designed for CRT. Keep in mind that the game has gamma compensation, to handle darker CRTs, to the point that the black levels are completely shot. So black levels is likely not a point you want to go with.

>> No.2894167

>tell me how Doom's graphics are for some reason built with CRTs in mind
Original Doom is capped at 35fps so it looks like shit no matter what monitor you use. CRTs don't help.

>> No.2894182

ignoring your obvious bate I have to wonder: The 35fps were chosen to be half of the 70Hz refresh rate for 320x200 VGA. Cheap modern LCDs have 60Hz, less cheap ones have 120Hz or 144Hz. None of these frequences are clear multiples of 35Hz. Can that lead to stuttery framerates on the original Doom implementations?

>> No.2894218

There will be some stutter, but turning on VSync will fix it

>> No.2894230

Doom in Dosobx is native resolution.
Blood can do HD in Dosbox.

Does it have anything to do with the emulator or just the game?

>> No.2894260

>Blood can do HD in Dosbox
Did anyone ever figure out how to get better FPS with higher resolutions in DOS games on DOSBox, or is that just one of the shortcomings of DOS that can't be fixed?

>> No.2894278

I always thought it was just due to how demanding Blood can be.

>> No.2894284

I was gonna mention that Quake also had the same issue but then I realized that if anything, Quake is probably more demanding than Blood.

Still though, there has to be a way to get a higher framerate on high resolutions.

>> No.2894290


Doesn't it depend entirely on the game itself? Dosbox just emulates DOS and some hardware. Everything else is the game itself.

>> No.2894294

I wonder how well Blood can run in PCem, else the only thing I can think of is running it in a VM.

>> No.2894301

Just the game.
Blood (actually any Build game) could go natively at least 1280x960 on monitors that allowed it (and there were some even at that time). I remember playing Blood and Duke on 1024x768 back in '98 with no issues.

Dosbox is bad at emulating stuff Build Engine needs to run efficiently, so it runs slower at resolutions above 800x600.

I think there was a Win 98 VM setup that allowed you to play games like Blood and Daggerfall much better than Dosbox would.

Also note that Blood was released 4 years after Doom, so of course technology has advanced by that time lol.

Not the person that's having problems, but No. Stuttering is different from regular low FPS issues and the difference should be noticed by several side factors. I'd advise making an FPS check via "vid_fps 1" command. If you have at least 40-45 there should not be any visual stuttering. If you have it, then problem lies somewhere else.

I for instance get the stuttering when trying to run Memorial.wad (with reject table of course, courtesy of some anon, you can get it here : http://www.mediafire.com/download/m431wyed8l2i2cd/mem-rej.zip) and it gives me stuttering when trying to run it with certain gameplay mods despite giving me 120 fps. I guess its because of all the DECORATE checks happening in BG, so while rendering side of GZDoom does just fine, the logical does not.

>> No.2894424


>> No.2894427

You can increase/decrease the amount of cycles DOSBox processes with Ctrl-F11 or Ctrl-F12, decreasing and increasing performance respectively

>> No.2894445

>Now again, you tell me how the game had its sprites in any way designed for CRT.
Because the sprites were 100% created and tested on CRTs, idiot.

>> No.2894465

Anyone know if you can play the new Brutal Doom v20b starter map pack using Project Brutality?

Why? Because PB is superior to BD in gore effects and other little tweaks, that's why.

>> No.2894467

Just load the starter map pack and PB, the Starter Pack is just a map set

>> No.2894489
File: 435 KB, 1280x720, doesntwork.png [View same] [iqdb] [saucenao] [google] [report]

I tried that and come up with this.

>> No.2894503
File: 251 KB, 1920x1080, works with me.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno, worked fine with me, even tried it with GZDoom and it was a success.

>> No.2894509
File: 193 KB, 1641x1080, another one.jpg [View same] [iqdb] [saucenao] [google] [report]

Another one as proof

>> No.2894514

Ahh, Nevermind.

Had to drag them to my usual gzdoom instead of the one in the map pack folder.

Thanks tho m8

>> No.2894516

>Not the person that's having problems, but No. Stuttering is different from regular low FPS issues and the difference should be noticed by several side factors. I'd advise making an FPS check via "vid_fps 1" command. If you have at least 40-45 there should not be any visual stuttering. If you have it, then problem lies somewhere else.
I'm talking about vanilla Doom within DOSBox, not a source port. Even assuming Doom itself runs perfectly and at a steady 35fps, an LCD at 60fps is not gonna match, and will have to drop frames several times per second, or produce serious tearing

>> No.2894517

Nope, and not ever.

>> No.2894518

I explained how I believe the resolution of textures and sprites are related to the output resolution.
Now you tell me how the choice of colors relies on CRT. Maybe get all colors used within the game, check for their likely gamma, compare to CRT or LCD gamma ... no wait, they're the same. Anything else?

>> No.2894619
File: 133 KB, 1280x1024, strife3.jpg [View same] [iqdb] [saucenao] [google] [report]

>Thanks. Bye!

>> No.2894632

I learned all my pro doom strats from the "play punchout with these nerds" video

>> No.2894639

I fucking loved that video

>> No.2894690

The only way I can think of the artwork in the game being "designed for CRTs" is that they're made to be displayed with rectangular pixels. Source ports do scale everything for that, but it's not perfect and non-integer scaling pisses people off on this board.

320x200 on a CRT screen's about as close to how you'd have seen it back then, at any rate. I do agree with the resolution/texture size/polygon relationship in older games, you've worded it very well.

>> No.2894693

also meant to


>> No.2894694
File: 1.93 MB, 380x214, 1422244166622.gif [View same] [iqdb] [saucenao] [google] [report]

>Monsters: 0/755

>> No.2894727

So Mike Matei mentioned Brutal Doom and even show some gameplay footage of it.

>> No.2894760

Does Alien Vendetta get any better later on? I'm up to map 9 and it's pretty damn tedious with high amounts of weak enemies and large levels that visually look like the last shit I took. For a megawad that every shithead seems to recommend it sure blows so far.

>> No.2894763

For the first time in maybe ever, Doom is not in a GDQ event. Heck, not even a single retro FPS is in there.


>> No.2894824
File: 19 KB, 640x480, 1451902660.jpg [View same] [iqdb] [saucenao] [google] [report]

>high amounts of weak enemies
isn't that good? i like large numbers of monsters that are quick to dispose of
>large levels that visually look like the last shit I took
i think you might need to see a proctologist...

>> No.2894838
File: 679 KB, 250x385, 1404633008093.gif [View same] [iqdb] [saucenao] [google] [report]

Alright anons, I'm going crazy here, downloading wads left and right.

What I need to know is:

>What is/are your favorite wads?

Picture not related.

>> No.2894842

back to saturn x

>> No.2894861

Congestion 1024 / Claustrophobia 1024.
Tight and quick.

>> No.2894875
File: 55 KB, 862x892, MINEYCRAFTA.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2894884
File: 7 KB, 320x180, Craffta.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2894891


>> No.2894894

Like I said before

> Blade of Agony
> Aliens: Colonial Marines 2014
> Return of the Triad
> Trailblazer

>> No.2894913

>Dosbox is bad at emulating stuff Build Engine needs to run efficiently

More like Dosbox is emulating period. VMs are not really emulation.

>> No.2894942
File: 1.18 MB, 614x1384, 1385329555662[2].png [View same] [iqdb] [saucenao] [google] [report]

>Doom Classic complete
>Doesn't include "No Rest for the Living"

>> No.2894957
File: 4 KB, 320x200, GGTITLE.png [View same] [iqdb] [saucenao] [google] [report]

Gentlemen, it's time. I'm gonna need your feedback for this.


That right there is an alpha for a Gun Godz adaptation to Doom. Doom Throne got deprecated until further notice. Currently it's on an alpha state, as there are some things that are yet to be implemented. It contains Chapter 1 (3 levels) and two weapons. Most importantly, I need to know if the guns feel solid and how do the levels play. I need to have a good mapping methodology because the game has like 20 unreleased levels I would like to resurrect here.

Weapons have an Alt Attack, like in the original game. Be sure to mess with everything you can within this .pk3!

-Yeah, Alpha probably is putting it lightly. All enemies are implemented, some still requiring some tweaks.
-The game's current BIGFONT it's a placeholder. Mostly a test to see if my methods of doing custom fonts worked.
-All weapons are in the game. Including their golden counterparts featuring more damage or increased rate of fire.
-You can play with your weapons by pressing your binded key for Reload.
-If you haven't yet, use the console to play MAP16 and challenge the final boss.
-And no, that won't be the final ending. Again, just a placeholder for the original game's unreleased maps. Although I am interested on implementing loops.

>> No.2895016

That map pack was pretty lukewarm to me to be honest desu

It's in BFG Edition though.

>> No.2895023

Very nice mod anon, I look forward to future releases.

>> No.2895034

it´s fun anon

guns feel good
shotgun is OP IMO
visuals are nice
pistol sounds a bit akward, get a real pistol sound instead
maybe a .50AE Deagle sound?

> https://www.youtube.com/watch?v=iVuRLztDljY
right at 2:00

everything else seems great
levels are a bit to easy => more secrets

what´s the meaning behind this game?
where is that freaking triangle from?
why that stupid menue music?

>> No.2895187

but wrack is being played!!

>> No.2895190


Who gives a shit about wrack

>> No.2895204 [SPOILER] 
File: 111 KB, 584x622, 1451929648934.jpg [View same] [iqdb] [saucenao] [google] [report]

carnevil does

>> No.2895271

The shotgun is definitely OP, I think it needs a bit more time between each shot.
As the other anon said, the guns do feel good, but unlike the other anon, I think the weirdness of the game is great. I don't know what the fuck is going on, and I love it. Just keep shooting. Make the levels a lot harder and I'll definitely play this through.

>> No.2895298

>I am not a resolution but displayed at whatever your desktop is

>> No.2895313

You're both equally faggots

>> No.2895320

Thanks anon, always knew I could count on someone to be there for me when I needed them the most

>> No.2895334


hi Carn

>> No.2895353

not sure if i missed any info on this in any of the links but does anyone know how to run doom on android preferable with touch controls?

>> No.2895356

>Total mazes

>> No.2895360

Hi Eric

>> No.2895363


I-it finally happened! I was mistaken by someone else from the Doom community!

I am part of the club now!

>> No.2895367
File: 132 KB, 420x386, suckmycoxcock.png [View same] [iqdb] [saucenao] [google] [report]

Nice try Mark, but we still don't want you around these parts.

>> No.2895370


Tarnsman please.

>> No.2895380

Hi #skullrant

>> No.2895467
File: 71 KB, 420x480, Iert9b.jpg [View same] [iqdb] [saucenao] [google] [report]

>has a pony avatar
>also a ruskie
>even daring to say anyone's lower than him

>> No.2895589

Fuck off Carmack

>> No.2895665

If you could go back in time to 1995 and show doomers one modern WAD, which would it be?

>> No.2895669

is the arena the only place you can fight monsters in the uac outpost in drpg? it's good racking up xp & getting punished by archviles, but i want to explore.

>> No.2895672
File: 1.26 MB, 1360x768, krak shooting.webm [View same] [iqdb] [saucenao] [google] [report]

very much related

>> No.2895676


>> No.2895690

BTSX. I'd be tempted to show some cutting edge gzdoom mod and be all "we can do this in the future" but showing them something amazing they could run on their own computers would probably be more productive.

>> No.2895701

I was going to reply with something like DemonSteele or MSX or Psychic but now that I think of it, >>2895690 is probably a better answer.

A vanilla wad they can run and play and experiment with and not just see in action would probably be a real jumpstart in "okay let's see if we can surpass this".

>> No.2895702

ey fuck u willits

>> No.2895707

DRLA on some fuckhuge oblige maps

>> No.2895718
File: 67 KB, 371x296, 1399078007436.png [View same] [iqdb] [saucenao] [google] [report]

Did anyone ever tell Carmack or Romero about Hdoom? I want to know how they feel about people using their work to make demongirl porn.

>> No.2895727

blade of agony

>> No.2895737


Shut the hell up Kegan.

>> No.2895742

romero would probably laugh while carmac would smirk and Mhmm

>> No.2895748


I didn't know DJ Kahled played Doom.

>> No.2895831

is that mac demarco?

>> No.2895839

Okay. Here's a thing about russian playerbases in general: 80% of them are kids around 14 or below (because age rating is not a thing in russia, and parents write off all games as "for kids", because they are called "games") and most of them get exposure to any kind of content through youtube.

Actually, those kids are the ones most active on foreign forums and resources, because teaching english in schools got to decent level only now, and thus most encounters with russian public westerners can get are those little shits, that are also obnoxious and selfrighteous pricks, due to being kids, as well as social environment in modern Russia (which is further propagated by western anti-russia politics, but I digress).
tl;dr your post is generalisation of the same caliber as a soccer mom pointing finger at Mortal Kombat and screaming "all games propagate violence and should be banned!".

>> No.2895860

To be fair it's natural to generalize and everyone does it. If I ask you "what color is the sky" you'll say "blue" which is a generalization. Coming into contact with only a certain clique of a nations citizenry will naturally color a persons perception of their entire nation, which is as unfortunate as it is unavoidable.

>> No.2895901

Doesn't help that most of the russians that I meet (outside of a couple cool people) are MOBA cancer who shit where they eat.

>> No.2895907
File: 224 KB, 500x672, okinawasmokebreak.png [View same] [iqdb] [saucenao] [google] [report]

Just a random smug German soldier during WWII smoking a cigarette. Dunno why, but I find myself saving random WWII shit.

>> No.2895909

> it's natural to generalize
No it's not.
It's a result of society that teaches "Hatin on people because of <some generalisation factor> (skin color/nation, gayness) is bad, but those <other generalisation factor> (jew, russians, muslim) are all assholes and are roots of your problems!"

Guess how old those players ae.

>> No.2895912

What version of GZDoom are you using? I'm having issues with all the new git builds, but not 2.0.05. I can't play shit like Blade of Agony with that version though

>> No.2895935

Have you ever tried to run BTSX on a real DOS computer? It took forever to load and was a slideshow to play even on the 166MHz Pentium I tried it on. It's executable-compatible, sure, but it really doesn't play well on period-accurate hardware.

>> No.2895974

And why do you think is that? It's not even Boom.

>> No.2896021

Doesn't surprise me: it's KDIZD levels of sector count.

>> No.2896028

But you're generalizing those who generalize just by saying that.
> parents write off all games as "for kids", because they are called "games"
This is a generalization too.

The guy said 1995 rather than -93 so I figured a high end PC from that time could handle it.

>> No.2896034

Actually never mind, KDIZD is still way more. BTSX actually merges sectors.

>> No.2896049

Carmack probably plays HDoom all the time

>> No.2896058
File: 208 KB, 530x424, john-carmack-oculus-rift-cto-chief-technical-officer.jpg [View same] [iqdb] [saucenao] [google] [report]

I bet he's already got code written for HDoom Oculus Rift support that he's keeping for himself and not releasing into the public.

>> No.2896078

>sex with 2D entities on oculus rift
I don't know how that would work but now i want to try

>> No.2896087
File: 2 KB, 512x460, blockmap_bug.png [View same] [iqdb] [saucenao] [google] [report]

if you're going vanilla, make sure to stay in the same 64x64 block or your dick might just phase straight through

>> No.2896102
File: 1.80 MB, 1680x1050, 1387068736139.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know any WADs with tanks in them?

I need some tank DECORATE that I can base my WW2 Tanks on.

Even better, anyone know where I can get some tank WADs like from realm 667?

>> No.2896112
File: 13 KB, 174x177, 1425629618846.jpg [View same] [iqdb] [saucenao] [google] [report]

That bastard. I knew his smug face was hiding something of such importance.

>> No.2896116

more like impotance

>> No.2896118 [SPOILER] 
File: 30 KB, 341x265, 1451963309079.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2896134

Not really.
I work the booth in a same room with a DVD store. It sells pirated stuff (everybody knows it, but nobody can afford licensed stuff for $60 when average monthly salary is $200) and even minecraft mods (because some kids go
"wow it's minecraft, buy!"
"but you already have minecraft."
"But dad, it's BATMAN minecraft!"
"oh ok."
I bet if doom mods were still marketable, there'd be DVD's with Bootool Dum, Demonsteele and BTSX on it.)

So when a kid asks his parents to buy a game, and parent asks the kid (or a seller) what's the game about kid says (direct quote)
"Oh its a game, and you drive and you like shoot people in the head and they roll funny and then you go blow up a truck and everything go boom and then you go into hotel and kill all people untill they really-really die!"
And parent goes "okay, sounds like fun, we buy".
The kid was 10yr old.

And it almost always goes like this, and not even once any parent thought that buying excessively violent game for their kids is NOT okay. The only exception is grandparents, because only they apparently still care about their children, but that's why kids usually dont go here with their granddads/mas.

And casshier does not care, in fact she's all for it because if she doesnet fullfill a ridiculously high selling quota her little salary gets cut even further and she has a kid to feed. That kid is also permabanned from PC btw because parenting is "all or nothing" buisness here.

>> No.2896135

Is there any mods when it comes to icon of sin bosses besides Sgt mark 4 version of icon of sin

>> No.2896137
File: 362 KB, 515x640, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2896139

Sgt mark mods obviously

Also now I want a version of that image with Imptan and megatexture text lol.

>> No.2896158

I was going to say that, dammit.

>> No.2896203

DoomCenter had some tanks chasing you after shooting NPCs for a while, you could also control them but I don't remember how to get the driver out without blowing it up. Regardless, you'll have the DECORATE in there.

>> No.2896227

>it's KDIZD levels of sector count.

BTSX wouldn't even run at all on vanilla if it was the case.

>> No.2896243

Does anyone have a link to Internal conflict?

>> No.2896253

blockmap blocks are 128x128, nub.

>> No.2896269
File: 25 KB, 300x225, PZIVA2.png [View same] [iqdb] [saucenao] [google] [report]


I'm spiriting out the PZ.IV myself. Just used men of war for the model

>> No.2896387

generalizing IS natural, as is xenophobia, it's an evolutionary response to things other than yourself, including those that are similar to oneself, and generalizations are a "mental shortcut", if we truly took time to process every human being completely on their own merits, we'd be way more subject to all kinds of ways to get hurt or die.

This doesn't mean that it's a good thing in modern society, but it is most certainly natural. Ingrained, heavily pushed stereotypes and ones that defy logic, on the other hand, are culturally reinforced and shit.

Sorry, English isn't my first language, if that's incomprehensible in some way. TL;DR, generalizing is a mental shortcut, it is natural.

>> No.2896391

>Why? Because PB is superior to BD in gore effects and other little tweaks
you really think so?
does PB has configurability to make it to that dyaning animations go away or last a very breif time?
does PB not slow down movement speed?
does PB not have disgustingly horrible sound design?

>> No.2896396

That makes me wonder if it would be possible to actually render in 1920x1080 or 4k or whatever, but then pass it through a... Well I guess it would be like an anti-LOD or a +aliasing filter to give the blur/pixel effect at long distance, but to optimize it so that it's as visually appealing as a sparse grid of pixelation can be without sacrificing the advantages of high resolution.

It's really hard to summarize what I'm thinking of doing, besides a cop-out "best of both worlds hurr durr"

>> No.2896398


>> No.2896424

fite me nerd

>> No.2896438
File: 33 KB, 625x351, dof_max_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

A depth of field effect might fit your description. There's a bit of a problem though, in that quite often the focus of the player is in the distance. If you blur it out, smooth it or otherwise "remove" detail that the model and the viewport are capable of, you directly contradict the player's intentions, which leads to frustration. Quite a few modern games have issues applying Depth of Field well, and as a result it's often reserved for cutscenes.

>> No.2896441
File: 38 KB, 463x285, f1_2015_shot_05.jpg [View same] [iqdb] [saucenao] [google] [report]

An alternative would be to make the world really rotten, and use a quality distortion shader. When modern games show flames or heat, they distort the scene more or less randomly, to show that moving air. If you pretend the world of Doom is pretty much a rotten corpse, you could make the air visually stink, to the point that you can see fairly clearly up close, but in the distance things get all smogged up and distorted. As a side effect, it almost makes the player want to drop the distance between them and what they see through the distortion, to get a better view (be it to use, or to kill).

Pic shows a quick and dirty example from a different genre. Notice the distortion of the rear of the car, due to exhaust heat.

>> No.2896445

You can set things like PRBoom+ to upscale the image (say, from 320x200 to 1280x800), does that count?

>> No.2896447

DOF is close, but not exactly what I'm thinking. Maybe a distance DOF-like effect that is agnostic of view?

Used that strong it would look like shit but yeah, if you keep it subtle that could be fucking great...

How do we apply filters in doom? Lol, how do we get filters to apply in doom? Serious question. Disregarding the ones built into source ports.

>> No.2896457
File: 1.78 MB, 1418x2420, 1444164390063.png [View same] [iqdb] [saucenao] [google] [report]

>mfw Doom is still the best

>> No.2896458

The problem with upscaling is that all the info the upscaler has is 320x200 pixels, possibly a frame or two in the past, and that's it. You're unable to detect any sub-pixel objects (and at that scale, they're fairly huge pixels), you're unable to apply different weight to the pixels. It's a pain in the arse to detect edges, and it falls flat when you deal with curves.
If, on the other hand, you start with a high resolution image, then distort/filter it down to 320x200 or an equivalent, you have much more data to work with, to affect the color of the individual pixel. Can be as simple as antialiasing, or as huge as applying weight to light sources, which can dominate a resampled pixel due to brightness, despite being fairly small in the original. And of course, as anon suggested, it would be the coolest if one could retain the high definition of the actual output device, while also retaining the "uncertainty" of moderately distant objects, as typical for the original Doom

>> No.2896460
File: 17 KB, 513x287, hildebeest3.jpg [View same] [iqdb] [saucenao] [google] [report]

>climb stairs to key
>take key
>nothing spawns
is... the map glitched?

>> No.2896468

I haven't liked Alien Vendetta but I haven't cleared more than 7 or 8 maps in. The map pack everyone recommends that is ACTUALLY good is Scythe 2. Scythe 1 is really good too but I think Scythe 2 is the better product.

>> No.2896469

>Carmack probably plays HDoom all the time

Carmack doesn't even like games. He likes making engines and solving problems.

>> No.2896473

So... in Demonsteele... what exactly is cybergirl supposed to be good at? She gets fuck all for ammo so it can't be guns. Her fists are fucking garbage. And maybe it's because I'm in Zdoom but I can't trigger a special with her except five seconds after I actually wanted it to go other. Sword girl's specials actually fire and kill things to a ridiculous degree.

>> No.2896475


She's actually a joke placeholder character until Term can get Caleb in. But he needs to outsource it to the guys who made the Samsara addons, they're the only ones capable of bringing some of that quality to Demonsteele

>> No.2896476
File: 66 KB, 500x390, secretservice1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sure had I understood any of those references that would have been hilarious.

>> No.2896480
File: 20 KB, 100x100, AAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

Why do I feel the urge to kill myself?

>> No.2896485

Newest version of PCSXR has CPU over clocking.

I'd love to see someone try this with PSX Doom. The sometimes single digit frame rate is the game's biggest problem.

>> No.2896491

I like generally like AV, but i find it does excessively use knights/barons in some levels. Thats my only gripe, though.

>> No.2896497

>Her fists are fucking garbage.

>> No.2896512


>> No.2896570

So, basically an improved "weighted" version of DoF effect?

>> No.2896604

If you want to make it really good, cut the turret off and turn in into a separate actor. Have the chassis spawn the turret actor in it's first tick, and make the turret constantly A_Warp to the center of the chassis actor.

That way you can script the movement of the tank while allowing it to freely track the player with the turret.

>> No.2896631
File: 100 KB, 640x480, Screenshot_Hexen_20160105_215656.png [View same] [iqdb] [saucenao] [google] [report]

Thats a great idea!

I have the tank working (actually a Pz.III I remembered) But its kind of jumpy. Doing a separate turret would help it not have to move around as much.

I also have MG and main cannon working pretty well. If fires a souped-up doom rocket, doing 80 damage and moving at speed 80

>> No.2896691

>But its kind of jumpy.
That's something you'll never get away from with large sprites, particularly low+wide ones. Depending on the workload you're willing to put in you might want to convert the tank to voxels instead - I think there's a program that when supplied with a few pixel rotations turns them into a model. Can't remember what it's called though.

>> No.2896693
File: 279 KB, 1680x1050, Screenshot_Doom_20160105_043427.png [View same] [iqdb] [saucenao] [google] [report]

slow mapping

decided that after this encounter, it's gonna lead out of the cave to a big outdoor area (where you'll get the chaingun), which takes you to the techbase entrance

things will branch out when you hit the techbase itself.culminating in getting the super shotgun - right now it's pretty strictly linear

>> No.2896698

and holy shit I got a pinky and cacodemon infighting and the pinky won

on UV

>> No.2896727
File: 20 KB, 1011x677, PZ.III Decorate.png [View same] [iqdb] [saucenao] [google] [report]

Well I have the tank and the turret separated, and the tank show up turret-less.
I'm not exactly sure how to make it spawn the turret. I'm pretty new to using Decorate.

>> No.2896739

The first frame of the spawn state is ignored IIRC. Try putting
PIII A 1 A_spawnitem("turret") etcc

>> No.2896796

you should try making a few doom disks and have your collegue sell them as "the all time classic updated and better than ever"

>> No.2896813

if she gets caught doing so she'll get fined for about half of her salary, also CDs sold there are actually stamped, and the one I'll write will be burned (green/purple) which can tip ppl off. Also nobody would buy "classics" - anything with sprite/unfiltered graphics gets called "dendy graphics" here. Dendy being the popular bootleg NESclone.

I got to sit there all day, playing Doom and Quake when I have no customers in my booth (they come in waves so I have 15-20min of frantic activity with 1-2 hour periods of free time) and sometimes I try to show ppl the ways of Doom when they ask for the older stuff and their answer is generally "not THAT old lol".

>> No.2896857
File: 116 KB, 640x480, Screenshot_Hexen_20160106_021750.png [View same] [iqdb] [saucenao] [google] [report]

I got it to work once or twice! The tank spawned its turret and then kicked it around a bit.
I think with some tweaking I should be able to get it to work

>> No.2896859

That looks like the machine gun from Powerslave

>> No.2896874

It IS the machine gun from Powerslave

>> No.2896908

yep its from powerslave. I accelerated the shit out of it though so it fires about as fast as an MG-42.


MG-42s fire preeeetty quickly

>> No.2896956

around 1000 to 1500 RPM to be exactly

>> No.2896970

Why can't anyone patch Doom directly to use higher resolutions in Dosbox directly? This would remove a need for a source port, since mostly we use those for hd graphics.

>> No.2896981

>what are gameplay mods?

>> No.2896992
File: 39 KB, 240x180, MG-42b.png [View same] [iqdb] [saucenao] [google] [report]

While the M60 borrows from the MG42 in some ways, there was no weapon that looked like that during WW2.

This is a graphic I found on the ZDoom forums, it'd probably be a better fit.

Also, the concept of using a GPMG to fight a tank is beyond ludicrous (the 7.92x57mm will just skid/deflect off or flatten out against it's armor without putting a dent in it), you need something that can punch through the armor or punch the armor hard enough to cause spalling to injure/kill the crew inside, what you need is a specialized grenade/bomb or a rocket-launcher.

>> No.2897004

"PANZERIII" in A_warp for the turret should be AAPTR_MASTER without quotes unless I'm mistaken.

>> No.2897009


>This would remove a need for a source port,
>since mostly we use those for hd graphics.

wat the fuck are you even talking about

>> No.2897058

Thanks, I'm just using whatever I can find and not worrying too much about historical accuracy. I love the feel of the exhumed/powerslave M-60 so its staying. I use a proper MG-64 sprite for it though which helps.

Also yeah MGs wont do whoop against a tank, I still have to work out how I'm going to let the player damage it. Panzerfäuste will have to be introduced I think. 1 shot rocket launcher.

Thanks, I'll try this out. The turret doesn't even seem to be spawning at the moment.

>> No.2897118

do you even playtest your game at all?
classic mode has been entirely non-functional since it was released and with 20b it hasnt been touched one fucking bit
why do gibs draw autoaim? You realize that this makes it impossible to play without freelook? it also means that a super shotgun wont kill even a single fucking enemy if there's a dead one between you and it
and the dying animations STILL make enemies impossble to walk over/through and waste your time an ammo

I'm not mad that you made a shitty mod, I'm mad that you bothered to release something so half-assed and bother to call it finished, especially since the mode is obviously only for your critics and not for you/your fanbase. It's literally saying
>here happy now? by the way go fuck yourself

>> No.2897123

he won't see this, he doesn't come here any more.

>> No.2897143

>Using autoaim

>> No.2897150

the sad thing is I don't even mind Brutal Doom. Hell, on the fast enemies difficulty it's pretty fucking fun. But this is egregious.
>playing without freelook
>no auto aim
come on son

>> No.2897152
File: 3 KB, 109x109, 1451618209743.png [View same] [iqdb] [saucenao] [google] [report]

That's not even the worst part
>playing brutal doom

>> No.2897185

I hate auto-aim, but it's 100% necessary if you're playing Doom without freelook.

>> No.2897192

is auto-aim only vertical, or also horizontal? Can you selectively only enable vertical auto-aim?

>> No.2897196

Original Doom only has vertical auto-aim I think.

I don't know what auto-aim ZDoom uses but I don't care because I turn it off.

>> No.2897204

original doom has very little concept of verticality. The auto-aim is only necessary because apparently some source ports decided to break that fairly core concept. That's why I'm wondering it's possible to restore it like that (not really though, as auto aim and 2D targetting are different things), or if you're stuck with the broken variant.

>> No.2897206


congrats you're doom_txt famous now

>> No.2897210


Only vertical autoaim.
Projectiles can use horizontal autoaim if they have the FPF_AIMATANGLE flag, but very few weapons use this.

>> No.2897214
File: 7 KB, 900x124, 2016-01-05 16_30_37-manual.rtf (Protected View) - Microsoft Word (Product Activation Failed).png [View same] [iqdb] [saucenao] [google] [report]

Mark is not guilty for you being a total useless dumbass and not reading the readme.

>> No.2897229


There is a difference between "auto-aim is forced off for all weapons"...which it isn't, by the way, and even if it was it'd defeat the fucking point of a classic mode...oh who am I fucking kidding, the weapons barely behave like their classic counterparts anyway, hahahaha....
Anyway, there's a difference between "auto-aim is forced off for all weapons" and "auto-aim automatically locks on to gibs and dead bodies and other things that shouldn't be auto-aimed onto".

Classic mode is fucking pointless, barely thought-out, and barely-tested.

>> No.2897238

Please point me out on which part of the manual or the Moddb page it says that Classic Mode must feel like Vanilla Doom. It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom, and not a 100% legit Vanilla Doom experience. Seems like Brutal Doom is just not for you, stop being a whinny faggot and don't play it then.

>> No.2897240

What's "classic" refering to? You described what it does, but the term classic is usually in reference to something. As you said yourself, it can't be Doom itself, so what's the reference?

>> No.2897243

>It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom

Yeah and it doesn't even fuckin' do that.
Oh sure, there's no kicking and no reloading, but that's about fucking it.

>> No.2897251

>Yeah and it doesn't even fuckin' do that.

>Complaining because the weapons are not 100% carbon copies of Vanilla Doom weapons and how it completely destroys an anon's immersion because it doesn't plays like the flawless perfect masterpiece cum of the gods that Vanilla Doom is.

No wonder why Mark always tells his critics to go fuck themselves. I wouldn't have the patience to deal with this kind of shit.

>> No.2897254

If you wouldn't have the patience with being told that your advertised features aren't working as advertised, I'm glad you don't get into modding!!

>> No.2897261

>being told that your advertised features aren't working as advertised

I'm still waiting for you to point me out where Mark advertised that Classic Mode means playing it just like Vanilla Doom.

>> No.2897271

NHB could you explain what classic mode is for? i've never really seen the point of it.

>> No.2897273

Seems like something that merges the concepts of the "No weapon reloads" and "Classic Weapon Skins" addons into something that can be selected in-game, and making the use of said addons not necessary anymore.

>> No.2897297

>I'm still waiting


>> No.2897302

I literally cannot stop fucking laughing

Here, let's go back to something you said
> It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom
> It only says that makes weapons have the same properties of Vanilla Doom
>same properties of Vanilla Doom
>same properties
>of Vanilla Doom

Doesn't do that.
Doesn't fucking do that.
Doesn't at all fucking do that.
Viola, classic has failed. It isn't classic.
It's even in the fucking name! If it's supposed to be classic and doesn't behave at all like classic, then what is it? An alternate behavior? Then it's not classic! Even in-code it's referred to as "purist", which are blind fans of vanilla gameplay, which...it doesn't cater to because it doesn't behave like classic weapons.

Unless you didn't mean to say that, in which case what did you really mean to say?
Hint: Any answer other than "I'm a tremendous faggot" is wrong.

>> No.2897313

It's not Burden of Proof. You alleged that Mark advertised Classic Mode to have all Vanilla Doom functionalities. And I am just asking you to point out where he advertised this.

The guns looks like Vanilla weapons, the guns fire at the same rate of Vanilla weapons. The guns deals the same equivalent damage of Vanilla Weapons, then the weapons BEHAVE like Vanilla Weapons, even if auto aim is disabled, because it's fucking implied in the manual that you can't play Brutal Doom with autoaim because of the hitbox system. How the fuck you think you could do headshots playing without mouselook or with autoaim enabled.

>> No.2897317

>You alleged that Mark advertised Classic Mode to have all Vanilla Doom functionalities.

>The guns looks like Vanilla weapons

>the guns fire at the same rate of Vanilla weapons

>The guns deals the same equivalent damage of Vanilla Weapons

>> No.2897338

>You alleged

But that wasn't me.

>> No.2897349
File: 49 KB, 338x450, rait.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh anon, you're so retarded and so wrong. So, so fucking wrong.
Here, let's take a look at one, just one single weapon from the entire classic pack. Let's take a look at the humble chainsaw, fuckboy, the extra weapon you get right at the start of map01 and see how "classic" it is.

>looks like vanilla
This is a relatively light complaint. It isn't as egregious as, say, the chaingun or the BFG, which sport baffling complete redesigns that look like total shit.
With the chainsaw, it's simply a matter of the black gloves mismatching with the rest of the sprite set, which use brown gloves. Not exactly important, but still a matter of
>mismatched hands for your fucking gameplay mod
Still, only an autist of the highest sperg order would dismiss a weapon based entirely on gloves, so let's continue on.

>fires at the same rate
No. Chainsaw fires every four tics, "classic" chainsaw fires every two tics.

>deals the same damage
Oh ho ho ho ho, no. Nooo, no it doesn't.
The vanilla chainsaw does between 2-20 damage every four tics. The "classic" chainsaw does 3-30 damage every two tics.
Given that there's 35 tics in a second, the vanilla chainsaw averages out at 96.25 damage per second, while the "classic" chainsaw does a staggering 288.75 damage.

So, if it doesn't look like a vanilla weapon, if it doesn't fire like a vanilla weapon, and it doesn't damage like a vanilla weapon, then it doesn't fucking behave like a vanilla weapon.
It's not fucking vanilla. And this isn't even going into some of the other weapons.

We're not asking for "ohhh we want the same old animations and absolute 1:1 graphics it must behave exactly like the 1993 game!!!". There are some people that really want that. I'm not among them.
But it's not the fucking vanilla weapons. It's a complete waste of a feature. It's the epitome of Mark's current design strategy, to throw half-assed shit at the wall whether or not it actually works. While it's still attached to the ass.

>> No.2897354

Do you guys have doom for your phones? Ive been wanting to play while at work and most of the downloads I have seen are sketchy. Any help would be appreciated

>> No.2897436

>Complaining because the weapons are not 100% carbon copies
we're complaining because it's not different from brutal doom at all minus reloading and recoil
and even then it's just shittier than brutal doom. like you no longer have an assault rifle but zombies still do. it's fucking retarded

>> No.2897443

>the guns fire at the same rate of Vanilla weapons. The guns deals the same equivalent damage of Vanilla Weapons, then the weapons BEHAVE like Vanilla Weapons
objectively wrong
>How the fuck you think you could do headshots playing without mouselook or with autoaim enabled
you wouldn't, because you're playing on classic mode
god damnit mark, just put your trip back up

>> No.2897521

>you wouldn't, because you're playing on classic mode

Then why play Brutal Doom at all? Brutal Doom with 100% Vanilla Doom weapon behavior and no extra hitboxes is basically just Gorier Beautiful Doom.

>> No.2897525

>is basically just Gorier Beautiful Doom.
this is what brutal doom was initially aiming to be, years back
this is what some people, myself included, still wish it was

>> No.2897534

>what brutal doom was initially aiming to be
If I remember correctly, Brutal Doom featured extra hitboxes since version 1.

>> No.2897549

so, more or less like Ketchup?

>> No.2897592
File: 20 KB, 510x546, rip and wait what the fuck.png [View same] [iqdb] [saucenao] [google] [report]

So I was on /v/ when an anon ask something that's got me thinking. What is the most fully realized and well made first person shooter game?

Early 90s shooters often had one thing they did really well, but there was always a game that did something else better.

So what do you think is the BEST first person shooter ever made? The one that gets the most things right and fully realizes the concept of what a first person shooter should be.

I'm inclined to say either Blood or DOOM.

>> No.2897595
File: 46 KB, 174x238, 1442285601017.png [View same] [iqdb] [saucenao] [google] [report]

I don't disagree with any of the shit people give Brutal DOOM, but I can't deny that it has really nice gun feel. Is there anything that makes shooting guns and killing enemies as satisfying as Brutal DOOM, without changing the core gameplay?

>> No.2897606

Just play Burdal Doom and enjoy it nigger
Why would you care about pitiful and ultimately meaningless online dramu?

>> No.2897610

Because you didn't read my post. I love the gun feel and reactiveness of enemies in Brutal DOOM, but I don't like all the changes to gameplay balance.

I want vanilla gameplay with gun feel and gore on the level of Brutal DOOM.

>> No.2897614

Brutal Doom vanilla mode

>> No.2897625

Good balance of Horror, Action, and Comedy.
Top notch AI.
Good level design and interactivity.
Satisfying guns, etc.
It's not my personal favorite, but statistically, it's hands down the best FPS.

>> No.2897631

>Good level design
You almost had me with the rest. It's painfully dull and monotonous, and probably the single biggest problem the game has. FEAR does certain things excellently, but to say that it's the best all-round FPS is plain incorrect.

>> No.2897639


Unreal's first half.

>> No.2897646


Depends entirely on what you're looking for in feedback.
I like Accessories to Murder--the balance and functions are pretty wonky (that missile launcher is so bad), but the feedback is spot on.
If you don't mind completely throwing any semblence of challenge or difficulty out the window, Trailblazer might also be up your alley.

>> No.2897671


What's everyone's number one favorite level from Doom 1 and 2? For singleplayer.

>> No.2897676

I'd agree with this, but the second half does exist. Unreal's AI alone makes it leagues above other shooters of the time.

>> No.2897720

The one guy who suggested Sirens. This mod literally ripped off the sprites from diablo 1. Lol

>> No.2897735

>So what do you think is the BEST first person shooter ever made?
For me personally I would have to say System Shock 2 despite all it's flaws. Perhaps Quake 3 in second place for achieving 100% perfection in everything it set out to do.

F.E.A.R is spectacular in everything EXCEPT the level design, which is pretty atrocious. And since I think level design is the single most important thing in an FPS, it doesn't come close to being the best.

>> No.2897761

Brutal DOOM Starter Pack level 1.

>> No.2897764

Doom 1 and Unreal both mark the peaks of the beginning and end of old style shooters.

>> No.2897768

Hangar is pretty fucking iconic. My favorite.

>> No.2897770

I agree with you wholeheartedly anon

>> No.2897783

Can fuck around with the mod itself and strip out the elements you don't like. Also, Accessories to Murder like another anon suggested.

I'm strange I guess in that I like classic vanilla doom, and I like Brutal just fine as it is, besides the (optional) GO FUCK YOURSELF etc, it's a pretty good mod.

>> No.2897804

Any wads similar to Cyberdreams?

>> No.2897810

there is a map named Cyberpie in 1994tu that's the same idea.

>> No.2897836

>it's a pretty good mod.
Yeah, Brutal DOOM is fine. Mark might be a weenie, but so was John Romero.

I think stuff like the executions and shit take things a little too far, but like I said before the gun feel and everything is nice and satisfying.

Does Accessories to Murder have a vanilla mode that doesn't add any balance changes and new features?

>> No.2897837

doubling to 640x480 is nice. i don't think i could go back to the original resolution, i find chocolate doom too pixellated. but going beyond doubling doesn't seem to give a great deal of benefit. although 800x600 has an integer scaling advantage (my screen is 1920x1200)

>> No.2897840
File: 73 KB, 282x243, 1366328450228.gif [View same] [iqdb] [saucenao] [google] [report]

The only thing I dislike more than inconsistent visuals, it's playing low res 4:3 games on a 1080p 16:9 LCD monitor.

I need to get my hands on an old CRT, none of mine work.

>> No.2897862
File: 469 KB, 1680x1050, Screenshot_Doom_20160105_190443.png [View same] [iqdb] [saucenao] [google] [report]

Did Brutal Doom do the wrong thing for giving you AI partners and expanding on the world / story?

>> No.2897865

agree, I thought the executions were neat once, then gave zero fucks afterward.

But they're optional, and not really OP or anything, actually find smash mode/kicks more usable anyway

>> No.2897879

>expanding on the world / story

>> No.2897886

>for giving you AI partners
Doom AI is, in a word, simplistic. This becomes especially prevalent with allied AI.

>expanding on the world / story?

>> No.2897961

I can't pick one.

Duke Nukem 3D

In no particular order.

>> No.2897967

No such thing as "one"
this provides a progression of losing and gaining new features up to the modern day
there hasn't been a great shooter since 2007

>> No.2897974
File: 17 KB, 219x320, 1386645546358.jpg [View same] [iqdb] [saucenao] [google] [report]

>What is Bulletstorm?

>> No.2897993

"good" not "great"
same as the new wolfensteins

>> No.2897995
File: 191 KB, 966x1145, 1407897096062.jpg [View same] [iqdb] [saucenao] [google] [report]

I won't really go to bat for the new Wolfenstein games, but Bulletstorm is one of my all-time favorite FPS's. I dunno, different strokes, I guess.

>> No.2898010

they added shit like other marine survivors who you hear on the radio on Mars, and other stuff like the level design is supposed to be more 'realistic', ie when you get back to earth you see jets overhead flying to fight the demons

>> No.2898017

I would define the Wolfenstein games as better than most FPS of the 21st Century.

>> No.2898024


Bulletstorm bothers me with the sluggish movespeed and emphasis on cover. If they went full retard speed and made the dudes use projectile weapons, it would have worked better.

And ditched that retarded system of pushing altfire to prepare the altfire, rather than just shooting it.

Also would have been nice if you could have flicked enemies in other directions after leashing them, but ah well.

>> No.2898046
File: 40 KB, 396x338, 1450420828107.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, i guess that's a nice touch

Kinda of related but if they ever made a doom sequel (not that shitty Halo garbage we got) that takes place after the events of doom 2, what would you rather see?
1)Doomguy is his own character and you control some random marine, he is a living legend that is mentioned but you never actually see him
2)You control doomguy, other marines can be found, you can interact with them, silent protagonist, etc.

I always liked to picture a possible sequel having faceless marines and everytime the played died he would restart the level controlling another marine, you would even be able to find the bodies of the marines you controlled previously, as for doomguy we would have classic episodes that are basically the same levels from the first two games but with some HD shit to make them look nice (think black mesa source), but they would be pretty much the same down to their core, and if you're really ambitious we would even make the classic levels actually play like classic doom while modern levels would have their own physics and all that modern shit that they would add anyway, like doomguy himself having his own controls and physics and being able to do shit the other marines can't, and you would even be able to create classic and modern servers depending of what playstyle you like more

>> No.2898049

classic mode is for babbies who want to play brutal doom but dont want to play brutal doom

you aint fooling anyone with that tsundere act get out of here senpai

>> No.2898075
File: 1.56 MB, 1920x1080, Screenshot_Doom_20160106_023207.png [View same] [iqdb] [saucenao] [google] [report]

The power of 3dfloors.

With a custom texture and some more work with the opening I reckon it might look decent.

>> No.2898080

Wolfenstein and Far Cry have had a few pretty good titles since then.

I haven't played the new Shadow Warrior but I heard it was supposed to be fan-fucking-tastic.

>> No.2898083

It is anon, well optimized and perfect thin plot.

>> No.2898085

I would rather eat a dick than mess with Bulletstorm's terrible score system any more. Just run through the check list of every combo of shoot, alt shoot, and kick that is feasible given the combo of mooks. It's a fucking grocery list.

Plus, the game's emphasis on just fucking raping the mooks means it has no skill component whatsoever. There's what, one miniboss? Two? And those muslim aliens? I forget what the variety it had but everything felt like just something for you to style on, if by style you mean remember which alt fire you haven't used yet.

I have tried like three times to play RTCW and it doesn't feel anything better than good.

I thought FEAR's level design was very well done for what they were shooting for. It was office buildings, but they somehow managed to work in every conceivable flavor of office building so that even just going from one cubicle farm to the next felt like a different level.

UT99 but MP only is cheating.

I try to look at everything but all roads lead back to Doom but I haven't played Blood. I don't think Doom is even everything an FPS should be. There is room in this genre for CoD, for NOLF, for Douk, for Far Cry 3, for Wolfenstein 2009, for Wolf TNO, for FEAR, for FEAR3, even for Serious Spam type faggotry.

Just to chronicle the design differences between all of those is absolutely nuts and really the only design decision that you could probably get even a consensus on that needs to go is regen health and even then that argument would be fearsome if we found someone who could make an eloquent defense for the rare instance using it "right".

>> No.2898091

Gunplay in new Shadow Warrior felt like boring shit. Was a great sword in search of a less terrible game to go along with it. Late game there's just too many bullet sponges.

Also, bosses so bad you'll wish they were QTE cutscenes.

>> No.2898126

Bulletshit is a linear cinematic experience with some good ideas and fun weapons, but ultimately boring to play a second time around.

>> No.2898145

For me the ideal Doom sequel would be continuation of Doom 2 with following premise:

Hell's invasion of earth was slowed down, but the struggles continues on, some places on Earht goet literally swallowed up by Hell and apparently, new Icons of Sins are brought, to leat the demonic armies. Humanity now lives in constant terror.

Human governments unite to push the forces of hell back and send their forces into the hellgates to find and terminate the Icons of Sin, and who are to lead them better than the man who knows Hell from within?

Player controls the Doomguy as he leads the squad (supported by tanks and all cool stuff) into hell, but in the first level they all get analhilated due to their own retardedness, and Doomguy is once again - a one man against Hell. As he ventures further he encounters the previous squads that went in, pieces of locations that were previously swallowed by Hell, and even remnants of the worlds that fell way before Earth.

In the ned he defeats the new Icon of Sin, and returns to Earth, but he knows that this one was just one of many. (cue justification to player map packs as they are in fact all the different hellgates Doomguy ventures into).

>> No.2898156

>Kinda of related but if they ever made a doom sequel (not that shitty Halo garbage we got) that takes place after the events of doom 2, what would you rather see?
A spiritual sequel. Not as in "Demons on mars" but a game with the similar type of interconnected levels with an element of exploration (quake style would be even better for the verticality) and gameplay based on speed and dodging, along with it being extremely moddable. The universe/setting isn't what's important about doom for me.

>> No.2898158
File: 15 KB, 320x240, ned.jpg [View same] [iqdb] [saucenao] [google] [report]

>In the ned

For real tho, that'd be pretty neato.

>> No.2898162

It's 6 in the morning here and (I havent slept) so I sperg and miss pel alot

>> No.2898180

What I'd like to see is a fantasy-centric shooter/action game. The only notable thing in this genre since Heretic is Dark Messiah, and Lichdom is far too bland. Too bad Hellraid was frozen, as it was the only promising one.

>> No.2898195
File: 432 KB, 715x1000, 54227992_p1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2898204

Yeah, as much as I liked Shadow Warrior 2013, the gunplay was definitely pretty weak.

Looks like the sequel is fixing that, though.

>> No.2898209

Damn, why have I not heard of this? This looks really cool.

>> No.2898214

>the only game where a mage is a badass
>and he has one boring slow gun
>and it's diablo grind shit
kill me

>> No.2898217

What do you plan to do with this? Like, final vision?

>> No.2898218

10/10 would pay 60 bucks to play

>> No.2898224

I wish more mods used 3D floors. I forgot, is the reason why it isn't commonly used because it can cause huge slowdowns or something? Could've sworn I heard something like that.

>> No.2898227

Anybody who understands moonrunes willing to translate this?

>> No.2898229
File: 280 KB, 469x238, Logo_Doom_64.png [View same] [iqdb] [saucenao] [google] [report]

>if they ever made a doom sequel (not that shitty Halo garbage we got) that takes place after the events of doom 2
There already is one.

>> No.2898239

There is a cvar ("bd_classicmode 1" think), that disables all new attacks for all enemies.

>> No.2898259

I couldn't stand the characters and dialogue in Bulletstorm, it just got to the point of unbearable, along with the "you have to make sure you're doing something new from this list every single encounter" skillshot system.

>> No.2898289

For me personally, it would have to be Metroid Prime, though it's more the "most fully realized console FPS".

I don't recall, what's wrong with Unreal's second half? All I can think of is the boring tower objective of the Nali Castle, and the confusing maziness of the mothership.

>> No.2898298

I-I liked the mothership :(

>> No.2898304

this is stupid

>> No.2898308

What, your post? I agree.

>> No.2898312

You're stupid

>> No.2898324
File: 197 KB, 1022x600, 1446529249781.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2898349

First half alternated between maze-like levels (some linear, some with non-linear interconnected structure) and cool open outdoor areas, all distinct and differently designed, and always with a clear goal presented. Second half is more maze upon maze upon maze with no clear goal or objective and an awful lot of "where the fuck do I go now", also with a lot less cool secret areas.

>> No.2898368

no u

>> No.2898371

Archvile detected

>> No.2898408
File: 854 KB, 1680x1050, Screenshot_Doom_20160105_223349.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2898409

>try oblige with RLA for the first time in a year
>mfw I discover stealth monsters

>> No.2898413

>mfw was having too much fun playing Doom after work to post in the the Doom thread all day

>> No.2898414

Ceiling lighting looks really weird.
I'd add a few light sources to the elevated platforms and make surrounding darkest areas brighter.

>> No.2898416

>Not playing Project Brutality instead

>> No.2898418

You can only use your pistol and your fists, the room isn't big enough to properly dodge the projectiles all the time (30% chance of getting hit if you're skilled) and there are no columns or objects you can hide behind, and you need to kill every single one of them, pick your poison:
>4 mancubi
>25 imps
>5 revenants
>6 cacodemons
>3 barons
>30 lost souls
>2 pain elementals
>4 arachnotron
>1 arch-vile

>> No.2898420

are you implying this is a bad thing?

>> No.2898425

pain elementals

if you get up in their face they can't spit skull babies

>> No.2898428

The 30 lost souls. Just back into a corner and use the pistol to keep them off you while they decimate one another through infighting. Then finish off the stragglers.

>> No.2898429

PB is everything bad with BD elevated to the new degree of crap

>> No.2898434

Yeah, but you can only bully one of them at a time. Meanwhile, the other will be spitting skulls at your back.

>> No.2898469
File: 895 KB, 1680x1050, Screenshot_Doom_20160105_230525.png [View same] [iqdb] [saucenao] [google] [report]


I was paying more attention to the floor and walls when I made the lighting

>> No.2898474

not them, but I'm having a hard time figuring out the lightsources of the lighting that's seen. Are there invisible lightsources?

>> No.2898491
File: 944 KB, 1680x1050, Screenshot_Doom_20160105_231459.png [View same] [iqdb] [saucenao] [google] [report]

See that pillar to the right? Torch in it.

What makes things annoying is that going from 112 to 96 lighting looks like you're going from 112 to 0 from a distance. It lights up a lot more as you get closer.

>> No.2898495

How do I DOOM

>> No.2898497


To kill the Cyberdemon, shoot it until it dies.

>> No.2898513

update: turns out it was 80 light, and bumping it to 96 gave back just enough visibility to work

second update: cacodemons are surprisingly good blockades in highly vertical areas

>> No.2898528
File: 18 KB, 420x300, 1407895605110.jpg [View same] [iqdb] [saucenao] [google] [report]

Should I hit random on idgames and find some shitty map or just play Scythe 2 again?

>> No.2898536

Just fuck around with some wads and replay scythe 1, gameplay mods can give new life to old maps

>> No.2898658

I know there is horizontal autoaim because it fucked me over when I was trying to lead shots on cacodemons with rockets at a long distance

>> No.2898662

are you literally retarded
>unlock the framerate
>use the processor, graphics card, ram to better potential
>gameplay mods
>other features

there's so many reasons not to use dosbox

>> No.2898674 [DELETED] 

>you know, actually we don't like Doom. We just like its data format, and use it on a bunch of modern engines.

>> No.2898680
File: 84 KB, 466x492, 1431312747113.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck is this next-level strawmanning you're doing you creep?

>> No.2898683


Then you were doing something weird, because horizontal autoaim doesn't apply for me, only vertical.

>> No.2898740
File: 116 KB, 640x480, Screenshot_Hexen_20160106_202231.png [View same] [iqdb] [saucenao] [google] [report]

By George, it works!

Just needed a WARPF_NOCHECKPOSITION flag on the turret, and used A_SpawnItemEx for the tanks first frame.

Everything else is just tweaking to get it to behave more like a tank. The chassis is fine, it moves around slowly, then unleashes a hail of MG fire on the player. Just need to tweak the turret to actually blow shit up.

Considering I had no idea how Decorate worked last week, I think I'm making progress

>> No.2898828
File: 106 KB, 384x542, file.png [View same] [iqdb] [saucenao] [google] [report]

So I kept hearing about WolfenDoom here and while I dislike Wolf3d for being too flat, and after looking at Blade of Agony I decided to give original Wolfendoom a try. I discovered, however that there are a lot of wolfendooms (all by same author) and that earlier ones all have that hated flat layout, so here's my question: what are the wolfendoom maps that make full use of Doom's architectural capabilities?

>> No.2898935

Demo map for adventure/puzzle gameplay, and as a testbed for graphical effects. I really want to make a realistic blizzard effect for example.

They only cause slowdowns if you completely neglect to divide the level with sensible amounts of one-sided linedefs, or if you use a lot of dynamic lights.

>> No.2898957

Glad you got it working! That's the beauty of doom modding, how relatively easy it is to make things like that.

If I were you I'd now make a smoke effect for the main gun. Have either turret or the shell spawn a smoke puff actor that calls A_FadeOut and A_SetScale like the example on the wiki page for the latter, except with scale increasing rather than decreasing.

I'd also make sure to have the chassis make an A_RemoveChildren call in it's death state so there's no chance of killing the tank leaving a hovering turret in place.

>> No.2898962
File: 861 KB, 1280x720, 2884009-55286_2_1.jpg [View same] [iqdb] [saucenao] [google] [report]

if it would include good graphics with a good artdesign, music and animation (not that Doom 4 / 2016 garbadge), I would defenitily buy it for 50 bucks on release

>> No.2899045

>This would remove a need for a source port, since mostly we use those for hd graphics.

Not even remotely true. Many map formats are incompatible with vanilla. Hell, theres even many maps that use the vanilla format that are incompatible for taking advantage of the removed limitations of source ports.

And then there's gameplay mods and modern TCs which take advantage of numerous other features of source ports that would be impossible to implement within Vanilla's engine.

>> No.2899061
File: 83 KB, 640x480, Screenshot_Hexen_20160107_005552.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, I'll look into the smoke, should help a bit.

Here's what I have so far:

First map is nothing yet, just 'visit03' to get to the WW2 map.
or 'visit02' to play through the mausoleum (which has a portal leading to MAP03 at the end.)

You'll have to go casper mode to check out the tank and the Wehrmacht soldiers. You can't actually get outside into the streets until later on (needing the axe key to exit the church)
Good luck getting from the starting spot to the church doors on MAP03. Those nosferati are pretty tough.

Fluff: A group of Nosferati vampires have set up shop in a Berlin church, but its 1945 and things are heating up so they're looking for other safe realms to evacuate to and set up new. Unfortunately for them they happen on an ancient arachnid-filled mausoleum, where a hero awakens...

>> No.2899064

You're mod isn't set in the OWOD perchance?

>> No.2899067

err, your*

>> No.2899071

So I bought Quake 2 on GOG some time ago. The soundtrack doesn't play, but that was to be expected. I don't want to install any unofficial patches. If a get a source port, will I be able to finally hear the music in-game?

Which sourceport do you recommend?

>> No.2899073

if I type visit02 inna console, nothing happens

>> No.2899080

Perhaps it's a map name.

>> No.2899081

visit02 is like idclev02. You just type it during gameplay.

>> No.2899082

You just type it normally, no need for console

Haven't you ever cheated in hexen before?

Nope, I'm not familiar with the world of darkness setting. I just found some enemies that I thought were cool and challenging and made up some fluff to allow WW2 tech.

The Mp-40 Nosferati are my own version of the original from Realm667, but they just shoot you instead of being all magic crazy.

>> No.2899084
File: 23 KB, 450x327, tumblr_inline_nl45bk1MsM1qdb0x8.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2899085

Yamagi Quake 2 is pretty vanilla, and supports music. Stick the music files into baseq2/music, and it'll play them. GOG /should/ have the music files for download? If not, then I can 7z them up and link them here.

KMQuake2 changes some stuff about the game and no one really knows what. It also adds stuff like a jetpack for some reason. Would not recommend.

Those are the only two I've used.

>> No.2899095

>You can only like Doom if you play on vanilla with no mods.

>> No.2899151

Played your mod. Some pretty damn neat ideas, but kind of unpolished. Some notes:

The reivers in the beginning were too tough if not playing mage.
I liked the tool kit as a puzzle item.
What the heck happned after the end of map02? It suddenly ended right when I was fighting the wizard dude.
On the next map, I had to use the automap to find the hidden door(s).
Found the iron key, but the door to the courtyard required an "axe key". Cheated my way out. (possible that I missed something).

The guns+magic concept is pretty great, and I'd love to see what becomes of your project in a later stage.

>> No.2899164

I usally do not cheat, so no


>> No.2899189

I'm trying to create flat graphics like the blood on the floor via Brutaldoom ( https://www.youtube.com/watch?v=an9tZlX0n4g example )

Does anyone know how this is done in decorate?

>> No.2899213

You have to use a flat 3d model. Just steal the one from BD, I mean a square is a square :^)

>> No.2899225


I have graphics from another source, is there a guide to implement this? It's really important for my wad to have this feature

>> No.2899227

Check out zdoom wikis MODELDEF page and this:

>> No.2899257
File: 8 KB, 449x199, lecode.gif [View same] [iqdb] [saucenao] [google] [report]

Here's a suggestion. Stops the tank from spawning a new turret every time it has no target.

>> No.2899394
File: 145 KB, 640x640, Beretta 96 RecoverTactical.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember I once saw a centered Beretta sprite that looked really good, does anyone have that?

It was not based on the original Doom pistol, I think it was drawn from the ground up.

>> No.2899458
File: 15 KB, 299x251, Beretta_96D_Sprite_Set_Fixed.png [View same] [iqdb] [saucenao] [google] [report]

Oh hey, I found it, it was even a Beretta 96 already, I won't have to do any major edits!

>> No.2899492
File: 1.38 MB, 1920x1080, Screenshot_Doom_20160106_145647.png [View same] [iqdb] [saucenao] [google] [report]

Slowly getting the hang on how to do shading like this very quickly in PS.

>> No.2899505

>slanted walls

>> No.2899513
File: 1.28 MB, 1600x1200, slant.jpg [View same] [iqdb] [saucenao] [google] [report]

pic related

Angle does indeed need an adjustment though.

>> No.2899515

I know what it is, and I know what vanilla Doom can't do. Would have been trivial to use containers instead.

>> No.2899517
File: 264 KB, 260x146, 1437860761560.gif [View same] [iqdb] [saucenao] [google] [report]

the cacodemons

playing e3m1 for years not having known where the first shotgun was taught me how to deal with cacos using a pistol

not the most entertaining way of killing them, though

>> No.2899526

There is no better feeling than running into them and exploding their faces with the super shotgun, the only feeling that comes close is tanking cyberdemon with invincibility and a plasma gun, shooting nonstop

>> No.2899528
File: 453 KB, 1920x1080, Screenshot_Doom_20160106_193318.png [View same] [iqdb] [saucenao] [google] [report]

about that..

Really though, I know doing this is silly. It's just fun.

>> No.2899531

oh no someone's using advanced features
call the fucking doom police, woop woop

>> No.2899536

woop is doom rotated 180°. you are unable to unsee this.

>> No.2899541


>> No.2899542


>> No.2899546
File: 444 KB, 638x850, 1438304949280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2899548

they can use whatever they want, it's just not doom, just some random engine loosely based on it

>> No.2899550

Nah, senpai, GZDoom is still Doom, and you're a dumbass for throwing a fit about someone using non-vanilla features.

>> No.2899558

>it's just not doom, just some random engine loosely based on it
It's heavily based on doom, but built upon and extended in small steps over ~18 years or so.

In a normal map I don't see a single problem with using modern features as long as it looks and plays good; modernisms don't necessarily detract from or sully the doom experience in my opinion.

The thing I'm making /is/ however entirely unrelated to doom.

>> No.2899561

This time the 'purist' is actually just calmly stating his opinion anon.

>> No.2899564

>it's just not doom, just some random engine loosely based on it
From a gameplay perspective? No, it's not traditionally Doom-y--not because of the slanted walls (which really affect gameplay pretty much 0%) but because of the wide open outdoors area.
But from an engine perspective? Yes, it's entirely, completely, 100% Doom.


The entire point of Doom receiving an open-source release and an open data structure is specifically so people can do all sorts of crazy things with the engine, stretch it out and make it go in wild, wild directions.
This is exactly what Carmack wanted people to do. Expanding the engine is Doom. Making and using advanced features is Doom. Greentexting about "slanted walls" and "would have been trivial to use containers instead" just makes you a regressive dumbshit.

>> No.2899567

Yep its a massive WIP at the moment.
At the end of MAP02 a portal rises out of the ground when the wizard/nosferati dies, you probably stepped through it as it was rising or something.
The streets aren't supposed to be accessible until much later (player uses steel key to open something in the hub, then returns later once they have the axe key - classic hexen style)
I wanted the reivers to be pretty tough but I think you're right, they're bordering on "shieeet thats tough"

Thanks for the suggestion!

>> No.2899569

>In a normal map I don't see a single problem with using modern features as long as it looks and plays good
For any of the modern derivative engines, sure. I find them rather boring though.

>> No.2899574

>>2899492 said absolutely nothing about vanilla doom, supporting it, or whatever, and yet >>2899505
is still posting about how he should've done things another way for vanilla

>> No.2899576

>But from an engine perspective? Yes, it's entirely, completely, 100% Doom.
Nope, a derived engine, quite often very removed from the original, especially visually.

>This is exactly what Carmack wanted people to do.
Nothing wrong with the derived engines, I just don't find them interesting.
In a way you could say the source ports aren't even /vr/, they're modern engines, derived from an old one.

>Expanding the engine is Doom
Which makes it a derived engine, which is different from the original engine, usually with features added or altered

>> No.2899578
File: 180 KB, 1229x800, doomgi.jpg [View same] [iqdb] [saucenao] [google] [report]

Jesus fuck this looks incredible.
Also, I'm pretty sure those things are Nightmare Imps. Oh boy oh boy.

>> No.2899579

you're correct, nobody said it's a map for Doom. I just don't see why you'd want to make one for another engine, or why making maps for modern engines belongs on here.

>> No.2899582

Aside from demo playback is there any reason to prefer PrBoom+ over ZDoom?

>> No.2899583
File: 53 KB, 640x725, 458656665.jpg [View same] [iqdb] [saucenao] [google] [report]

>that Cyberdemon design
Every time.

>> No.2899584


The goal of Doom's source release was to have derivations for Doom. Just because you "don't find it interesting" doesn't change the fact that Doom was intended to be modded, expanded, and stretched far, far, far beyond what it was capable of.
Prefer vanilla? Yeah, fine, I can understand that. Vanilla gameplay is still very strong. Getting on people's asses for not modding within vanilla limits? Fuck off.

A derived engine for Doom is still an engine for Doom.
Doom running on a piano is still Doom. Doom running on Windows 10 is still Doom. GZDoom running mods overhauling gameplay is still Doom.

>> No.2899585
File: 517 KB, 2100x1225, DOOMBACKGI.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's the whole article.
Some concept art and level backgrounds can be seen here in the video.
Concept art of Baron on the Hub page, and they describe the overall aesthetic of the game as being inspired by DOOM 1's Box Art.

>> No.2899590

I'm digging the new Baron, but seriously fuck the Cyberdemon they have there, he looks shit, flat horns, stumpy. He looks like a manlet cyberdemon or something.

>> No.2899592

>The goal of Doom's source release was to have derivations for Doom
Of course
You know what they aren't? doom? You know when most of them were made? After 1999. They don't interest me much because I'm on /vr/. A board that deals with a time when engines were not cookie cutter polygon rasterizers.

>A derived engine for Doom is still an engine for Doom.
Doom is a game, that used an engine which was named after it. The engines derived from it are just that, engines. That they're able to load the old game data comes with the terrain. The game itself doesn't use these engines though.

>GZDoom running mods overhauling gameplay is still Doom.
Strongly disagreed

>> No.2899594

So any Elder Scrolls game with even the TINIEST of mods isn't that Elder Scrolls game? Sound logic.

>> No.2899596
File: 3.90 MB, 1920x2100, doomconcepts.png [View same] [iqdb] [saucenao] [google] [report]

Some of these concept arts are super fucking cool.
I'm really digging that Pinky design.

>> No.2899597
File: 58 KB, 479x582, bethesda modding community.jpg [View same] [iqdb] [saucenao] [google] [report]

Hopefully the gameplay has been improved since E3, this looks nice and open.

>> No.2899598

correct. Modern TES games are little more than moddable RPG engines with a buggy sample scenario.

>> No.2899603

Why does this remind me of Games Workshop?

>> No.2899604

Is that the Tower of Babel I see at the bottom left?
It's certainly some sort of tall structure.

>> No.2899607

>He looks like a manlet cyberdemon or something
What if he is and the real cyberdemon has yet to be revealed?

>> No.2899612


1999 was well into the point where engines were rendering polygons. Two of the most standout games at the time, Unreal Tournament and Quake III, were pushing polygons like nobody's business.
And, coincidentally, GZDoom's 3D modeling? Based on Quake III. Interest or not, it's retro.

>Doom is a game, that used an engine which was named after it.
Yeah, and who are you the say we can only favor one or the other? We can talk about the game, we can modify the game, and we can work with the engine to make it do new things--exactly as it was intended to be.

It's the same with Baldur's Gate threads. It's the same with homebrew games in shmup threads. It's the same with ROM hacks in threads.
If you don't care much for new content on /vr/, as ironic as it seems, then perhaps this is not the board for you.

>> No.2899614
File: 88 KB, 737x496, Cyberherrington04.jpg [View same] [iqdb] [saucenao] [google] [report]

>generic space shooter Cyberdemon
>not bara big guy fleshy and cartoonish cyberdemon
I would kill for more cartoonish/stylized designs, this just doesn't feel like doom

>> No.2899617

>GZDoom's 3D modeling? Based on Quake III
Nice to see that it's not actually based on the Doom engine. Also, you're technically correct, congrats.

>who are you the say we can only favor one or the other?

>We can talk about the game
you aren't

>we can modify the game
you aren't

>and we can work with the engine to make it do new things
You aren't. You're messing with new engines, that just have Doom as one of their many origins

>then perhaps this is not the board for you
Board's fine. I understand though this thread's useless to me, as it's all about the modern engines and features, stuff I deliberately leave behind when I deal with Doom.

>> No.2899618

At least you can have your Bara Big Guy fleshy Baron.

>> No.2899620

>You aren't

We are.

>I understand though this thread's useless to me, as it's all about the modern engines and features

Don't let the doorknob hit you on the way out, senpai.

>> No.2899625 [DELETED] 

What a gross word to see on this board.
Also quite an alien concept that for some reason the games need to be constantly changed in order to be appealing. That kind of defeats the whole purpose of /vr/, doesn't it? To me that sounds more like the pixelated hipster crowd, that's constantly seeking new stuff that looks old, for what ever reason.

>> No.2899630

>Also quite an alien concept that for some reason the games need to be constantly changed in order to be appealing.

It likely seems alien because the massive leap in logic to get here from "make content" is astronomical.

>> No.2899631

>Board's fine. I understand though this thread's useless to me, as it's all about the modern engines and features, stuff I deliberately leave behind when I deal with Doom.
We talk about that too.
Most of us have just played a shitload of normal doom so it's not weird that we want new and shiny things added to the game we love.

>> No.2899632


to play big, detailed Boom maps that don't make it bend over like a sissy the way ZDoom does

>> No.2899635

>Doom is a game, that used an engine which was named after it.
No, the engine is named idtech1. Other games besides Doom used and extended it, such as Heretic, Hexen, and Strife.

Also, ZDoom's first release was in 1998. It's undeniably retro. In fact, if we use release dates as the metric, Chocolate Doom shouldn't be mentioned here because its first release was in 2005. Neither should PRBoom+, whose development started in 2004. Get out of here, purists, you don't belong here. Back into /v/ with the lot of you.

>> No.2899636

Barons a shit though, even their wimpy little brother knights are more fun if you're into sadism

>> No.2899637

>Most of us have just played a shitload of normal doom so it's not weird that we want new and shiny things added to the game we love.
I'll get flamed for this, but I can't help but read the statement as the game itself being unappealing (from simple over exposure, not because it's a bad game), and people just playing stuff resembling it, loosely, sometimes very loosely. Nothing against playing these imitations, but I do not understand why that's associated with playing the game.

>> No.2899640 [DELETED] 

>the engine is named idtech1
So derived engines have even less to do with Doom, nice. You nitpicked quite skillfully though, congratulations.

>if we use release dates as the metric
Do what ever you want. You folks are much more fired up than I care about. I came here for Doom, had a few exchanges over the last couple days regarding Doom, and understand to not revisit this thread again. Have fun with whatever you're doing. The engines are looking good and so do the maps created for them. I've just been misled a bit by the "DOOM THREAD" in the OP, though I suppose what you're doing falls under "RETRO FPS" somehow, on modern engines, and editors, and stuff.

>Chocolate Doom shouldn't be mentioned here
>Neither should PRBoom+
Thanks for understanding

>> No.2899646

>Also, I'm pretty sure those things are Nightmare Imps

Easy, let's not make assumptions and get ahead of ourselves here. This is exactly how some people get disappointed because "[new game of the franchise] never made a reference to [really obscure game from said franchise]"

>but Doom 64-

I'm simply mentioning an example of what happens in other communities when new games are released.

>> No.2899653


Where you got this from?

>> No.2899654
File: 28 KB, 320x200, Bara_of_Hell.png [View same] [iqdb] [saucenao] [google] [report]

I think it's just the shape design, it looks like an mmo monster, not a demon.
The actual design is nicely exaggerated and cartoony, especially if that cover art is the new art style.
But yeah, more bara demons pls.

>> No.2899662

It's from a video in the article on the Game Informer site: >>2899585

There will be updates to their Doom section throughout the month, with the first one happening tomorrow.

>> No.2899676

>That kind of defeats the whole purpose of /vr/, doesn't it?
There's no purpose to why we play/mod doom and the way we play/mod it other than FUN.

>> No.2899679

Looks neat.
Worth reminding everyone that their hub thing is gonna update constantly for a while

>> No.2899681

>I came here for Doom, had a few exchanges over the last couple days regarding Doom, and understand to not revisit this thread again. Have fun with whatever you're doing. The engines are looking good and so do the maps created for them. I've just been misled a bit by the "DOOM THREAD" in the OP

People talk about classic Doom here all the damn time you goon, it's just that Doom is inherently easy to make maps for and mod, so that gets a lot of attention, but just a year or so ago, we had a mapping compilation for vanilla Doom.

People talk about original Doom, various ports, more modern mods, older mods, mapsets from all kinds of eras, etc.

You clearly know nothing of these threads.

>> No.2899682

I can't make you feel otherwise, but know that the reason doom has been extend beyond the capababilites of the base game more than any other game/engine ever is because the original is so good.

>> No.2899684
File: 1.36 MB, 291x163, plutonia_level_32.gif [View same] [iqdb] [saucenao] [google] [report]

>Also quite an alien concept that for some reason the games need to be constantly changed in order to be appealing.

Oh go die in a fire you fucking sack of shit.
Vanilla is as appreciated as modern here.
I play lots of modern Doom content, but I often check out and play through various old console ports of the original games.

>> No.2899689

>know that the reason doom has been extend beyond the capababilites of the base game more than any other game/engine ever is because the original is so good.
To me it seems its early availability is more important, and the extensive changes to the engine are an indicator that people found the original lacking

>> No.2899701
File: 178 KB, 997x632, 1385777544577.jpg [View same] [iqdb] [saucenao] [google] [report]

I disagree entirely.

>> No.2899702

The original game is still good and played by lots here, the game however also has a lot of possibilities because of how easy it is to modify and how you can easily make your own things building upon the basic amazing gameplay of Doom.

>> No.2899704

it looks like shit imo

nightmare imps are looking great tho

if this is hell, why the fuck does it look so cold?

> https://www.youtube.com/watch?v=Z_XocwgmRSg

music sounds meh
what happened to good sounddesign?

>> No.2899706

Hell's freezing over, so they're expanding.

>> No.2899731

>it looks like shit imo
whoah, that was quick

>> No.2899752

Any ideas of good monster variation/randomizer wads? I am really into combining wads here but i want something to add an extra flavor to the mix, there is this one i used to combine but its pretty old and shitty

>> No.2899753
File: 293 KB, 806x960, 12375984_214078868926688_2022525142400201786_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Finished Ultimate Doom today. Focken sweet game.

>> No.2899756
File: 909 KB, 250x188, skellingtons7.gif [View same] [iqdb] [saucenao] [google] [report]

Thankyou skeleton

>> No.2899770
File: 38 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone ever played this one? The full game has quite a cool feel to it imho

>> No.2899776

I actually really like that music.
It fits the theme they're going for really well, and I like the Rob Zombie and NIN influences in it.

>> No.2899781

Time for doom 2 now. If you tire of it play plutonia instead.

>> No.2899784

How do I git gud at demonsteele? There's just so many input buttons, combinations, weapons, items etc. that it feels like button mashing in tekken all over again.

>> No.2899789

I've beaten it twice. I like it but I feel like it was really held back by the Wolfenstein 3D engine. Level design wasn't always great either, and the fact that they were stuck using nothing but 90-degree walls didn't help either. Thank god for the automap, though.

Honestly, RoTT would've greatly benefited if it were made using the Doom engine instead of the Wolf3D engine. Return of the Triad (fanmade Doom mod) proves that.

>> No.2899796

woah is this a new starcraft 2 expansion?????

>> No.2899802
File: 982 KB, 300x225, everything looks the same.gif [View same] [iqdb] [saucenao] [google] [report]

I was curious how long it would take for someone to say this.

>> No.2899828

>if this is hell, why the fuck does it look so cold?
Wasn't there some religious text of some kind that said hell would be cold since it doesn't have the warmth of the love of god or something?
Personally I kinda like it. Doesn't look "cold" cold, more like storm in a recently cooled field of lava cold. Unhospitable.
Maybe they'll go full fire and brimstone when you get deeper into Hell? (like that giant skull mouth).
I dig the music, personally, but I've only heard that track, so.

>> No.2899841
File: 2.94 MB, 800x450, playing with power.webm [View same] [iqdb] [saucenao] [google] [report]

For Hae-Lin, just buttonmash harder. If your mouse isn't begging for mercy in between maps, you're doing it wrong. Pop specials and use guns only when absolutely necessary. Save your souls for the Iron Maiden and bust that out when you need to destroy an entire map without anything getting in your way.

Shihong actually demands some more interesting play. If you're using melee, you really have to keep mixing things up instead of just pure W+M1 all the time. Make liberal use of the stun, dodge, and jump kick, and don't hesitate to switch to the sword for bigger foes. Barons won't give a shit about your puny fists. You can pop specials more often than Hae-Lin, as you get energy more easily by simply hitting things instead of having to kill them. If you favor guns, you can play a bit more safely. Just remember that Shihong really lacks any sort of decent rapidfire option, so she's pretty bad at suppression. Stick to the Ghost style for most combat, as the melee and gun styles are pretty much just statistical improvements and you'll avoid far more damage with cloaking (also suppresses your guns while active), mass stunning, and faster dodge regen at your disposal.

>> No.2899843
File: 456 KB, 1280x2400, 1452114488.jpg [View same] [iqdb] [saucenao] [google] [report]

The Attraction to All Things Uncertain
kaiser_12.zip (290 KB, 2004-08-18) - Samuel 'Kaiser' Villarreal

kaiser_12 is like doom e4 crossed with plutonia, in one huge map, which, truth be told, is quite easy to get lost in.

it has less than 200 monsters but is very tight on health and ammo. you can't afford any mistakes. i also found necessary a lot of forward planning, and tapping away at sniper monsters before they were a direct threat (by e.g being teleported right next to them with no time to react).

this explains why getting a saveless pistol start 3x100% exit has taken me so long (i first played this map when it came out 10 years ago) so i am pretty happy today.

>> No.2899854

sorry that should say 300 not 200

>> No.2899875

>You nitpicked quite skillfully though, congratulations.

honestly, saying things like this, not to mention agreeing with the blatant strawman re: pr+/choco release dates, makes it seem like you're here for an argument than for discussion in good faith

>> No.2899881

Thank you. I've played some hae-lin in an older version and manage decently well. Abused the hook a lot, rarely used guns except for the funny charged attacks.

Do shihongs fists have any advantage over the lightsaber?
>ghost style
What does the styles do exactly by the way? Their names give me an idea of what they boost, but not how.

>> No.2899889
File: 14 KB, 555x431, quake_rocket_jump.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any single-player Quake maps designed specifically around rocket jumping?

>> No.2899896

were there really no better rocket jump pictures on google

>> No.2899898


>> No.2899901
File: 146 KB, 380x540, poor little doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

It's ok. It could be better, like the Tweaker Doom 3 theme.
I'll reserve further judgment until I hear more tracks.

Dante's Inferno isn't "canon" scripture, but it makes mention of the final level of hell being frozen over, with Satan frozen stuck in a lake, left to lament there forever.
Or something like that.

>> No.2899918


>> No.2899934

I tried googling for it but came up with nothing. I suggest you search among topics on some quake related forums.

>> No.2899978

Yes. But only if I need a laugh and cringe.

>> No.2899984


>Doom 4 has a lot of semblance to DOOM 64
>There are NIGHTMARE enemies being slightly altered enemies in DOOM 64
>these look like they're new enemies entirely: taking a page from DRL/A
>There might be a Nightmare Cyberdemon
>They're specifically avoiding answering any questions to D4's semblance to D64

It's a D64 remake under the guise of a reboot.

>> No.2899990
File: 20 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I brought this exact same curiosity to a couple previous doom breads here, and didn't get a single reply. All in all, I was frustrated.

I think there was a doom-like remake of episode 3 of wolfenstein 3d, but other than that, I think you have to start with Astrostein.

>> No.2899992
File: 2.94 MB, 800x450, gzdoom 2016-01-02 02-55-28-983.avi.webm [View same] [iqdb] [saucenao] [google] [report]

>Do shihongs fists have any advantage over the lightsaber?
They swing a bit faster and have a very useful stun altfire. They also guarantee pain on almost any enemy up to Barons, and I think even those get pained but because of how they fight it doesn't work very well. They just dodge and then blast you and you're better off using the sword for them.

>What does the styles do exactly by the way?
Melee style boosts fist/sword damage output, don't know about any other perks. Gun style boosts gun damage and accuracy. Ghost style boosts dodge regen rate and I think it also increases your regular movement speed. Each style also comes with its own set of specials. I've found Ghost's to be the most useful, but the melee specials are much more like what you'd be used to coming from Hae-Lin.

>> No.2899995

Apparently the digital version of GI's DOOM article is already available.
Does anyone who has it mind capping it and posting it here? I'm really curious to read it.

>> No.2899998

name of map?

>> No.2900009
File: 221 KB, 1280x765, LOST.jpg [View same] [iqdb] [saucenao] [google] [report]

The Lost Soul isn't some shitty human head.
Okay, they've got me by the fucking balls now.

>> No.2900010
File: 280 KB, 1280x759, A Pistol In Hand.jpg [View same] [iqdb] [saucenao] [google] [report]

Also, Pistol confirmed for actually existing, somewhere in time and space.

>> No.2900012

Fucking cool

>> No.2900017
File: 219 KB, 1280x763, Labs.jpg [View same] [iqdb] [saucenao] [google] [report]

Unnerving fluorescent lights and pristine floors.
Looks like not all of the UAC will be lava buckets.

>> No.2900021
File: 211 KB, 1280x764, Dark Halls.jpg [View same] [iqdb] [saucenao] [google] [report]

A bit of a contrast.
Dark, steaming, and industrial.

>> No.2900023
File: 22 KB, 367x500, oiCwih9.jpg [View same] [iqdb] [saucenao] [google] [report]

agree, sword is very good.
basic approach i've been using so far is: fists for weaker enemies, use sword for bigger enemies or crowds of weak enemies, use guns for mid-to-high tier enemies or larger crowds

for melee, like anon said, mix it up. jumpkick one enemy, tase another enemy, punch out third dude, re-apply tase, jumpkick, etc. melee is a lot more involved than hae-lin's w+m1
for guns, shotgun is the shit, use and abuse.
less damage than hae-lin's but fires fast (it feels slow but it's actually very fast) and uses only one shell per shot so it's very economical
for specials, generally i like the missiles in guns mode since both forward and side special clear out rooms, but ghost mode is stupidly useful. forward special is instant chaos on a crowd, back special makes you invisible and +ghost, combine the two for maximum FUN

use fist style if you're just coming off hae-lin. the special moves are a nice way to ease in, but they're quite clearly not her specialty
because she doesn't have a sheathe equivalent, you can't just quite go running in, so don't hesitate to hang back a bit and plink at enemies to lessen numbers before diving in

>> No.2900025

>Each style also comes with its own set of specials.
Jeez, it's virtually labyrinthine.
I think I've got the basics down now though. Thanks.

>> No.2900029
File: 180 KB, 1280x760, Caco.jpg [View same] [iqdb] [saucenao] [google] [report]

Caco's seem a lot more colorful than they did before.
Might just be lighting, or the fellows at ID could actually be listening.
Either way, they look pretty sweet.

>> No.2900030

Looks alright
Where are you getting these from

>> No.2900032
File: 233 KB, 1280x765, Hell's Mouth.jpg [View same] [iqdb] [saucenao] [google] [report]

And last, but definitely not least, what looks to be an indoor Hell shot, with a massive skull door.

>> No.2900034

That's pretty great design. Looks like the inside of a modern military vessel.

>> No.2900035

My uncle owns ID Software.
I'm getting them from the digital copy of GI.

>> No.2900039
File: 248 KB, 1280x760, Rage.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually, I've got two more.
Here's those nice pristine floors, except a little less than pristine now.

>> No.2900040


>> No.2900043
File: 167 KB, 1280x760, Emergency Lights.jpg [View same] [iqdb] [saucenao] [google] [report]

Really impressive lighting.
Okay, that's the last one for now. For real this time.

>> No.2900047


That is a hideously over-designed pistol.

>> No.2900050

Thanks anon.
Does that shit have text in it?
Remember that each gun has 2 alt fires to choose from and stuff

>> No.2900056

I like these
God damn I really want this game to be good but I'm 2 jaded desu

>> No.2900057

It has text, but I don't actually have the article itself. I just got these pictures passed through the grapevine.
Apparently there's even more shots and art in the article itself.

>> No.2900059

I just thought of something.
There's a kid out there, 15, who can't wait for this game.
Not many people his age, or at his school even know about it, but he can't wait.
He's got his computer upgraded, he's following all of the previews, and this is his number 1 game of this year.
God I wish I could be excited like that again.

>> No.2900073
File: 889 KB, 1920x1080, pandemonium.png [View same] [iqdb] [saucenao] [google] [report]

>glow in the mouth
>more saturated colour
Exactly what they needed.

That's really fucking good!

I hope they will do more bizarre stuff with hell. It should feel a bit like it doesn't follow the laws of nature or common sensibilities. Like a pool of liquid lava in the ceiling, living eye-balls as buttons, bright red-blue something that makes your eyes bleed, staticly floating monoliths, etc.

>> No.2900081
File: 352 KB, 1920x1080, Screenshot_Doom_20160106_155545.png [View same] [iqdb] [saucenao] [google] [report]

I have a problem; ketchuptest4.pk3 is making the Doom 64 Monsters huge in PSX Doom. How do I fix this scaling problem without getting rid of ketchup?

>> No.2900085

Those lightning particles in his mouth are fucking ace.

>> No.2900086


By A: editing Ketchup to replace only the blood instead of the monsters, or B: editing the monsters to have the proper Scale the monsters in PSX Doom have.

>> No.2900087

Eviltech Map11

>> No.2900101
File: 296 KB, 1920x1080, Wolfenstein 30Aug09-11.jpg [View same] [iqdb] [saucenao] [google] [report]

> that make full use of Doom's architectural capabilities?
any more specific, maybe?

there are several wolfendoom wads out there

> https://www.youtube.com/watch?v=IoAiv8u20bY

operation arctic wolf is pretty tough, but fun and expends the "wolfenstein" athmosphere beyond your original Burg wolfenstein with arctic fauna and buildings

or maybe try operation eisenmann

> https://www.youtube.com/watch?v=vl810m0ZpKI

the best one I know of is still Blade of Agony

> after looking at Blade of Agony I decided to give original Wolfendoom a try
> original wolfendoom
> earlier ones all have that hated flat layout
have you ever played the original Wolfenstein 3D?
the idea of wolfendoom was to "port" the original wolfenstein to a more "open" engine, so everyone can enjoy wolfenstein
and he also made several mappacks fo it, with the original wolfenstein in mind

it sounds like that you want a doom wad that has wolfenstein as a theme, but nothing to do with the original in terms of gameplay

like a modern fps with retro style

>> No.2900106
File: 167 KB, 1280x760, 1452119604531.jpg [View same] [iqdb] [saucenao] [google] [report]

Why can't people understand the importance of the eyes as a creepy factor?

>> No.2900110
File: 110 KB, 800x449, baron.jpg [View same] [iqdb] [saucenao] [google] [report]

O fuck

>> No.2900112
File: 23 KB, 350x351, 1450319106863.jpg [View same] [iqdb] [saucenao] [google] [report]

> killing demons and zombie marines with a peashooter

IMO the double barreled shotgun looks and sounds like a .16 gauge, but it should be a .10 gauge instead!

oh, and scip that ugly as hell "heavy assault rifle"

the pistol is the only weapon that actually looks goom IMO

>> No.2900116

I like both to be honest
Also I like the lil arms and legs hanging from their bodies

>> No.2900121

The little arms and legs make them look stupid, caco is a cute, flying ball, not a helium filled manlet

>> No.2900123

I would enjoy real eyes too, but I wouldn´t get rid of the arms

that´s one of those new quacke like guns right?

>> No.2900127

I think they add to the cute factor.
I can understand where you're coming from though.
>that´s one of those new quacke like guns right?
That's the Gauss Cannon (Rifle?). Basically a 1HKO railgun if I recall correctly.

>> No.2900130

The barons seem to be pretty fucking pissed about us turning them into circlestrafe jokes
Considering just two of them at the end of Doom 1 was meant to be a boss fight before the rest of the game really kicks off, it's only fitting they're now a whole lot scarier.

>> No.2900132

The end of Doom 1, Episode 1 rather. I lose track of what i'm typing sometimes.

>> No.2900146

I dunno, I like them. They're obviously devolved and no longer function as limbs. They make the caco seem more like a real creature. Besides, without them, they'd look like pissed off strawberries.

>> No.2900147

how could we fix them so circlestrafe doesn't fuck them over? I mean, at least Cyberdemon has his splash damage and revenant has his homing missiles, mancubus has his way to fuck with slowfags, Arch-vile doesn't need to aim, just like chaingunner and mastermind, but the hell brothers projectiles are imp tier of difficulty, and launching 3 at the same time doesn't make them any more difficult

>> No.2900148

Make them be able to lead their projectiles in Doom 2 to highlight that they're more powerful and skilled than Hellknights

>> No.2900150

>Besides, without them, they'd look like pissed off strawberries.
And what is wrong with that? At least it makes them stand out more

>> No.2900153

just speed up the projectile a lot

>> No.2900160

You mean homing, glowing flying snot balls? Also by hell brothers i meant knight and baron, I always pictured them as little and older brother, respectively

>> No.2900162

True, i remember this one monster from a wad i downloaded that had really damn fast projectiles, fucked could almost snipe you if you weren't careful, and the triple shots would be chaotic

>> No.2900167

Not exactly homing but rather, if there was a distinct boss fight for them with unique values, i'd probably make them move more aggressively after the player, have the same old projectile they like to throw repeatedly to fill the air, and then give them a brief prepped throw that they try to lead into your path if you're circlestrafing. Maybe if they're injured enough, they'll throw a lead shot and then try to corner you off with a second one right after from the other. It'd force you to keep your distance for the boss fight, while both of them try to swamp you and catch you off-guard.

>> No.2900169
File: 155 KB, 550x412, doom garden.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking perfect, I'm really shocked by how great the art looks now considering how generic E3 was. The artists did a terrific job.
That pistol looks a bit whack, but it'll look fine alongside the shotgun.

>> No.2900170
File: 202 KB, 800x449, asd.jpg [View same] [iqdb] [saucenao] [google] [report]

When something is so bright that looks white with little bit of coloured bloom around it, that means it's so fucking bright that it should light up lot of the surrounding surface areas.
How about toning it down and making it so that the pupils have a a little bit of red glow?

>> No.2900175

what the heck is going on in that picture!?

>> No.2900176

i see, and instead of homing projectiles we could do a "semi homing" projectile instead, like a different colored snot ball that would go after the player for a few seconds before stopping and sticking to that direction, this way the player will be forced to move if he continues to stay away and still

>> No.2900180

Someone tried to load Hdoom with a realistic mod

>> No.2900181


>> No.2900190

Or you could just do the annoying projectile_intercept workaround which allows them to kinda-sort hit you on the move. Either that or make their projectiles slightly explosive and have them airburst on proximity.

>> No.2900214

Okay, so Doom 4 is doing some different shit than before judging by the Gameinformer article, and it actually gives us a few juicy new game details.

From what I can list off right now as a big bit of info, your character improves over the course of the game. Argent cells increase your total health, armor and ammo capacity. Performance upgrades allow you to increase agility (from movement speeds to how fast Finishers or mantles occur), or equipment effectiveness (I guess increasing the power of weapons or something?). And Runes are like special circumstancial buffs, such as activating an emergency slow-mo at 25 health or lower, or making it so you get faster with successive Finishers. For Runes, you can basically change them up as you wish for different abilities, rather than being stuck with what you set them to. Weapon attachments/upgrades are also notable, like an apparent grenade launcher for your normal shotgun.

Also keycards confirmed for returning so it seems the hints of exploration before were true.

>> No.2900220

Yeah the progression was heavily hinted at. SW2 is doing it too.
I'm up for it

>> No.2900221

I guess I speedtyped that a little, pretty sure there's more than just two performance upgrades obviously.

>> No.2900224
File: 1.48 MB, 1280x720, Doom 2015 - SSG.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2900226

This is getting really fucking good.
I knew we just had to hold out for more info.
I also love that you can essentially keep your player at the speed seen at the E3 demo, and focus on getting up power of weapons, or you can have slightly weaker weapons, but become Usain Bolt on rollerskates pulling off 360s in mid-air.
The idea of Rougelite elements in DOOM always made my dick hard, and this seems like the perfect balance of it.

>> No.2900229

>From what I can list off right now as a big bit of info, your character improves over the course of the game.
Sounds a bit like the glowing hypos from F.E.A.R. Or even the stims from quake 2. It's a neat way to promote exploration I think.

Speaking of which, the final level design will entirely make or break the game by it's own as far as I'm concerned. Nitpicking about this and that monster design choice or whatever has never seemed significant to me.

>> No.2900231

>The idea of Rougelite elements in DOOM

I think you mean RPG

>> No.2900234

Yeah, it's explicitly about exploration. Finding secrets isn't just about ammunition and weapons or armor anymore, but also potential permanent benefits.

>> No.2900237

the final product will never live up to your imagination. this is a general principle not just applicable to doom 4. i suggest you stop allowing your imagination to extrapolate from a bunch of screenshots. otherwise i am afraid to say you will be disappointed which would be a shame.

>> No.2900238

>The idea of Rougelite elements in DOOM
I'm actually a tiny bit mad at you for this

>> No.2900239

As the guy who posted the upgrades details above, i'm the kind of person who gets hype over a new juicy piece of info, and then reins in his expectations shortly afterwards. It's the only reason MGSV wasn't a colossal and depressing disappointment to me, although that was also partly due to Konami.

>> No.2900241

>Sounds a bit like the glowing hypos from F.E.A.R. Or even the stims from quake 2. It's a neat way to promote exploration I think.
I agree, I like Doom secrets but a lot of the time they aren't that meaningful

>> No.2900243

I have this gut feeling that Total Chaos is gonna go commercial. Not that I mind or anything.

>> No.2900254

How come?
Nothing that would slow the game down.
Just customizable shit for fun.

>> No.2900259

Also the Chainsaw is balanced. Sorta.
The ammunition we saw isn't for a superchainsaw or any alt function. Rather, they're fuel. Every kill costs fuel to do, and it seems like the chainsaw gets low ammo, but when you get an enemy with it, they're fucking dead. Larger enemies cost more fuel to kill. But since it counts as a glory kill you get health and ammo (for other weapons hopefully) as a reward for the risk of exposing yourself.

Basically a 'fuck this demon in particular' weapon if you really want them out of your hair or want to weed out the weaklings for easy bonuses.

>> No.2900261

fair enough, you seem sensible about it.

>> No.2900264
File: 12 KB, 468x425, 1281378314305.png [View same] [iqdb] [saucenao] [google] [report]


>chainsaw has ammo

>> No.2900267

Considering it locks you in place for an assured glory kill on whatever you hit it with, even larger enemies, it's sensible.

>> No.2900268

That's actually kind of a really cool concept, and it'll actually make the chainsaw useful for larger enemies.

>> No.2900273

It's not that it's that you
>used roguelite elements
>seemingly have no idea what it means
>spelled it rougelite
Sounds neat.

>> No.2900283

That all sounds kind of nice.
If they're not interested in making a good oldschool shooter, I guess they might as well make a good newschool shooter and then flavor it with oldschool elements.

>> No.2900297
File: 1.45 MB, 300x183, 6754374.gif [View same] [iqdb] [saucenao] [google] [report]

>upgrades for player stats
>cutscene kills remain
>no real melee
>monsters drop health and ammo
>no confirmation of a full tool set for PC modders

You are so close to making Doom great again, id, but your nice new art direction isn't changing the major gameplay problems.

>> No.2900302

>>upgrades for player stats
>>cutscene kills remain
>>no real melee
>>monsters drop health and ammo
I see nothing wrong with this

>> No.2900304


I see everything wrong with this.

>> No.2900305

>chainsaw is a cutscene
>cutscene kills give you health and ammo
>not enough resources around the map for fights
Why can't I just have old school level design?

>> No.2900307

I wonder if you can get hurt during the animation
>>not enough resources around the map for fights
What do you mean by this?
>Why can't I just have old school level design?
It doesn't work in that form now
It's questionable it worked then, too, in some respects

>> No.2900317

He means he wants ammunition and health and such in the maps themselves to be found like in the old Doom.
I've basically subscribed myself to the idea already that new-iD wants to do something different so I shouldn't expect this to be exactly like the old Dooms. If I want new old-school Doom I have a million and one ways to do it.

>> No.2900321


Eh? It's pretty straightforward.
Based upon the current information that we're given in an attempt to hype us up, I am not being hyped and I am sharing what I don't like. I am hoping that either the final product changes things or that it is not overtly dramatic.
There's really not much to explain about it.

Unless I'm misunderstanding something and there's something else you want me to explain.

>> No.2900324
File: 154 KB, 1280x709, get on your nico nico knees.jpg [View same] [iqdb] [saucenao] [google] [report]

>upgrades for player stats
I'm cool with that.

>cutscene kills remain
I'm fine with that if it's optional.

>no real melee
I would prefer if you could just mow with the saw like in Doom 3, but be honest now, wasn't original Doom melee quite barebones?
It's punch, or punch harder with a powerup, and then a chainsaw that's just a really fast punch.

Not saying there's anything wrong with that, but it's undeniably plain.

>monsters drop health and ammo
Now, I would prefer finding health and ammo, and then maybe enemies with guns dropping related ammo, but I'm willing to give this sort of gameplay a try to see how it feels.

>It doesn't work in that form now
>It's questionable it worked then, too, in some respects
That's patently false, hundreds of fantastic shooters have done it that way and it works great, original Doom, Duke, Half-Life, Quake, Wolfenstein, Blood, I could keep going.

>> No.2900328

>I'm fine with that if it's optional.

I'm still pretty sure they're gonna starve the player, forcing them to use the glory kills to justify them being in there in the first place, they're allegedly a leftover from that awful CoD-clone Doom that got scrapped.

>> No.2900345

>He means he wants ammunition and health and such in the maps themselves to be found like in the old Doom.
DESU I never LOVED that model, for health
It's better than regehealth and jelly eyes, I'll give you that
Ammo is a different thing tho, I'm not sure how I feel about that
>That's patently false, hundreds of fantastic shooters have done it that way and it works great, original Doom, Duke, Half-Life, Quake, Wolfenstein, Blood, I could keep going.
They didn't have that much competition back in the day
My main two issues are savescumming and backtracking a hundred miles for a medpack
I wanted you to explain why you don't like those things

>> No.2900370


Sorry, I'm operating on very little sleep.

I don't like upgrades for player stats because it feels like an artificial form of skill. There's a clear cut difference in being able to take on three bitchnigger-tier enemies at once because you know how to handle them and being able to because you've picked up three 100+ extra HP upgrades.
I'm very much a fan of things just getting harder as you go on and you either grit your teeth and take it or you acquire proficiency.

I don't like cutscene kills because no matter how cool they are at first, they'll get old. Unless they put in about a hundred different animations (no way they'll do that), the novelty will quickly become YouTube Fatality tier.
My favorite Doom kill will always be when I shot an imp so hard it started sliding up the stairs, and off the ledge down below. I was playing with a mod at the time, so the corpse exploded on hitting the ground, splattering everyone around it. No amount of cutscene power will have that satisfaction.

Real melee, unlike >>2900297, I can kind of take or leave. I like meaty blows and heavy swings, but ultimately I'm more interested in heavy guns.

Monsters dropping health and ammo feels a lot too much like cutting corners.
You can anticipate a Hell Knight will take X amount of health from the player and use Y amount of ammo, so the Hell Knight can drop X amount of health and Y amount of ammo! Genius!
Well...not really. I think it's a lot better when I don't actually know what's around the corner in a level. If I'm at 10 HP and limping around a map, looking around a corner should be a moment of anticipation. Is it a demon? Is there a health kit? Both? And if both, that forces the player to plan a battle strategy.
Turning the demons into health pinatas kind of removes the strategy. Kill enemy, regain health, kill enemy, regain health, etc. Some areas should be able to run you ragged.

>> No.2900381

>My favorite Doom kill will always be when I shot an imp so hard it started sliding up the stairs, and off the ledge down below. I was playing with a mod at the time, so the corpse exploded on hitting the ground, splattering everyone around it. No amount of cutscene power will have that satisfaction.

Reminds me of Quake 2, with the Icaruses (Icari?). They tended to be really suspectable to momentum on death, so if you got up close and mashed a super shotgun in their face, when they died they flew 50 feet through the air, smack into a wall, and explode.

It never gets old.

>> No.2900392

>I don't like upgrades for player stats because it feels like an artificial form of skill.
>I'm very much a fan of things just getting harder as you go on and you either grit your teeth and take it or you acquire proficiency.
I can understand this.
Personally I like permanent upgrades because they could make secrets more relevant and interesting. I liked them in FEAR and they weren't as cool as the new Doom ones sound.
>I don't like cutscene kills because no matter how cool they are at first, they'll get old.
I feel you. I'm going to wait and see about those. I don't get bored of Doom death animations but it's not the same. I'm not sure how much I'll mind.
>My favorite Doom kill will always be when I shot an imp so hard it started sliding up the stairs, and off the ledge down below. I was playing with a mod at the time, so the corpse exploded on hitting the ground, splattering everyone around it. No amount of cutscene power will have that satisfaction.
Of course not, but the cutscenes aren't replacing those moments by themselves. Normal fighting seems to do things like that too. Hell, the first encounter at the E3 demo had imps rolling backwards after getting shot by the basic shotty.
>I think it's a lot better when I don't actually know what's around the corner in a level. If I'm at 10 HP and limping around a map, looking around a corner should be a moment of anticipation. Is it a demon? Is there a health kit? Both? And if both, that forces the player to plan a battle strategy.
Again, I understand this, particularly the battle strategy part.
But many times the strategy is just load and earlier save or backtrack a good fucking amount till you find health. "Push-forward-combat" is what they're calling it and I think it addresses some of the problems of medkits without being CoD or something.
That's health, however. Dunno how I feel about ammo drops.

lil cont

>> No.2900398

>Turning the demons into health pinatas kind of removes the strategy.
To me it makes it more, uh, tactical, I guess. It's about when you're going to move in for the kill (hopefully you can be hurt during the animation), dancing around projectiles/charged attacks/charge attacks. Kinda like the SSG waltz really.
Also there still are health and stuff on the levels. Which brings me to
>Some areas should be able to run you ragged.
I'm guessing it's going to depend on difficulty level. I think Nightmare is not going to let enemies drop shit at all.

>> No.2900454
File: 37 KB, 300x300, 1432736626368.gif [View same] [iqdb] [saucenao] [google] [report]

What is she

>> No.2900463

So it's confirmed that Bethesdoom is infact taking keys from Doom The RogueLike?

>> No.2900464

doomrl doesn't have keys

>> No.2900476

Here's an imgur album of the articles for Doom 4 at Game Informer

>> No.2900494

Neat, thanks.

>> No.2900509
File: 83 KB, 366x407, AAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]

>that fucking revenant

>> No.2900518
File: 69 KB, 366x401, AAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2900525

they totally did it on purpose
i love it

>> No.2900528
File: 233 KB, 366x407, SAVE ME.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2900531

>pinky is fully armored in front, but when it charges you can double jump over it and unload the super shotgun on it's backside
Sounds awesome

>> No.2900557

I'm getting really worried Doom 4 is going to turn out to be a Shadow Warrior 2013 clone. Fuck.

>> No.2900558
File: 330 KB, 2406x620, Wakemeup.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2900559

Can't really be a clone if there's no quick dodge, no sword, no magical powers or skills. You improve your abilities over the course of a playthrough, and can customize your bonuses via Runes, but that's it. The gun mods are independent rather than level-based like in SW2013

>> No.2900561

Yeah, it sounds like they're aiming for spectacle, so at least they're trying to impress, and trying to impress means there's some kind of effort.

I'm cautiously optimistic, this might end up being alright, like Doom 3. It's not really what you actually wanted, and you have your issues with it, but taken at face value, it isn't a bad game in it's own right.

>> No.2900589

I'm also referring to the self-sustaining resources and the frequent mention of "arena" in the game informer article. Sounds like a lot of gameplay will be repetitive "you can't leave this pretty area until we say so, because level design is hard" stuff.

>> No.2900601

So Painkiller?

>> No.2900605

I will be pissed if Doom 4 plays like that boring crap.

>> No.2900608

only thing that bugs me...

"1080p 60fps" tossed around like that's a GOAL.

No. 4k @144hz is a goal. Not 1080/60.

>> No.2900612

It is on consoles.

>> No.2900626

Playing Wolf:TNO reminds me how much fun killing nazis was.

I'm mad they ruined Bloodrayne now.

What do you guys use to play Wolf3D?

>> No.2900629

Think I could do without this writing though, but I appreciate the effort I guess.

>> No.2900658

True enough, but you'd think they'd include the higher spec PC shit, or just show high spec PC stuff (like they do with screenshots and videos) and kinda just do the best they can on consoles.

WTNO had fuckall for innovation, but it played/felt good, so, I wasn't exactly disappointed.

>> No.2900698

>4k @144hz is a goal.
lolwut. there is not a single consumer display interface capable of transporting uncompressed 4K at 144hz.

>> No.2900705

Hey, Painkiller had cool guns.

>> No.2900708

>can't be done now
>therefore will never exist
>we should not fight towards this technology in an unreleased future game

>> No.2900713

Sure, if you like safe, AAA titles and nothing else, then by all means, let's do everything we can to fight for that technology.

>> No.2900715

you really think it's gonna happen by Q1/Q2 2016

>> No.2900721

honestly, nitpicking the engine name makes it seem like you're here for winning an argument than for discussion in good faith.
The pr+/choco statement was a supposedly lighthearted way of stating that indeed I consider these engines off-topic

>> No.2900735

Control your autism, faggot.

>> No.2900749


itt: anything that isn't the original doom.wad and doom2.wad on doom.exe and doom2.exe is not doom, how dare you modify anything at all and call it doom

if the doom threads followed these rules they'd have died within two months

>> No.2900752

>when someones calls doom monsters aliens

>> No.2900756


A game is a set of general rules, designs, gameplay desicions, player->gameworld interactions and lots of other stuff which is COMPLETELY unrelated to the engine.

The engine is a program that allows you to actually play it. Different engine that allows you to play the game still allows you to play the same game.

Same as e-book you downloaded to your kindle is exactly the same in its general contents (maybe sans some illustrations or something, but the core is same) as a hardcover book. E-book may add some additional formatting or font-changing options, but the book is still the same, and nobody ever argues that.

Also why dont you go to all the FF threads and of other games and complain about their modern sourceports and re-releases huh?

tl;dr : you are a whiny little bitch fag and I dont even know why did I reply to you

>> No.2900763

playing different/new wads on the doom 1/2 engine is fine, although that's playing different/new wads on doom. Swapping wads and engine, leaves little of the original intact.

>if the doom threads followed these rules they'd have died within two months
The argument being that these threads must steer off-topic to stay alive? Not exactly praise.

>> No.2900764

The principle designer at id just joined Doomworld.

>> No.2900767 [DELETED] 

>COMPLETELY unrelated to the engine
You mean completely encoded in the engine.

>Different engine that allows you to play the game still allows you to play the same game.
If they don't change the rules, sure. I don't see how changing the resolution, enabling free look, adding jumping, or additional weapon rules is the same game.

>Also why dont you go to all the FF threads and of other games and complain about their modern sourceports and re-releases huh?
Because I couldn't give a flying fuck about FF, but do enjoy the original Doom, from a technical and from a gameplay view. That's why I came to this thread to begin with, because I like the subject. Didn't expect the title to be so misleading.

>> No.2900769

... so straight up needing doom.wad and doom2.wad for anything to work somehow "leaves little of the original intact" simply because it's loaded with a modified ****DOOM**** engine?

how can you be so pedantic

does DEHACKED get your panties in a knot too?

>> No.2900773 [DELETED] 

yes, it's akin to re-using the board of a different boardgame, or a character sheet from a different RPG system. The wad contains all static data, the looks, the map, the statistics. The engine is the interpreter, that uses this data to set the playing field and perform the rules.

>does DEHACKED get your panties in a knot too?
No idea, I don't mod. Going by the wiki though, I'd say it does the same thing, changing the rules, albeit in a more limited manner, it seems. Frankly, I don't care what you use, or don't use, so my panties are just fine. I'd not call it Doom at that point though, simple as that.

>> No.2900785


Will you stop feeding this troll, people?

>> No.2900786

except most doom ports use the same rules. prboom+ uses the same rules, with stuff like jumping, freelook, improved rendering being options. does it stop being doom based off of a single setting? does changing a setting and going from 320x200 to 640x400 suddenly make the engine NOT DOOM? does adding extra action specials make it NOT DOOM? does changing the RNG make it NOT DOOM?

by your "changing the rules" criterion, chocolate doom is still doom because it replicates doom.exe as exactly as possible to run on modern OS's, down to the rendering limits. hell, higher resolutions just upscale the image. yet you said it wasn't doom at >>2899640. so what the hell *is* still doom besides the original doom.exe? does doom95.exe even count? it uses a 640x480 resolution!

and going by the board game thing, does using a house rule in 3.5 suddenly make it not 3.5? does adding a homebrew gun to shadowrun make it not shadowrun?

being this restrictive about the definition of a game is just absurd.

>> No.2900787

/r/ brutal wolf3d

wolf3d is tough to play these days.

>> No.2900802

>IS THIS GAYLO 5???? turbospergs on suicide watch

>> No.2900848

The gpu power is there, it's only an interface limitation, and it isn't a "hard" limit, it's just lack of market/interest.

Wat. Surely, higher resolutions and better framerates stifle creativity... Oh wait, no, you're fucking dumb.

Also, AAA developers are some of the worst about hamstringing game's framerates at arbitrary numbers, so strike 2

>> No.2900851

>I don't mod
that explains everything.

>> No.2900879
File: 3.32 MB, 2100x1225, file.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone post snapshots of the article? Gameinformer banned half the eastern europe from viewing their shit 2 years ago.

>> No.2900881

see my post from earlier

>> No.2900941



>> No.2901051

Die in a fire you joyless bitch.

>> No.2901268 [DELETED] 

>does it stop being doom based off of a single setting?
jumping and freelook change the game fundamentally, as it makes areas accessible (including visually)

>does changing a setting and going from 320x200 to 640x400 suddenly make the engine NOT DOOM?
It changes the game Doom, as higher resolution and more colors mean easier distinction of enemies and objects from a distance.

>does adding extra action specials make it NOT DOOM?
Yes, as it adds features that can break maps or change their approach and difficulty.

>does changing the RNG make it NOT DOOM?
If the original implementation has a bias, yes.

>so what the hell *is* still doom besides the original doom.exe? does doom95.exe even count? it uses a 640x480 resolution!
I think that exe's from id, so I guess it's fine. Their game, their rules.

>and going by the board game thing, does using a house rule in 3.5 suddenly make it not 3.5? does adding a homebrew gun to shadowrun make it not shadowrun?
correct. Derived games, probably even based closely on them, but aspects, balance and stuff are off.

>being this restrictive about the definition of a game is just absurd.
Next time we change the pitch of a song, remove or rewrite pages from a book, or cut and re-shot scenes from a movie, we'll talk.

>> No.2901274

>Surely, higher resolutions and better framerates stifle creativity...
They don't stiffle creativity, but they dramatically increase cost, thanks to much more detailed and larger assets. For small scale (i.e. not-AAA) studios, this is a big deal.

>arbitrary numbers
60 and 30 are quite solidly based on the refresh rate of TVs, the devices these games are primarily made for. Also, targetting a fixed framerate, and maintaining it, makes an engine much easier than decoupling ticks from frames, or trying to deal with variable-length ticks/frames.

>> No.2901332


>> No.2901461 [DELETED] 
File: 31 KB, 192x220, brain_problems.jpg [View same] [iqdb] [saucenao] [google] [report]

>game made to be modded
>nyyyeeeh don't mod it
Go away.

>> No.2901471

>>game made to be modded
I'm not aware of that. The "mods" of the game work on binary level.
Using game data in a different engine or executable is not a mod.

>> No.2901474

I hope you had fun in this thread, because you won't be pulling this shit again in the new one.

>> No.2901494

>I came to this thread because I was interested in Doom
And instead of bringing up and talking about Classic Doom as a normal person would do, you start a confrontational argument about how "mods aren't really Doom tho"

You LITERALLY brought this upon yourself.

>> No.2901496


fucking STOP

>> No.2901502

>confrontational argument
How is it confrontational? Can't handle the truth that you're effectively playing different games that are only loosely related? They're probably not bad games, and you can probably have plenty fun with them. Pretending though they're something they're not, seems kind of silly.

>> No.2902885

I like jokewads that are well thought out, have a decent amount of work put into them and actually make me laugh, Turbocharged Arcade is a good example of this.

Terrywads dont even belong in the same category.
Ty did the best thing with them and gave them their own category so they dont shit up the rest of the /idgames archive

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