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2900938 No.2900938 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2892819

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.2900940


[01-06] Gameinformer article on Doom4

[01-06] Anon map release: A Morte (for Hexen, early WIP)

[01-04] Anon mod release: Gun Godz adaptation (alpha)

[01-03] Anon mod release: Custom difficulties

[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


To submit news, please reply to this post.

>> No.2900970

Can someone spoonfeed me how to beat Map 16 in DemonSteele? I have the blue and red keycards and have killed every monster, I can see the red door in the top right of the minimap but how the fuck do I get there?

>> No.2900971

holy shit nevermind that was fucking nuts

>> No.2900973
File: 118 KB, 320x240, 1411159923843.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2900978

I don't know, I'm just playing the maps in order, got to a map called suburbs and it was really hard to figure out how to beat the very end of it but I figured it out...I'm new to Doom.

>> No.2900986

not that guy, but maps aren't something that demonsteele modifies, am I to presume you're on map16 of Doom 2?

>> No.2901001
File: 2.13 MB, 320x240, map16.webm [View same] [iqdb] [saucenao] [google] [report]

try not to get blown up

>> No.2901049
File: 791 KB, 720x360, at least there's no stupid shit like hats inside these.webm [View same] [iqdb] [saucenao] [google] [report]

I need to get some more fucking motivation here.

>> No.2901067

BTW I played your mod (the 6th wip) and It left me unsatisfied in many aspects, mainly that weapons altfire functionality is often an overkilling waste of ammo and there's no middleground options:

Fists, axe and pistol are okay.

Shotgun is either vanilla sg or a waste-of-ammo overkill, which is good for taking down barons but too excessive for general use, leaving you chipping on pinkies and cacos with primary fire in wads with ammo balance stricter than overly-generous on SG ammo vanilla.

Rocketlauncher is either underpowered blasts that look cool and kill minor things well, but totally lack against the usual rocketlauncher audience, and an overkillish waste of ammo as altfire.

Rocketlauncher primary fire obscures view way too much. Imo the best way here would be to go with smaller explosions and less smoke, like Duke's Devastator did.

Plasma shotgun and rifle are okay I guess.

What IMO should be added:
an additional shotgun (or a replacement of current one) that can fire variable ammount of buck - from 1 to 4 would be okay.

A general-purpose rocket/grenade launcher that can actually kill nobles without an overkill/overuse of ammunition. Preferably with controled explosions.

Regarding flare gun: it was an old idea of mine to make a flare gun that actually makes a dynamic light to light up dark areas, with color switching with altfire. Make it stay there (or stick to monsters) lighting up surroundings for 2-3 sec before exploding.

Also what was that mod that redrew the weapons and made them have different ammo types for altfires (like buckshot + slug)? I remember it being posted 10 or something threads ago and havent seen it since

>> No.2901070


To be fair the rocket launcher takes 1 rocket and turns it into 8 shots. Just keep plugging away at monsters. I can shrink the effects though

I'm not adding any other weapons that occupy the main weapon slots though, and the shotgun stays.

I'm not changing the flaregun either. That's how it works in Zero Tolerance, if you don't like it, don't pick it up if you find it inside of a weapon crate.

>> No.2901071

I know that, the fact that it splits 1 rocket in 8 is great against weaker enemies is exactly what I said, but against other guys its underpowered compared to vanilla RL - so you have to either chip at their HP or use overkill attack that wastes ammo.

Im not saying that you should add/remove weapons - maybe you could add a tertiary fire mode or a switchable modes to the guns which would be a middleground between under- and over-kill. So far the only thing that can occupy niche of an RL is plasmarifle rocket mode and that one uses cells not rockets.

>> No.2901075


Not keen on adding extra firing modes to most of those weapons. I want to keep this mod as simple as possible with only a primary and secondary fire.

To be honest I'm not satisfied with the altfire for the Cygnus, but it's what Pillowblaster suggested. Though I might swap it out for just a shotgun blast of grenades that cost like, 2 rockets inside of the bouncing orb. I'll also up the direct hit damage for the rockets themselves a little more.

I'll reduce the cost of the shotgun's altfire by one shell at least, but there's not much I can do there in terms of how it behaves, not without a massive overhaul.

And I do that shit enough as is in my other mod

>> No.2901081

reminder that agdq is going on
you might wanna check out the runs

>> No.2901093

>shotgun blast of grenades that cost like, 2 rockets

That might actually be the best idea

what is agdq

>> No.2901095

>what is agdq
https://gamesdonequick.com/schedule for the runs

>> No.2901098


This shit ain't relevant to Doom at all, Doom's nowhere to be seen this year.

>> No.2901104


>> No.2901105

at least wrack's there :^)

>> No.2901106


Doom 4 discussion and shit is fine because it's still Doom, but AGDQ is focusing on the dank memes this year.


Don't get me started on that garbage, at least they altered that awful view sway when swinging that overdesigned and massive sword.

>> No.2901108

ya i noticed after i posted
when the list was on the news last time doom and a few other retro fps were confirmed in, dunno what happened

>> No.2901110
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]


Uyama happened. Fuck speedruns, just pander to the retards for that easy donation money. So many runs this year have been utter trash.

>> No.2901136

Nice maymay pic, OP. Will there ever be a Steampunk/Arcanum mod for DOOM?

>> No.2901164
File: 51 KB, 640x480, S&W 5906 Crimson Trace.jpg [View same] [iqdb] [saucenao] [google] [report]

So what's your favorite real life gun you would like to see for Doom?

Centered or angled?
Reload animations?

Just general curiosity.

>> No.2901178
File: 442 KB, 578x553, AAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]

wait is 26.2.2016 the release date for the newest doom?

>> No.2901187

It hasn't been confirmed yet.

>> No.2901192

so any netstores are bullshitting then?
if you search with that date you can find one atleast

>> No.2901197
File: 149 KB, 1200x900, Browning-Citori-725-Sporting-Grade-V-013682-2435l.jpg [View same] [iqdb] [saucenao] [google] [report]

Browning Citori o/u shotgun (sawn off), angled. I love the way these things open.

>> No.2901235


not even a single RETRO fps game is in there, this is the first time it happens in a GDQ marathon

we've been here before.

>> No.2901241
File: 1.54 MB, 2448x3264, 20151222_130445.jpg [View same] [iqdb] [saucenao] [google] [report]

pic very related

one of my all time favourites
I just do not have the time to sprite it myself

angled, because centered looks akward, most of the time
and yes, reload animations, but Metal Slug style

>> No.2901296
File: 16 KB, 400x266, 1450054972108.jpg [View same] [iqdb] [saucenao] [google] [report]

>that skeleton at the end

>> No.2901307
File: 54 KB, 639x426, 340.jpg [View same] [iqdb] [saucenao] [google] [report]

are there any snubbie sprites out there?

>> No.2901315

In real life it's a pretty shitty gun though.

>> No.2901318

holy fucking shit that is cute

post cute weapons pls

>> No.2901319

>Will there ever be a Steampunk/Arcanum mod for DOOM?
Theres sure can be, one or more of the the more advanced modders would have to be dedicated to it. Or you could start working on it yourself and try to get some other people on board when you have something promising to show.

Arcanum is pretty great by the way.

>> No.2901338
File: 339 KB, 1600x900, 1438353303641.jpg [View same] [iqdb] [saucenao] [google] [report]

sure, why not

> In real life it's a pretty shitty gun though
said the nogunz faggot

>> No.2901340
File: 82 KB, 567x425, pix048975123.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2901341

>said the nogunz faggot
But a mini-uzi has much higher quality.

>> No.2901343
File: 38 KB, 394x283, Beretta-mod.-950-b-barrel-o.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2901347

Is it actually possible to get past a combo score of FEARLESS in demonsteele?

>> No.2901349
File: 6 KB, 200x200, customized aerodynamics pilates.gif [View same] [iqdb] [saucenao] [google] [report]

gosh that's just hnnng

>> No.2901351
File: 27 KB, 800x402, VEPERSUPER3080114D.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2901384

Ain't that literally >>2901049 this thing?

>> No.2901386
File: 446 KB, 800x600, Screenshot_Doom_20160107_223830.png [View same] [iqdb] [saucenao] [google] [report]

this doesent look right

>> No.2901403

Which wad has the best level design in your opinion?

>> No.2901406
File: 127 KB, 960x600, ea111c4a9d[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Alpha Elements XP
>get to map03
>facing fire imps
>tfw they do 50dmg against me while my semi-auto does 20 dmg & fuck-all

>> No.2901413
File: 447 KB, 1280x1859, MPA 9mm.jpg [View same] [iqdb] [saucenao] [google] [report]

Lots of companies made, and are making, MAC clones, MAC derivatives, and MAC accessories.

To blanket say "sux lol" is retarded.
Will a Cobray MAC-11 closed-bolt pistol be a reliable weapon when converted to full-auto? Not particularly.

Will an original Military Arms Corporation or Powder Springs M10 open-bolt pistol converted to full-auto be a reliable weapon? Yes, it'll run fucking swimmingly.
And a factory open-bolt full-auto weapon as well.

A lot of it comes from the M10 being inherently an open-bolt design, and early commercial productions not being stellar when moving from open-bolt to closed-bolt.

A good example of how to do closed-bolt MAC clones today would be Masterpiece Arms, they actually also ship with decent plastic magazines (from Tapco), rather than the old piece of shit Zytel mags that would wear down in a hurry.

>> No.2901424



>> No.2901436

It's single advantage over competing designs is the ease of manufacture and thus price.

>> No.2901449


If you acquire proficiency, one day you might even make it up to Slayer!

>> No.2901456

for like 15 seconds

>> No.2901464
File: 147 KB, 1100x1041, MasterPiece-Arms-MPA935SST-Defender-9mm-Pistol-processed.jpg [View same] [iqdb] [saucenao] [google] [report]

And the ones not made by shitcrafters work adequately.

>> No.2901468


Come on, have more confidence in him than that, anon.

>> No.2901493

Anybody playing this?

>> No.2901497
File: 353 KB, 816x638, Clipboard01.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2901504
File: 12 KB, 256x300, 1450965411090~2.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd give him twelve seconds

>> No.2901506

Which character?

Hae Lin has it very easy.
If there's a large group of enemies in front then a forward speciall basically maxes your shit out

If it's Shihong then give up on melee and use a shotgun

>> No.2901507

git gud anon-kuns

>> No.2901514

I was telling the other guy to stop trying with Shihong because he can't even get a Slayer as the character built for getting Slayers with almost no effort

>> No.2901518

what's uyama?

>> No.2901527

that used to be his trademark in gmota preview videos, it seemed to have fallen into disuse in more recent times until today.

>> No.2901530

Did anything ever come of that Korean guy's third-person mod?

>> No.2901532

What mod? The Black Warrior?

>> No.2901551

this guy gets it
looking over forum threads sometimes i wonder if people just want an instant full meter on using a special or something

>> No.2901552

15 second is pretty long.

>> No.2901587

Look it up on google, there's an alpha release on his recent videos.

>> No.2901604

So did the guy who bought id Anthology a while ago return with scans of the Book of id or the Doom comic book?

>> No.2901616
File: 111 KB, 800x534, 9wUox8J.jpg [View same] [iqdb] [saucenao] [google] [report]

> But a mini-uzi has much higher quality
not really, it also a stamped sheetmetal 9mm subgun with a telescopic bolt

all in all they are very simular

I prefer the Uzi family, because of "ergonimics"
the mac is still smaller then an uzi, except for the micro uzi

pic semi related, another cute pistol I would like to see in wads

> tfw no time to make custom sprites out of unusual guns

>> No.2901626
File: 155 KB, 1200x1200, 15827696_1.jpg [View same] [iqdb] [saucenao] [google] [report]

not really
the picture I posted was from a type 10 flare pistol

the gun inna webm is more like a british WW1 flare pistol

pic very related
would be perfect for a BLOOD style mod

>> No.2901632
File: 215 KB, 850x567, 0_0809265001336455997_23.04.2012--059.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2901634

scans? i don't believe so, not yet, i only remember seeing photographs

>> No.2901639
File: 277 KB, 950x633, 6_1783_taurus_mod._410_public_polymer_judge,__.410_shotshell-buckshot,_.45_long_colt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2901640

are these tiny guns like the one that Tim Roth's character in Resevoir Dogs was shot with?

>> No.2901647
File: 927 KB, 1158x1004, wN85Tcd.png [View same] [iqdb] [saucenao] [google] [report]

Cacodemon's mouth is glowing. Like in those fan edits.

>> No.2901653

>skipping the buttsphere
I don't blame you, hope it gets nerfed soon

>> No.2901656
File: 2.12 MB, 919x1500, 1436218598121.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2901662

mais putin, ce gamin à l'air d'être un gros sac à merde

>> No.2901667

Does anybody here play Brutal Doom anymore?

>> No.2901682
File: 38 KB, 408x510, htuewi9rh8ew.jpg [View same] [iqdb] [saucenao] [google] [report]

>10 paragraphs of butthurt and lambasting people for not liking SGT. Mark, citing that he's "too creative" for people to possibly comprehend

tl;dr, couldn't care less

>> No.2901689
File: 410 KB, 950x633, 0_2165_heizer_double_tap_defense_pistol,_.45_acp.jpg [View same] [iqdb] [saucenao] [google] [report]

haven´t played it in several weeks

I thought they used S&W 659 pistols?

>> No.2901692

>using the buttsphere
wut r u casul?

>> No.2901693

He claims to have had "the most popular hl mod, beating counter strike". And his own doom "project" is a couple oblige maps for MSX..

>> No.2901694

>All That Shit! By You, Volume II

>> No.2901701

well, i played the october test version that was posted here, but between then and the release of v20b i switched zdoom from fmod to openal, and it seems BD triggers the infamous openal sound bug where stereo sounds play at full volume, so i quickly gave up.

>> No.2901723

used to play it a lot a few months ago, had tons of fun but the gameplay got boring after a while, trying to combine it with other wads but since brutal doom has extra gimmicks it just felt weird

>> No.2901735

Are there any good megawads where I'm supposed to be able to jump?

>> No.2901741

>I feel that I'm a good person, most of the time that is, unless I really become a monster in a closet when people bother me. I can get as scary as a crack viced killing machine on super steroids.
>On the other hand, Sergeant Mark IV, a.k.a Marcos (translated as Mark in English) somethingsomething (forgot the family name), is also a Brazilian. But a pure one though.

>The thing is, I did tell some of the members there to fuck off because they were spamming my pages with "lululul butthurt bitch xD" and other stupidity. I bet most of them were homosexuals due to the way of them talking between each other (or better (worse) yet, lesbians)

>But insult someone in a forum? Why the fuck would you want to do that? To get banned without any reason beside being careless? I don't care if he's right. He was.

>Either I defend my reputation and expose the mediocrity who wants to oppose me or else I'll look like a meaningless little bitch who plays Daikatana all day, letting these dumbasses piss on my doorstep and put "JEW" stamps everywhere.

>One of them still wants to fuel their hatred on me. Fine, I said. Rub your hate through my body, I become anything BUT weaker. I become stronger.

>When you write a review to a mod, you need to know what you want to do with that review. Who are you writing that review to? To a new consumer who never played the mod? To a consumer who already played a past iteration of the mod? To yourself? To the developers? Just spewing out "lel wildweasel ur a fagit adn all ur mods suk ass my mod iz deh bestest fak u faggit" is NOT a review. It's bullshit. You know what's bullshit? Shit that comes from a bull. It's big. It's messy. It's very liquid. It stinks.


This is actually the exact opposite of what he's saying, but it's still fucking hilarious.

>> No.2901743

tl;dr:ModDB is shit, sgt Mark is a cunt.

>> No.2901750


>> No.2901754
File: 459 KB, 807x1400, 1438459510954.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2901764
File: 158 KB, 848x1200, 1449963197449.jpg [View same] [iqdb] [saucenao] [google] [report]

Seems a bit too much pure platforming from a glance, I really just want to play some gameplay mods with jump mechanics without worrying about breaking the level constantly.

>> No.2901773

What sourceport should I use for Heretic and Hexen? ZDoom for both?

>> No.2901778


>> No.2901779

well there's chocolate heretic and chocolate hexen but you can just use zdoom if you want but there are other options as i just said

>> No.2901783

Depends on what features you wish to use. Since they both allow looking up/down in vanilla I'd just use gzdoom to spare myself the migraine of Y-shearing.

>> No.2901784


Dark7, then.
It's one of the classic ZDoom levelsets.

>> No.2901790


>> No.2901792

any mappacks that use a lot of Zdoom/GZdoom features?

>> No.2901793

Skulldash is pretty cool.

>> No.2901802

Playing Ultimate Doom & Doom 2 through ZDoom, and I see there is an option to jump. I haven't played Doom in 20 years but I'm sure there wasn't any jumping?

So far I've used it only on E4M1 to get health bonuses on niches in starting zone, and in E4M6 to get the yellow key without lowering the platform.

Wonder what else is it used for?

>> No.2901804
File: 3.92 MB, 1920x1080, gzdoom 2015-07-11 17-41-34.png [View same] [iqdb] [saucenao] [google] [report]

Valhalla and Putrefier, the latter being the sequel to the former.

>> No.2901812

Jumping was indeed not in doom, and you should probably turn it off if you aren't playing a mapset designed for it. Same with crouching.

>> No.2901834

ZDoom is an advanced source port that adds a bunch of features that weren't in the original game as well as having different physics and behavior. If you want a "pure" experience look up Chocolate Doom.

>> No.2901931

Family friendly event now.

>> No.2901935

Please tell me that you're joking.

>> No.2901962

They'll supposedly ban anyone that curses or makes unsightly comments so that no one gets offended, people are joking about it being PG.

But they also run games like Outlast and SOMA. Former has explicit gore, language and nudity, latter has body horror and a clusterbomb of fucks from the protagonist in the ending. Both far more M-rated than Doom ever was, but I guess fuck logic.

>> No.2901964


The faggot organizing GDQ. He's gotten more Jewish and uptight about it in the past few years, trying to make it "professional"

So no fun allowed

>> No.2901983


Don't forget this year they chose boring as fuck games like that velocity 2x garbage where the guy who ran it is pretty much the only person who plays the fucking game.

They had shit like that, a blind let's play of super Mario maker, several runs that last 4 or 5 hours, like kingdom hearts.

But no doom or F-Zero.

This year wasn't about speed, it was about the memes, and there's a lot of people who enjoyed this shit and defended it too. So it's only gonna get worse from here

>> No.2901986

Think that's bad?
The first game after the Mega Man block is going to be Halo 4 on Legendary.

>> No.2901996
File: 104 KB, 400x400, quake2.png [View same] [iqdb] [saucenao] [google] [report]

Looks like Quake 2

>> No.2902014

> Halo 4 on Legendary
if they need more then 2,5 hours they should quit playing videogames

>> No.2902123

I dont understand why anybody loves this shit. Halo 1 was an okay game at best, losing in all aspects but graphics to Unreal which came out 3 years prior.

No sprint until later entries, boring gunplay, bulletsponge enemies and constant weapon switching, not to mention that the story while tries to be "epic" shows how stupid every character are - "Oh a giant weapon of the ancients! Lets activate it for religious purposes! Surely the giant explosion will only kill the unworthy!", or "Oh, the tentaclemonster leader of the enemies that try to assimilate everything surely has a good advice!" etc etc.

>> No.2902185
File: 196 KB, 291x398, caco is a you-know-what.png [View same] [iqdb] [saucenao] [google] [report]

I keep holding out for the day that Aubrey Hodges digs up his old Archvile re-recordings and we get to hear what his re-interpretation would have been like. The Archvile is the only instance where I think Bobby Prince's sound design kind of falters; he sounds more like an alien than anything.

>> No.2902203

Arch-vile is a very odd enemy, the most off looking doom enemy to be honest
>that pic
Disgusting, she doesn't deserve a caco husbando

>> No.2902220

>want to play quake
>quakespasm is kill
>look around but can't get it to work
>decide to try out directQ as a last resort
>directQ is kill



>> No.2902221

Try Darkplaces

>> No.2902225

I'd rather just not even play it frankly

>> No.2902231

>Playing Doom 1 for the first time since I was a lad
>Never played episode 4 before
>Get to map 2
>Getting fucking wrecked left and right
>Have to cheese the fuck out of enemies because there's no room to dodge
>Finally beat it


>> No.2902243
File: 199 KB, 800x1078, quakespasm svn log.png [View same] [iqdb] [saucenao] [google] [report]

>quakespasm is kill
It has only been 5 days since the last update.

What exactly is the problem you are having? Might be able to help.

>> No.2902252

Anyone knows where i can get the original zdoom wars? the link on the original website seems to be kill

>> No.2902258

He's gonna release it I think. I can't fucking wait to hear it. Now, if only someone found the original Revenant and Archvile Doom 64 renders that are said to exist...

>> No.2902268
File: 192 KB, 304x555, skeleton-embarrassed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2902286

Any Hexen megawad. Necrosis, Scourge of Viscerus, Deathkings of Dark Citadel

I use zdoom for both, works great. You can use mouselook nice and easily

Truly a great game and spawned hundreds of fun things to play, in fact probably spawned all modern FPSs full stop

>> No.2902290

So I'm playing on prboom+, I have a couple of questions.

I'm using the iwad collection, doom II.

1. How do I use the command line?
2. How do I enable freelook (so I can look up and down)?

>> No.2902301

>1. How do I use the command line?
If you're talking about a Quake-like ingame console like ZDoom has (tilde key), PrBoom+ does not have one. If you're talking about invoking prboom via the command line, look in the "docs" folder. You should find prboom-plus-usage.txt.

>2. How do I enable freelook (so I can look up and down)?

Options -> General -> Tap right arrow key three times -> Enable Mouselook : Set to Yes

>> No.2902306

>Tap right arrow key three times
Whoops, I meant two times.

>> No.2902310
File: 329 KB, 1151x869, dontseeit.png [View same] [iqdb] [saucenao] [google] [report]

I'm not seeing the option for mouselook here. Is it the version I'm using?

>> No.2902315

Proceed to next

You can use command line options by making a shortcut then adding parameters to the "target" field.

>> No.2902316

Probably, because thats the page it should be on.
You're using Windows, I assume?

Try this:

>> No.2902326

thank you kind anon, this version works much better

>> No.2902336
File: 376 KB, 435x645, 7b9.png [View same] [iqdb] [saucenao] [google] [report]

>search for old zdoom wars
>find version you never saw before that includes new character from game you never heard of

>> No.2902339
File: 3 KB, 128x128, PE.png [View same] [iqdb] [saucenao] [google] [report]

>Those SR50 options
I beg your pardon?

>> No.2902349

post links

>> No.2902361
File: 727 KB, 864x865, cyber legs.png [View same] [iqdb] [saucenao] [google] [report]




>> No.2902392


Its a pretty big list so it may take a while to load, just search for ZDoomWarsIv3.0l

>> No.2902608
File: 353 KB, 1920x1080, Screenshot_Doom_20160107_224528.png [View same] [iqdb] [saucenao] [google] [report]

Gonna get some flak for this, but haven't seen discussion for it yet.

Has anyone else tried the starter pack? Haven't played brutal since v19 came out I think (brutality doesn't count...or does it?)

Pretty cool mapset so far, love the DOOM movie OST in the first level.

>> No.2902613
File: 919 KB, 1920x1080, Screenshot_Doom_20160108_014913.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2902638

as you know, strafe50 occurs when you use both types of strafe key at once (moveLeft/Right, and turnLeft/Right+strafeOn). and of course, holding down strafeOn means you can't turn, because any turn input is converted into strafe.

thus, permanent strafe50 is a tool-assisted demo recording option to activate strafe50 whenever you are using strafe40, but not turning. if you hold down one of the strafe keys (moveLeft, say) it pretends the others (turnLeft+strafeOn) are also held down, unless it also detects actual turning.

strafe50 on turns goes further, allowing generation of strafe50 tics while turning. while permanent strafe50 is theoretically feasible to achieve in doom.exe by a superhumanly skilled user who could release/hold strafeOn exactly when he starts/stops turning, strafe50 on turns is impossible in the original engine, as turn and strafeOn are mutually exclusive.

>> No.2902650


>> No.2902652

>there are never going to be wads of other boards
>no 4chan.wad where you need to visit every single board and kill ponies, redditors, SJWs, furries etc
Just fucking imagine

>> No.2902653

Yeah, episode 4 is a bitch.

>> No.2902676

I also beat it.

On Oy Vey, Not too Rough! difficulty


>> No.2902685

Shit, didn't know that one. I've turned off mouselook, but kept everything else the same. I don't notice much difference, albeit I haven't played since 1995.

What are these "physics and behavior" differences?

>> No.2902686


>> No.2902696

>What are these "physics and behavior" differences?
minor things that you probably wont even notice

>> No.2902698
File: 563 KB, 1200x801, 9d139e548919b1970514f331aa8e94427667da50.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2902717


>> No.2902729
File: 216 KB, 1000x1000, Underdoom.png [View same] [iqdb] [saucenao] [google] [report]

Doom x Undertale

>> No.2902731
File: 189 KB, 1000x750, photoshop john.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2902735

>What are these "physics and behavior" differences?
One of the more important is that actors aren't infinetely tall like they are in regular doom by default. Then there's the rendering, where it's no longer capped to 35fps.

>> No.2902745

How are the GBA ports?

Looking to add them to my GBA collection and wondering if they're just a collectors item or actually playable?

>> No.2902751

I had doom on the GBA and liked it. It was pretty good.

>> No.2902752

That was the idea man - shame it didn't come to fruition.

/pol/.wad was a masterpiece though, I'd pay good money to play a full 32 map 4chan pack from the guy who did it.

>> No.2902758

ah ok, so how much is it really game breaking, as in changing the experience (e.g. mouselook firing into icon of sin)?

>> No.2902762
File: 25 KB, 640x480, 1452249421.jpg [View same] [iqdb] [saucenao] [google] [report]

you can get into here easily if you can stand on the torches.

this is the first thing i thought of

>> No.2902772

Well the actors have height thing means you can't be blocked by cacodemons way up in the sky, freelook means shooting monsters on high ledges is much less of a hassel (and also makes the rocket launcher more powerful since you can aim at walls or floors and utilize the splash damage better.

>> No.2902778

>Transparent PNG

>> No.2902783

today I saw it
somebody finally raped doom with that game
you know the one
I thought I would share my pain

>> No.2902789

What are you on about?

>> No.2902809

GI talks Doom for about 17 minutes:

Haven't watched it myself yet, so
Probably the undertale thing above?

>> No.2902810
File: 872 KB, 1768x992, Screenshot_Doom_20160108_160420.png [View same] [iqdb] [saucenao] [google] [report]

On Combined Arms:
I like that Particle Smasher's altfire does different things depending on where impact landed, but all of them feel too weak for the ammo they use (one rocket and lotsa cells). For instance the ground shot (on SS) knocks enemies to the sides dealing little to no damage (most of the time even zombiemen survive it), so the final wall explosion is almost always wasted. Maybe that was the original intention, but it would've been much cooler if it didnt knock enemies aside but pressed them into a wall where final explosion happens, finishing them.

Also on the note of knocking things around - I like the rocketlauncher knocking things, but I think it knocks enemies too far, so when you fire a volley of rockets into a distant enemy first or second one knocks him several meters to the side of his position and the rest of them simply fly by. If there was a way to make bigger enemes "heavier" and more resistant to being pushed around that would've been great.

Welcome to the internet, where everything is desecrated and nothing is spared.

>> No.2902816

Super kek.

>> No.2902818


yeah, the downward shot is purely defensive, direct shots with the altfire are devastating though.

I'm lowering the push force on the rocket launcher though, what the fuck was I thinking there.

Thank you for the feedback though, I need you guys to tell me this shit

>> No.2902821


>> No.2902827

"finally"? Its been going on for months. doom_txt twitter is obsessed with it.

>> No.2902831

>devs and playtesters play with controller

I've got a bad feeling about this.
unswitchable mouse accel/smoothing because nobody bothered to test how awful it plays anyone?

>You dont regen health at all and have to find it
well thats a relief. i hope you can find it lying around instead of having to alaways beat it from demons.

>its like "force awakens"
Oh god please NO.

>> No.2902832

We know some played with kb+m though.

>> No.2902843

Why is the Baron wearing mittens?

>> No.2902848
File: 934 KB, 1360x768, Screenshot_Doom_20160102_145047.png [View same] [iqdb] [saucenao] [google] [report]

I did
And I enjoyed what I call La Madness (forgot the propper name).
Mark is an OK mapper IMO.

>> No.2902853

Because his hands are on (green) fire I assume.

>> No.2902880
File: 687 KB, 1768x992, Screenshot_Doom_20160108_173048.png [View same] [iqdb] [saucenao] [google] [report]

Another thing about Rockets and other projectiles: I think they might have a bit too large of a hitbox - very often when you shoot at the enemies on elevated platforms projectiles hit a wall while it clearly looks like they should hit.

It's even more apparent with autoaim when projectiles almost never hit the target.

>> No.2902897

Brutal Doom's Starter Pack.
You don't need Brutal Doom to play it.

>> No.2902967

great, now i want to see more of this

>> No.2902980

The "creator" of Brutal Doom scammed the artists who were responsible for the sprites I heard.

>> No.2902992

Not really scammed.
Scamming would be asking artist to make sprites for money or "use a" then not paying them for work, or using sprites for "use b".

Mark simply took sprites and code from various sources without asking or crediting said sources, and took full credit for the work. When his mod got popular and other modders took notice of it, they also noticed that a lot of their work was present there and they did not authorise it. Drama ensued (i think that was one of the first BD dramas), and then fanbois started occusing those criticising BD of jelousy, which elevated drama to the whole new level - you can still see remnants of it in the previous thread when it was brought up by a fanboi in discussion of HDoom anti-BD technique.

later mark presumably either gave credits to the authors... somewhere, or replaced the stolen stuff with his own, IDK but the dramas died down.

Now Mark himself is not a nice person and not really pleasant to be around, but he is not a bad modder (albeit his code is shit) and a decent mapper, so he is not hated here, but his attitude and fanbois always bring so much drama so threads often devolve into shitslinging fests in his presence, which makes him come here less and less.

>> No.2902997
File: 3.22 MB, 255x233, 1416171257767.gif [View same] [iqdb] [saucenao] [google] [report]

What, Doom with Undertale?

>> No.2903000

the copyright police are alive and well

>> No.2903019
File: 280 KB, 660x1020, spladoom.jpg [View same] [iqdb] [saucenao] [google] [report]

They're playable enough.

1 has a lot of levels missing, and no big bosses.
Controls are ok, processing speed is adequate if you turn off shading, otherwise it'll slow down in a lot of places.

2 is basically the entire game, no missing levels, no missing monsters, you can't turn off shading, but on the flipside the enemy AI is very nearsighted and won't recognize your existence if you're not close enough (like 20yds), which likely saves some processing power.
Some levels are somewhat trimmed in size, two of the really big levels were cut in half instead of being neutered.

The music in both is pretty good.
Both are censored thanks to the fucking Krauts so all blood and gore is edited and censored, blood is green and bodies despawn.

Texturing is somewhat less varied and bland, they probably wanted to save space on the ROMs and thus cut a bunch of textures they didn't find "necessary", then retexturing places.

Overall, they're ok, they're Doom in your pocket, it plays like Doom, it looks and sounds like Doom, it's not a full experience (though 2 gets the closest), but it'll entertain you enough, and I say this as a spoiled fag who play with basically only gameplay mods when possible.

Doom is just inherently fun and even the worst port doesn't stop you from having at least SOME fun, even the 32X port is kind of fun.

>> No.2903021

>start up demonsteele with brutal doom at the same time
>just for shits
>tiny golden skeletons swarm me and have infinite health
i.. what?

>> No.2903025

Both mods change same things (monsters, items), which can not be changed at the same time and will cause all sorts of conflicts.

This thing is absolutely obvious to anyone who's at least somewhat familliar with what mods actually do, or to anyone with any semblance of knowledge how games work.

Not your case obviously - for these cases, Terminus implemented a script that will spam you with unkillable agitated skeletons if you try to run the two mods together.
If you actually, really, absolutely want them to work together you'll have to carefully merge the monster behaviour of BD with DS, which is an awful lot of work, even without debugging the resulting mess, and nobody have time for that.

>> No.2903026

Doom is just inherently fun and even the worst port doesn't stop you from having at least SOME fun, even the 32X port is kind of fun.

The soundtrack is fucking amazing.

>> No.2903028
File: 59 KB, 400x486, business-commerce-accountability-feigns-ignorance-acting_ability-insult-gla110311_low.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2903031
File: 97 KB, 523x521, 1451176503235.jpg [View same] [iqdb] [saucenao] [google] [report]

>zdoom + doomrl monsters
>anime lasers everywhere

>Samsara + wolfendoom
>living gibbed nazis trying to melee you
>mancubi who shoot treasure at you while making bird sounds

>> No.2903054

This is why you check yourself before you FUCK YOURSELF

>> No.2903073

At which point did you give up trying to play Sunlust on UV? Map08 for me

>> No.2903080

That's the unfinished ZX Spectrum port.
The 32X version actually has pretty bad music.

>> No.2903083
File: 7 KB, 694x448, 1342316901299.png [View same] [iqdb] [saucenao] [google] [report]

Damn, I ragequit yesterday, but if you're still here then I could use help actually.

Basically my problem is no matter what I do the only fucking thing quakespasm will ever do it give the error
>W_LoadWadFile: couldn't load gfx.wad

And yes, I have the fucking pak files, I'm not completely fucking retarded.

I tried using putting them in the folder, I tried using shareware in case it was just having trouble loading both paks, I tried opening the pak with quakespasm, I tried running
>quakespasm pak0.pak
>quakespasm --help

It literally will not do fucking ANYTHING other than spit out that fucking error. It doesn't generate a config file at all either.

It's fucking infuriating too because I've used quakespasm before and I remember it being pretty fucking easy to use.

>> No.2903086

... the .paks are in id1/, right?

>> No.2903098

>strafe50 on turns is impossible in the original engine
This has been found to be untrue, and in fact we have examples of demos from the 90s with SR50 while turning https://www.doomworld.com/vb/doom-general/73161-sr50-with-turning-in-doom2-exe/

>> No.2903107


Why? That's fucking stupid.

Well I got it working, but now is there anyway to run it without having to have the files in the same folder? I thought I did this before.

>> No.2903110

haha, wow. i missed that thread.

so you can do it, but you need an external controller device which bypasses the usual input and tic building code.

i obviously hadn't considered this and was just thinking of what can be done normally with keyboard+mouse.

thanks for the link.

>> No.2903114

In a small map for gzdoom, should I be concerned about having a shitload of sloped sectors for performance? There will be few if any dynamic lights and few 3dfloors, and they won't be used in such a way that they affect monster pathfinding or anything.

>> No.2903124

>so you can do it, but you need an external controller device which bypasses the usual input and tic building code.
technically you could just build a small executable that you used to load the control API, which just passed through the mouse / kb input, except that it rewrote strafe inputs as SR50 instead of SR40.

>> No.2903129

but that would surely disqualify any recording as being tool-assisted?

>> No.2903148

depends on what you consider "tool assisted". is using the external control API banned to begin with? is using a special controller that the game specifically has code to allow you to use really "tool assisted"? that would be like disqualifying runs of Steel Battalion that actually use that giant custom cockpit controller.

this is further muddled by the fact that compet-n rules specifically allowed TSRs to force novert or that let you instantly spin 180 degrees with a button tap. how is *that* ok but other TSRs aren't?

>> No.2903161

Yeah, he is, my only gripes really being the invisible walls and inaccessible outside areas on certain levels.

>> No.2903190

>mod includes iron sights and jelly eyes
>makes player move slower that in vanilla doom
>includes support AI
>maps feature an overly consistently militaristic aesthetic, cringy end screen with jets and tanks included
>off limits points and walls and inaccessible areas
don't know how hard am I going to be lashed out at for this, but I can't shake the feel that people enjoy the shit he puts out simply because it taps hard into their modern TACTICOOL sensibilities in one way or the other

>> No.2903202

i played it, got to map03, noticed it was a barely-edited freedoom map, closed it, and never looked back

>> No.2903204

That is 100% Ъ.

>> No.2903213

that's what I can see happening in most cases, yeah

>> No.2903215

>Mark is an OK mapper IMO.
Yeah, he's honestly a WAY better mapper than he's a modder (not that he's terrible, but I dislike a lot of his practices and style).

I really think he should do way more mapping.

>> No.2903218
File: 8 KB, 389x371, 1330742721930.png [View same] [iqdb] [saucenao] [google] [report]

I was talking about the mapset mang. But okay, I'll bite.

>iron sights
optional, slows you down, don't use them unless you a codbabby

>jelly eyes
this I can agree on, but it isn't near as bad as it could be.

>player moves slower
I noticed that, I also think that earlier versions actually made you move faster than normal? Weird.

>includes support AI
And that is a bad thing?

Doomguy is a marine, in some sort of military, and, of course, the only thing standing during a hellish invasion will be the military. What is logic. Also, maps, not the mod

>off limits points and walls
Yep, that's pants-on-head retarded. A mappers greatest sin when it comes to exploration. Also the mapset, though, not the mod. But since Mark designed the maps, he can take that hit.

People enjoy the mod because it gives them a way they can enjoy an (in their eyes) outdated but interesting game under a new modern filter. MOAR BLOOD, MOAR GUNS, 'SPLOSIONS.

>> No.2903243

Isn't the Archvile suppose to be a Lovecraftian ghoul or something? It makes sense for it to sound alien.

>> No.2903246

>Yeah, he's honestly a WAY better mapper than he's a modder

I agree.
I would be 100% okay if he dropped Brutal Doom, never came back to it, and focused entirely on making maps.

>And that is a bad thing?
Not him but support AI in Doom mods is nearly universally terrible, terrible, terrible. They behave like arse.
Doom AI was not intended for anything more than just chase and attack, and friendlies demonstrate this the most.

>> No.2903263
File: 135 KB, 640x427, chocolate chip blondies 3 - small.jpg [View same] [iqdb] [saucenao] [google] [report]

>don't use them unless you a codbabby
I like iron-sights on rifles if it makes sense, and if the weapon is still useful without them. I mean, what's more interesting? A weapon that's basically just a reskinned chaingun, or a weapon with more than one use?

Like you have an assault rifle, you can lay down rapid fire at closer distances and it does good damage, or you can chose to use the sights at longer ranges for controlled shots (I prefer if you can't fire full-auto when looking down the sights, to further differentiate the modes).
However, if there already is an assault rifle with ADS, there doesn't really need to be another, not for a game like Doom.

Or maybe you have on old world war bolt-action rifle, it's powerful and it has a bayonet for close quarters fighting, but what it's really good at is accurate shots at longer ranges.

On pistols, subguns and LMGs there really isn't any point though.

>> No.2903280

yeah i should have clarified that I was in fact referring to both the starter pack and brutal doom at once, sorry for the confusion

>> No.2903329

What's the deal with this Undertale thing? I've stopped following modern gaming.

>> No.2903337

The Archvile's BLLRRRRGLRRLLLLL sounds alien, but the HN-HN-HNNNN is classic, one of the creepiest sounds in all of gaming imo.

>> No.2903340

i don't know either, all i do know is there's a skeleton in it

>> No.2903341

An odd indie jrpg that had a very succesful kickstarter and marketing campaign. It was released a few months ago to critical acclaim and it got a pretty big cult following.

It's to games what adventure time is for cartoons perhaps?

>> No.2903346

its a indie game that got really popular and /v/ went apeshit after it

The creator was this guy who made music to the earthbound and homestuck fandoms, so the fans started talking about the game everywhere and eventually, let's players got into that, which made the game explode in popularity

What followed next was "tumblr" taking over and making their usual garbage fan art, and started cherrypicking things about the game, claiming it was "made for them", thing like the main character not having a explained gender or the two gay couples

Eventually we ended up with the usual "/pol/ vs SJW" scenario where everybody who defended the game was called tumblr and everybody who hated the game was called /pol/ or something, you couldn't even talk about the game without shitposters derailing the subject into tumblr and its appreciation

Things only got worst when furfags joined the fandom and started making shit loads of bad porn of it, and /v/ started calling the fans shills and the average autistic shit they say, people who never played the game shitting on it, and the fanbase on /v/ going full damage control

tldr; indie game that caused a shitstorm on /v/ because it was "progressive" and the fandom was Steven Universe levels of bad

>> No.2903349

Nah, its the Steven Universe of vidya, it exploded because of its waifus, tumblr tried to "claim it from 4chan", the fandom was annoying as fuck, the game was extremely mediocre but had some neat ideas and character designs, story was all over the place and tried too hard to be deep and complicated, anime jokes that showed how unprofessional the creator was, plus the shitstorm it caused on its respective board

>> No.2903362

I got it from hearsay that Toby actually despises the fanbase to death.

>> No.2903365

Wow. OK, glad I completely missed all this.

>> No.2903367


And what the fuck does this have to do with Doom?
Stay on topic, shitheads.

>> No.2903398

>story was all over the place and tried too hard to be deep and complicated
While I agree I still when people even attempt at depth in video game writing. Same with it's approach to choice and consequence.

I get pretty blind to great flaws when a game has elements I really really enjoy though, like with The Darkness (2007)

>> No.2903406


What would you like to see more of in gameplay mods anon?

>> No.2903409

OK, is Legacy of Suffering (I think this was the mod that made a Doom3-like Doom) worth playing? I had played it just a bit years ago.

>> No.2903418

He asked a question and i answered

>> No.2903419
File: 225 KB, 500x738, 1426089616813.png [View same] [iqdb] [saucenao] [google] [report]

>try out prodoomer because it sounded and looked cool
>it's death pit the map pack
and it did seem pretty cool too with all the upgrades and shit you could get, RIP deathpit/10

>> No.2903424

Legacy of Suffering is one of those mods that was groundbreaking when it came out and absolutely amazing at the time but has not aged well at all.

At the very least, it serves as motivation for other BRs to do something neat.

>> No.2903448

After several weeks of development, DOOM Retro has now reached v2.0 and is available for download. This new version sees many obligatory speed and stability improvements, as well as some major features such as an unique alternate HUD. Alun "Viggles" Bestor's Cacoward 2015 winner BREACH.WAD is now also bundled with DOOM Retro.

>> No.2903454

i am not the asker but i am grateful for your answer

>> No.2903479

You should try the game out for yourself though.
I think the fanbase gets a bit nasty, but it was seriously my favorite game of last year.
It's not the absolute messiah most make it out to be, but it is really fucking good.
Especially if you're a fan of old Nintendo RPGs.

>> No.2903489


Put fake Pinky shit in the rev's shower.

What will follow will the rev gettin' mad as fuck, firing rockets everywhere while Doomguy's screaming "IT'S JUST A PRANK!!!!!"

>> No.2903493


"On days like this, kids like you should be burning in......well, here."

>> No.2903516

What's the best ww2 weapons/texture pack?

>> No.2903519
File: 24 KB, 416x491, mmmmm.png [View same] [iqdb] [saucenao] [google] [report]

For multiplayer, I should add.

>> No.2903547
File: 167 KB, 554x348, doomretro_althud.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2903552

WW Nazis.

>> No.2903554

The engine has very nice presentation, but overall it's an answer without a question.

>> No.2903567

Am I right to think that a proper adaptation of the Masters of Doom could only be done as a visual novel?

>> No.2903569

>The player’s weapon is now fullbright while the player is being injured.
wtf? why?

>> No.2903579

Is the new doom supposed to be a joke?

>> No.2903585

rga ww2
ww2 realism mod

>> No.2903601


No, they're very serious about it.
I'm still laughing.

>> No.2903603

How do you mean didn't age well? Gameplay wise or looks wise?

>> No.2903606

I see, I might give it a try.

Movie when

Did they reveal anything new to warrant an extra reaction?

>> No.2903614

Thanks. Seems to work fine

Do either of those run with zandronum properly or am I doing something retarded?

>> No.2903615

I get that some people think the new DOOM is modernized trash, but it looks like a serviceable shooter to me even if nothing is really amazing about it at all. What I don't get is the people that go out of their way to take a gigantic shit all over it because it isn't the original games.

>> No.2903616

>ww2 realism mod

I actually didn't try this one because that headbobbing is atrocious.

>> No.2903621 [DELETED] 
File: 23 KB, 563x319, 1450629955418.jpg [View same] [iqdb] [saucenao] [google] [report]

>id software is filled with console scum
No wonder the game is shit.

>> No.2903623

i think they ONLY runs on zand

>> No.2903626

>Did they reveal anything new
there was a game informer article last thread

>> No.2903632
File: 180 KB, 1280x760, Caco.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly, a lot of the recent interviews/GI stuff really quelled most concerns I had with the new DOOM.
The fact that there's a big emphasis on exploration/non-linear levels, and also the variety in location and scenery both get me really excited.
I also really like the art direction. A lot.

>> No.2903635

I just checked it out on youtube, and damn those are some proper fucking mode>sprite rips unlike the RGA garbage

>> No.2903637

It's my album up in the news post at the top. I also posted it at other places, like Doomworld.
It was amusing seeing at least two or three reposts of it after that, including one in the same thread.

>> No.2903642

i saw the link in the last thread and added it to the news post. i am sorry if you feel you have not been credited properly or something

>> No.2903647

>art direction
It's a somewhat fresh take on the busy/super-detailed grim style that's been everywhere since.. Gears of War?

I absolutely love the cacos. Vestigial limbs is pure genius - still think they ought to have pupils though, and the eyebrow plate should be able to slide down and make a frowny-face.

Only monster I'm not really fond of is the cyberdemon. I also prefer the Doom 3 incarnation of the pinkie over any other, that thing was terrifying as shit.

>> No.2903650

>still think they ought to have pupils though
I want them to have cloudy eyes, and then have pupils that reveal themselves when they spot you
That would be cool as shit imo, but I doubt it's gonna happen
>and the eyebrow plate should be able to slide down and make a frowny-face.
That would be nice. They are already a bit frowny, too.

Agreed about the pinky and the cyberdemon. Hopefully the cyberdemon shown isn't the real one.

>> No.2903652

I don't really care about credit. I got the images from an anon's series of posts in a thread two days ago, and when I asked if there was an album there was no response, so after the thread archived I put it all together. So if anything credit a random anon at /v/.

>> No.2903657

>I also prefer the Doom 3 incarnation of the pinkie over any other, that thing was terrifying as shit.
How does it feel to have an incorrect opinion

>> No.2903658

Don't trust gaming websites, they are just like political websites, always biased in some way, just wait until the damage is done and wake up to smell the roses
There is nothing really special about it, better than doom 3 but still not as "metal cover" as it should be, you can still feel the sci fi fad vibes coming from enemies like the lost soul and cyber, they really need to make these demons look less like aliens and more like traditional demons, these designs are just grey and white boring with no eyes

>> No.2903660

Don't be like that.

The pinkie is the worst designed monsters in the original game. It's neither charming nor cool.

>> No.2903662
File: 233 KB, 1280x765, Hell's Mouth.jpg [View same] [iqdb] [saucenao] [google] [report]

>still not as "metal cover" as it should be
It literally cannot get more metal without the whole fucking level being blood and corpses.
This skull is straight off of the god damn Danzig logo.

>> No.2903664

When I first saw this I almost thought that was an eyeball hanging out of the left socket, but that's just the indentation and lighting on the jaw line

>> No.2903668

>Don't trust gaming websites, they are just like political websites, always biased in some way
How the fuck does this apply to anything he mentioned?
He was stating things that Marty said in an interview.

>> No.2903669

Fucking Snapmap sounds like shit, but I have hope for the base maps/campaign

>> No.2903671
File: 218 KB, 1280x765, lost-soul.jpg [View same] [iqdb] [saucenao] [google] [report]

I kinda agree with you about the cyberdemon, but what on earth is wrong with the lost soul?

>> No.2903676

All I want is real mod support.
As in being able to mod the core of the game, not like snapmap where it's just lego.
I'm not keen on the new gameplay model, but it sounds like it would be easy to make old school.
I love how they're going for the '15 year old's mathbook doodles' direction for the art now, it looks rad as fuck.

>> No.2903681

Honestly one one hand, the Cyberdemon and Lost Soul look very much like hellish entities that belong in hell. I mean, shit, in comparison the original Lost Souls are really lame just being a floating flaming skull of anger. But simultaneously they look a little too derived from things like Diablo for their own good.

>> No.2903682


Wow, it looks like a playset.

Doom: MotU edition. I for one would love to play an 80~90's toys based game.

>> No.2903685

>All I want is real mod support.
Agreed. I'm actually surprised they're pulling this snapmap shit. Snapmap would honestly be cool as fuck for console - not PC. It's a definite step down on PC.

>> No.2903690

Snapmap makes sense for those who just want to have fun, like the Portal 2 map editor. But with Portal 2, they also had full-on mapping tools and very limited modding tools, so you could even create something in the map creator, export it and use the mapping tools to script it and detail it or so forth. Real missed opportunity here.

>> No.2903691

Needs more color, its fucking hell, make everything look like its alive and give the place some volcano level ish vapor coming from the ground, its going to fit the stage like a glove considering the amount of lava that can be found in the location
I was talking about being careful with these kinds of websites considering other shitty games that had good reviews claiming this and that about them when that was non existent on the final product, interviews are fine though
Remove the eyes and the mouth's inside, make it either empty or pure darkness, Lost soul just looks like a disembodied alien head that happens to be on fire, rather than a skull with no skin and shit, make it look more like doom 3's Forgotten One, except with more details here an there

>> No.2903701

The LS is pretty good actually, but Cyberdemon is shit.

It probably is going to be "seviceable". But it's kinda sad that that's what a Doom game gets reduced to.
Also, I don't think they managed to balance the spooky to cool factor. Doom 1 and 2 have it pretty much nailed down, Doom 3 was too heavy on spook (had pretty much 0 cool actually), this seems like it's going to jump from to the other.

>> No.2903705
File: 11 KB, 400x615, char.png [View same] [iqdb] [saucenao] [google] [report]

The "forgotten one" from resurrection of evil was GOAT.

Anyway, opinions on this Imp sprite edit concept? The idea is that he's charred like a burn victim, and is filled with hellfire on the inside so he 'bleeds' jets of flame instead of blood.

>> No.2903709
File: 760 KB, 3456x2109, 3bK7n76.jpg [View same] [iqdb] [saucenao] [google] [report]

>give the place some volcano level ish vapor coming from the ground
they already did that and people called it a 'piss filter'

>> No.2903716

I like the concept, but he should be a bit more... charred.

>> No.2903718

>Anyway, opinions on this Imp sprite edit concept?

Looks like a recolor with a filter.

>> No.2903725

needs some red, charred bodies usually have some dead skin and small amounts of raw flesh here and there, try adding some brown and red here and there to see how it goes, try doing that so the black can stand out more

>> No.2903735
File: 968 KB, 500x330, tumblr_n0k7be4q8l1tpe7lxo1_500.gif [View same] [iqdb] [saucenao] [google] [report]

>Looks like a recolor with a filter.
Exactly what it is, thus "concept".

I think I want go for a coal/ashes/embers type of look rather than charred hamburger. Perhaps one those more skeletal imp edites floating around would be a better base?

>> No.2903737

>that image
Them try focusing more white around the mouth, add some "holes" through the body which would have said fire barely escaping from, do something about the spikes so they don't mess with the rest of the stuff

>> No.2903749

Good idea. Could even remove the spikes entirely and have him pockmarked with burning holes instead. Or perhaps cracks, like the surface of lava.

>> No.2903768

good idea, just don't make the holes too big

>> No.2903772

You also want to get that crimson-like color in your pic if possible

Holes and cracks maybe, but don't overdo either.

>> No.2903776


Funny, the nails are 3x3 and the rockets are 5x5, should I make them even smaller?

>> No.2903781

Take your pick.

Absolute shit, left, versus fucking gold, right.

The one on the left has fucking downs, and has been appropriately curbstomped as a result.

The one on the right is a self-respecting, intimidating, baron of hell.

>> No.2903784
File: 1.18 MB, 1080x646, yrdtz5r9.png [View same] [iqdb] [saucenao] [google] [report]

I also have the downs because of failing to put the image in.

>> No.2903791

left: lolmspaint edit
right: shitty high res redrawing
verdict: troll, ignore

>> No.2903792
File: 65 KB, 1024x618, 16041249967_85d55d3fd7_b.jpg [View same] [iqdb] [saucenao] [google] [report]

Bara of hell it is

>> No.2903793

sitting on park bench unzipping boiler suit version when?

>> No.2903794
File: 2.08 MB, 720x360, rocket tweaks.webm [View same] [iqdb] [saucenao] [google] [report]

I'm thinking cutting the knockback even further down from this, what do you guys think?

>> No.2903797
File: 12 KB, 250x200, 1450534600598.jpg [View same] [iqdb] [saucenao] [google] [report]

>meet Bara of hell
>he is wearing blue jeans
>unzips jeans
>brown coat
>unzips coat

>> No.2903802

less knockback would be better

>> No.2903803
File: 105 KB, 1394x900, federico-spissu-face6.jpg [View same] [iqdb] [saucenao] [google] [report]

My husbandu might not be as handsome as he used to be, but I hope I can love him any way.
I just want mod tools for bara-doom 4

>> No.2903807

>Baron is a sadist dominator
>likes to be on the top
>Knight tries to act tough but in reality is a submissive bitch
>Is into pegging

>> No.2903812
File: 136 KB, 540x422, tumblr_inline_o023fwKBUN1r95fgm_540.png [View same] [iqdb] [saucenao] [google] [report]

I hope the doom monsters artist never changes

>> No.2903818
File: 68 KB, 518x429, Bara of hell.jpg [View same] [iqdb] [saucenao] [google] [report]

Boy do I wish we had more drawfags around here.

>> No.2903820
File: 6 KB, 128x130, char2.png [View same] [iqdb] [saucenao] [google] [report]

second attempt

>> No.2903823

give me a few minutes

>> No.2903824

Needs more black
Also do one with the cracks

>> No.2903825

Latest revision of beautiful doom is at It's pretty sick.

>> No.2903829

It looks pretty good now, but I would avoid using the same colour for the eyes and the burns.

>> No.2903834

Yeah I wasn't sure how to solve that. Larger coronas and a lighter shade of yellow to represent more heat? Or I could just do the unthinkable and make them /not/ glow.
I don't think too much pure black is very advisable when it's supposed to be moving around in a game environment. I could be wrong though.

>> No.2903835
File: 1.37 MB, 720x360, getting there.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, this is starting to get a little better, I'm keeping just a little bit of the radiusthrust though, which will let you pin monsters to the wall with repeated shots and do more damage.

I'm also adding a bit of a cooldown between kicks.

>> No.2903839


>> No.2903841

nice, could you try doing something about the mouth? Like, if he didn't had a jaw and his mouth was always pure fire with white coal around it

>> No.2903845

Looks like it was sculpted out of silly putty...

>> No.2903859

Anyone remember that wad posted a few threads ago? It was an alpha of a huge (though, at the time, empty) to-scale city port. It was called CityALPHA_ThePortA2.

Were there every any updates to that? Was it ever finished?

>> No.2903878
File: 6 KB, 120x122, char4.png [View same] [iqdb] [saucenao] [google] [report]

Along these lines?

>> No.2903880

oh right you said *no* jaw. whoops.

>> No.2903883
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2903892

Just a big bigger, go up to the nose

>> No.2903902
File: 270 KB, 1366x768, Screenshot_Doom_20160108_200547.png [View same] [iqdb] [saucenao] [google] [report]

you see this?

you probably can't tell because of all the darkness bullshit surrounding it, but it's morcillete's mappack I'm playing with hideous destructor

so, long story short, upon arriving to a open arena style area I encounter a cyberdemon in the middle, and, upon observing there was a door right across the courtyard, I decided to completely disregard any other shadow of doubt and common sense I may have had at the time.

I made a run for it. slowly sprinting all the way towards the side of the van and the airplane, hoping they might perhaps serve as protection against the cyberdemon's rockets. I instinctually save my game upon arriving to the desired position.

this was legit the single most legit ~fucktarded~ decision I've ever taken in any gameplay I've done for this game.

You see, the motherfucker is able to /FLIP/ both the fucking plane and truck in mid-air with his rockets. Leaving me not only completely exposed to his attacks not only because of the size and length of the vicinity alone which would in turn make it harder for me to avoid them, but because I, being the slug fatfucker that I am, am now completely out of stamina to make it out with.

So I find myself not only left hearing 64 Doomguy's 'AAAAAAAARGHHHHH' over and over again, but also hearing the Tyrant and Shotgunguy's gunshots from across the yard.

Thank you, Hideous Destructor.

>> No.2903917

I'm sorry, but it looks like a racist caricature now.

>> No.2903919

You from /pol/ by any chance familia?

>> No.2903929
File: 5 KB, 228x232, charred.png [View same] [iqdb] [saucenao] [google] [report]

I thought it resembled a capuchin monkey!
Final version here. I need to stop spamming and go to bed.

>> No.2903949
File: 375 KB, 960x720, KazuyaofHell.png [View same] [iqdb] [saucenao] [google] [report]

Looks pretty good

Also i did something

>> No.2903984
File: 145 KB, 800x600, yikes.jpg [View same] [iqdb] [saucenao] [google] [report]


>unholy oral

>> No.2903990
File: 29 KB, 400x300, 1450046297505.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't noticed that the first time

>> No.2904001

>After several weeks of development, DOOM Retro has now reached v2.0 and is available for download.
Oh boy, a new version of a sourceport literally nobody asked for or wanted!

>This new version sees many obligatory speed and stability improvements, as well as some major features such as an unique alternate HUD.
Amazing! Things I could already get with Boom and ZDoom ports with minimal effort and much better compatibility and support!

>Alun "Viggles" Bestor's Cacoward 2015 winner BREACH.WAD is now also bundled with DOOM Retro.
Well alright, can't complain about this.

>> No.2904026

What the hell man. Why do you feel the need to shit on someone who's contributing to the DOOM scene? No one's making you use this guy's source port. His design ethos seems to be "I want DOOM to be a certain way and none of the existing source ports satisfied me, so I made my own. Check it out if you want." How the fuck do you find fault with that?

>> No.2904039

What's wrong with someone spending spare time making a source port that they publically update? It's not like it's pretending to be the best.

>> No.2904050
File: 151 KB, 800x600, this took way too fucking long.jpg [View same] [iqdb] [saucenao] [google] [report]

I love it.

>> No.2904068
File: 88 KB, 737x496, Cyberherrington.jpg [View same] [iqdb] [saucenao] [google] [report]

we need more gachimuchi/doom crossovers

>> No.2904134

I like Terry WADs.

>> No.2904156

>Legacy of Suffering
In my opinion it aged just fine - it's a great mix of old and new with good design that is it's own thing, rather than being a Doom3 copypaste, while being strongly reminiscent of it. I wish there was more of it, sadly the continuation was never made due to lack of interest.

>> No.2904157 [DELETED] 


>> No.2904179


Other ports do at least something that defines them and differentiates them from the crowd - this port has no such thing.

And the author heavily advertised it on gaming sites, trying to pass his shitty port as "the true way to play Doom in a retro-way", while completely deviating from vanilla with needless features (round shadows, moving water, pretty translucenc that makes specters clearly visible, incomplete Dehacked support, etc etc.), while completely lacking in useability.

Well, nobody would actually cared for it if not the constant shilling by its author and fanbase.

>> No.2904189

IDK, maybe it's not the hitbox per se, but something is definitely wrong ant it completely screws the autoaim, as well as manual aim when shooting monsters on ledges.

>> No.2904194

This looks absolutely perfect.

>> No.2904204
File: 64 KB, 248x287, ahahaha faggot.png [View same] [iqdb] [saucenao] [google] [report]

>named Doom Retro
>isn't anything about it that's actually retro
>adds a bunch of halfbaked modernized features that other sourceports do much better and have done for several years
>begs people for money for providing them with this

>> No.2904208
File: 207 KB, 570x668, 1397988877805.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2904213


Gimme an example, like a level where you're having this issue and I'll try to replicate it myself, I'll ask some other people to try it as well.

This is really fuckin weird

>> No.2904218
File: 2.65 MB, 367x274, SO REAL IT HURTS.gif [View same] [iqdb] [saucenao] [google] [report]

I prefer Doom Retro to Chocolate Doom because you can set the gamma below 0, a lot of the effects are nice looking, and I like running low resolutions in HD.
Please don't crucify me.

>> No.2904221

Any level with enemies on higher than usual elevated platforms? To be fair, it only occures when the platform is about 128 units higher than player (not sure about correct numbers). The shot is from Valiant map16 or something.

>> No.2904225
File: 182 KB, 537x549, 1385432794521.png [View same] [iqdb] [saucenao] [google] [report]

Anon, I... I agree with you. I like Doom Retro too.

>> No.2904387
File: 1.71 MB, 720x360, slower kick and stronger balls.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, there's a cool down between kicks if you just hold altfire, though you can cancel out of it if you punch, that way you can't spam kicks but you're not totally defenseless either.

Trying to make the daibatana primary fire hit like a truck, but dangerous to use at close ranges because that explosion hurts the shit out of you of course.

>> No.2904395
File: 54 KB, 394x480, 1297552566769.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else have an issue with demonsteele where the pump action shotgun spawn does not spawn the ds shotty?

The double barrel spawn works with it but not the pump shotgun spawn.

>> No.2904402

It does that for the first map. Shotgun spawns on consecutive maps will provide the shotgun.

>> No.2904404


ah ok, weird.

any fix for custom maps? or just spawn a shotty?

>> No.2904430

Anyone got a link to where perks and all non-doom bullshit is confirmed?

>> No.2904451


The shotguns for both characters are stupidly strong, definitely SSG slot instead of normal shotgun slot.
But if you really, really, really want to get it early, then yes, just spawn a shotty.

>> No.2904468


I cant find the console command to spawn a shotgun.

is there one besides entering idkfa?

>> No.2904470
File: 1.99 MB, 720x360, I suck ass at shotgun jumping.webm [View same] [iqdb] [saucenao] [google] [report]

You think maybe I should lower the projectile count a little, seeing as this attack only consumes 4 shells now?

>> No.2904476


>summon shotgun
>summon supershotgun
>summon ShotgunPickup

>> No.2904480

Do you guys use GZDoom or ZDoom for Demonsteele? Also any fun wads that go together well with Demonsteele that fit the aesthetic or just play well with the mechanics?

Also what's the difference between GZDoom 2.0.05 and 1.8.10? Which of those should I use for Demonsteele if I should GZ?

>> No.2904503



>> No.2904517

I use GZDoom myself. All the effects just look better when they aren't getting palette-raped to hell and back, and it plays much more nicely with translucency than software does.

GZDoom had a renderer rewrite between 1.x and 2.x versions, increasing the OpenGL requirement from 2.0 to 3.0, but you only really want to bother with the new versions if your hardware supports at least OpenGL 4.0. If it does, you'll see good performance improvements over the older 1.x versions. If not, stick to the older 1.8.10. Demonsteele targets Zandronum, so it'll work with either version of GZDoom. Just use whichever you get better performance from.

>> No.2904541

It never really bothered me but...

why does Quake's Grunt hold his axe in the right while every other weapon is centered?

>> No.2904554

Why does the Doomguy punch with his left fist when every other weapon, including the chainsaw, is centered?

Probably because punching or swinging an axe would look weird as hell if centered.

>> No.2904557


Why the fuck does he take his gloves off, that's my question.

>> No.2904569

>Also any fun wads that go together well with Demonsteele that fit the aesthetic or just play well with the mechanics?
depends on who you're playing

for shihong, techbases are very good
so like the original scythe, eviltech, equinox, the vrack trilogy

for hae-lin, you want ruins or hell environment
so scythe 2, the eye, brotherhood of ruin, newgothic

>> No.2904663
File: 642 KB, 720x360, splinters.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.2904664
File: 71 KB, 514x388, error.jpg [View same] [iqdb] [saucenao] [google] [report]


Thanks. For some reason I get some sort of error in the console when using GZDoom, will that cause problems down the line? Some sort of missing textures I think, I'm just running off the Doom 2 wad from the download in the OP. Here's the console.

and it seems like Zdoom runs slightly faster, as in the gameplay is faster. Any reason to that or GZDoom enough to tax an i7 4790k and a gtx970 compared to Z?(I kind of doubt it) Or maybe some sort of settings can slow down the gameplay a little?

>> No.2904668

I also forgot to mention I use ZDoom launcher, though I guess I should just drag and drop the wads? Though it's more convenient for me.

>> No.2904680

Nah, they won't cause a problem. Looks like some sprites assigned via the textures lump aren't registered properly.

>> No.2904710

They ease up after a while, just use fly to skip the jumping bits. I've beat it and it is worth sticking to the end since the later maps are a blast. it's a huge clusterfuck but a really enjoyable one that feels like an adventure.

>> No.2904714


>> No.2904725

What was that one wad again that showcased skyboxes?

>> No.2904778

>why does Quake's Grunt hold his axe in the right while every other weapon is centered?
Because he's supposed to be shouldering the weapons.
There's no use aiming with an axe.

>> No.2904780

The splinters look really great man. Perhaps make them A_Fade out over a split second instead of disappearing instantly though?

>> No.2904837
File: 22 KB, 640x480, 1452329820.jpg [View same] [iqdb] [saucenao] [google] [report]

after a few pleasantly resource-plentiful maps, jenesis 21 went right back to annoyingly barren

>> No.2904867
File: 60 KB, 820x820, quakesax.jpg [View same] [iqdb] [saucenao] [google] [report]

Any hot new quake maps?

>> No.2904915

neat, but if you have time to waste you should make the crate look damaged after a hit or two

>> No.2904928


3D model download where? Want 3D print so bad. It's brilliant

>> No.2904949
File: 806 KB, 2560x1440, 2015-12-28_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

Arcane Dimensions is pretty much the only recent God-Tier release.
But damn nigga it's good

>> No.2904951

There's that Arcane Dimensions pack people have been talking about. I haven't played it yet, but it looks really good and everyone is praising it.

>> No.2904979

>over 400 enemies
>rune requires a sidequest of sorts

I actually booted up TrenchBroom just to see which of the levels have the four runes.

Crucial Error, Brick Obsession, Foggy Bogbottom and Firetop Mountain got them. The latter is probably the easiest.

That said, I think I ran into a bug with the rune in Crucial Error. After defeating the wizards in its chamber, the door wouldn't open to let me out, so I used noclip.

>> No.2905005


Is it me or does that sax look like a fucked up baguette?

>> No.2905006

It looks vaguelly like something. Just like eveything in Quake 1 due to the low poly count

>> No.2905008
File: 273 KB, 1024x687, poop.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2905015

You'll need -heapsize 256000 and -zone 4096 to run it properly.

>> No.2905026

That's already set when that bug happened.

>> No.2905104

This is pretty great so far, thanks lads

>> No.2905128

someone ate a glowstick?

>> No.2905202

As much as I love Doom and Doomclones, I find myself trying to find out where to go next a lot, so my level times get rather long. Am I just retarded?

>> No.2905220

Just follow the flow, my friend, and by that i mean the map

>> No.2905221

It would depend on the level. Some are pretty hard to find your way in.

Try scythe and scythe2.wad if you want some nice but small maps.

>> No.2905223

Not really. Some modern ports of Doom have an option to colorcode the doors on your map, which certainly makes things easier.

Also most _good_ mappers try to make it apparent where you need to go next (like showing you a door before you encounter a key needed to open it, demonstrating what a switch does either visually or audibly etc.

Nothing can save you from bad map layout though.

>> No.2905250

Speaking of level design: What's the last game that had what we'd call "classic" fps nonlinear type level design in it's single player levels?

>> No.2905251

>playing Sytche for the first time
>Sneak Peak
>get the blue key
>shitloads of enemies everywhere
>run to the starting point, the small room
>3 cacodemons trying to snipe me from the right
>arch-vile coming from the left
I can't be the only one who had my ass kicked by scythe at least once, right?

>that library level
>trying to get the yellow key
>all those revenants from fucking nowhere
>that part with the teleporting imps
>that fucking arch-vile
The only level that forced me to save scum

>> No.2905254

Nah, ludicrous shells means ludicrous pellets.

>> No.2905267

The Rise of the Triad remake did a somewhat okay job with that.

>> No.2905268

>You think maybe I should lower the projectile count a little
Fuck no!

>> No.2905270
File: 762 KB, 1920x1080, Screenshot_Doom_20160108_031102.png [View same] [iqdb] [saucenao] [google] [report]

Just finished the Brutal Doom Starter Pack mapset.

Not bad, city levels were the best. Now I can get back to figuring out how to enjoy Wolfendoom properly.

>> No.2905282 [SPOILER] 
File: 1.27 MB, 1920x1080, 1452363444518.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2905284

I've only played the first starter pack map so far, but I really liked it. I like the way it referenced the original map.

I used Project MSX rather than BD though :^)

>> No.2905360

I installed Timidity For ZDoom but for whatever reason there's this long pause before a song loops, and it's annoying as shit.
Any idea how to fix this?

>> No.2905361

i've done scythe 1-20 on UV pistol start but 21 onwards are beyond me

>> No.2905370
File: 2.44 MB, 320x240, sc11-107.webm [View same] [iqdb] [saucenao] [google] [report]

the blue key is quite easy to bypass with a couple of fairly easy strafe runs

(there is an even cooler way to exit this map with a death slide, but i can't be bothered)

>> No.2905373

What button is bound to use sentinel in Demonsteele?

i could not find the button in the controls section.

>> No.2905383

it's probably right at the bottom of the menu, the menu is longer than the screen usually

>> No.2905402
File: 77 KB, 887x1097, 1450457399155.jpg [View same] [iqdb] [saucenao] [google] [report]

>that webm

>> No.2905403


ive scrolled down and havent found it.

>> No.2905446

Is it possible to scale/offset SetHudClipRect's arguments and the coordinates of a hudmessage to SetHudSize?

Basically I want to change the SetHudSize parameters around during play without the center point of the message moving on the screen or it's clipping box changing shape, as in scaling it. Because there's no scale argument in the hudmessage function for some strange reason..

>> No.2905476
File: 1.19 MB, 320x240, sc11-032.webm [View same] [iqdb] [saucenao] [google] [report]

>>2905370 me
>(there is an even cooler way to exit this map with a death slide, but i can't be bothered)
actually got it to work

>> No.2905523

Would it be possible to code actually useful support AI?

>> No.2905532

What happens in the next level if you do that?

>> No.2905539

Blood? many of the levels can be completed in different routes

>> No.2905546

pistol start

>> No.2905574

>use sentinel
Uhhh. It hovers above your head, bro.

>> No.2905578


ah so it's auto use?

the map i got it on had no enemies (swim with the whales) and I was just testing the 1st map

>> No.2905602

Yup, it's auto use

>> No.2905631



>> No.2905708

That looks amazing. Any more shit like this? Do these work in tandem with other mods like eriguns or brutal doom?

>> No.2905709

Is actually blood harder than shadow warrior? Because I've been playing the latter and I'm getting absolutely shrekt.

>> No.2905737
File: 1.96 MB, 1920x1080, Screenshot_Doom_20150712_120026.png [View same] [iqdb] [saucenao] [google] [report]

Basically just two maps have that particular style, since they're made by the same guy. They work with all mods as far as I know.

>> No.2905765
File: 20 KB, 640x480, 1452378106.jpg [View same] [iqdb] [saucenao] [google] [report]

jenesis 22 - adequate resources.

>> No.2905767

I'm sure that'll work out well.

>> No.2905773

Better, too

>> No.2905801

Anyone ever experience issues with new builds of GZDoom? If I run any newer wads, when I strafe run, textures shift right and left. It's really fucking annoying.

>> No.2905895

Shadow Warrior is pretty ruthless, especially with your weaponset being a bit unusual in utilization. Blood is also unusual, and couples it with particularly tough enemies (including a few maps filled with hitscan cultists).

>> No.2905905
File: 16 KB, 272x216, carnbarn.png [View same] [iqdb] [saucenao] [google] [report]

whatever happened to this guy? why did he quit skulltag?

>> No.2905921


To focus on Wrack.
Pretty fucking terrible decision.

>> No.2905932
File: 74 KB, 1280x720, tumblr_mo6880WrVm1qdsraqo3_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>whatever happened to this guy?
>why did he quit skulltag?

>> No.2905961

Well it meant we got zandronum without all the skulltag bloat.

Wrack seems pretty shitty but I haven't played it.

>> No.2905972

It's really bland. Bobby Prince music doesn't mean shit, especially when it sounds like midi music with a weird soundfont, and somehow they managed to make the pistol even more worthless, a shotgun feel clunky, the chaingun/plasma rifle equivalent has its shots drop over a short distance, and the rocket launcher (and any other explosions) have no damage fade-off. You fight a bunch of bland aliens and robots, through a bunch of bland corridors and bases that make Techbase Doom maps look like Salvador Dali, through gameplay that feels like an awkward and unfun hybrid of Doom and Quake.

It's not terrible but it's fucking soulless.

>> No.2905981

That's pretty much exactly the impression it gave me (vids and reviews). Sad that such an amount of work went into something with such a bland core design.

>> No.2906012

rcemmoend me wats 2 pley wit BURL TUM lads

>> No.2906089

Why does loading HUDs with ZDL give me a million script errors?

>> No.2906101

They're harmless errors, nothing to worry about

>> No.2906127
File: 297 KB, 1000x1000, 1- Toriel.png [View same] [iqdb] [saucenao] [google] [report]

More (lazy) Doom x Undertale

I had a lot of fun with Sans and Payrus.

>> No.2906128


>> No.2906131
File: 260 KB, 1000x1000, 2- sans..png [View same] [iqdb] [saucenao] [google] [report]


>> No.2906134
File: 365 KB, 1000x1000, 3- PAPYRUS.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2906136


get that cancer out

>> No.2906140

>being mad about videogames
>being mad about the flavor of the month
Just cool down a little.

>> No.2906141
File: 2.41 MB, 720x360, sans.webm [View same] [iqdb] [saucenao] [google] [report]





Chill fuckboys. There's been some genuinely interesting shit from this crossover, I posted this webm a few months ago and it was met with interest. I'm pretty sure why you're losing your shit now is the game's been out for awhile and the god awful fanbase has gotten sand in your vajingo.

>> No.2906142

Anybody know where the purple and blood keys are in foggy bogbottom in Arcane Dimensions?

>> No.2906143
File: 1.60 MB, 720x360, sans2.webm [View same] [iqdb] [saucenao] [google] [report]


>shitty sans cacodemon


>> No.2906153

I was going to state the same.

Sometimes I feel so lonely for being the only one who really like that game and its setting so much. Quake 4 just raped it, sadly.

>> No.2906161

>Toriel is the weaker of the two goats
>she isn't knight

>> No.2906162

undertale is the new fnaf, being that it's overhyped, with way too much fucking porn, and with a horrible fanbase

>> No.2906163


It might be that the HUDs are looking for items that don't exist.
What are some errors?

>> No.2906168
File: 238 KB, 960x720, 1407991606051.jpg [View same] [iqdb] [saucenao] [google] [report]

>with way too much fucking porn

Oh no, porn on the internet? My God. What a travesty.
I simply can't be angry enough about the fact that there is TOO MUCH PORN.

How horrifying. How absolutely horrifying.

>> No.2906169 [DELETED] 

never expected any better from doom faggots

literally the worst fandom for any pc game

>> No.2906171


He's right about it being the new FNAF though, a lot of people are shitting their pants over it, and a lot of people are shitting their pants in rage for people liking it.

>> No.2906172

and we now live in a generation where hdoom exists

>> No.2906175

>a lot of people are shitting their pants over it, and a lot of people are shitting their pants in rage for people liking it.

This really is not exclusive to either FNAF or Undertale.

>> No.2906179 [SPOILER] 
File: 256 KB, 658x604, 1452392851341.gif [View same] [iqdb] [saucenao] [google] [report]

I don't see a problem with this at all

>> No.2906180 [DELETED] 

i told you about the tumblr doomers

i tried to warn you and you wouldn't listen

behold what horrors they've unleashed on this world

>> No.2906183
File: 34 KB, 500x466, wew.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2906184

it's a game for children, why would you want porn of it in the first place you weird faggot

>> No.2906189
File: 1.38 MB, 1920x1080, Screenshot_Doom_20160110_032505.png [View same] [iqdb] [saucenao] [google] [report]

Came out pretty damn neat for a first attempt! Used a copy of the snow texture, put a rock texture over that, and used a spotty brush to mask out the rock along the edge and in the middle. Then some vertex sloping in GZDB.

>> No.2906190

That looks really nice, anon. If not for the filename I'd doubt that it was done in Doom.

>> No.2906194 [SPOILER] 
File: 521 KB, 660x1000, 1452393189778.png [View same] [iqdb] [saucenao] [google] [report]


To piss you off.
You, specifically.
Not anyone else, just you.

>> No.2906195

the entire doom fanbase consists of tumblrtards now

>> No.2906197

I got the image from Google images. Me > You

>> No.2906204

>this thread right now
Can we go back to talking about doom now? This feels too much like /v/

>> No.2906208
File: 149 KB, 640x320, average GMOTA Gameplay.webm [View same] [iqdb] [saucenao] [google] [report]


I agree

>> No.2906212

I think arch-vile sound and visual design is literally perfect, their "idle" sound they make while running around gives me the creeps every time.

>> No.2906213

>it's a game for children

>> No.2906216

FNAF had literally just one gimmick thing going, jumpscares (works built sorely on jumpscares is the lowest common denominator of horror), it's also milked for sequels.

UT as I get has some kind of narrative going, as well as characters.

>> No.2906221


how do you know? oh wait you have one

>> No.2906224 [DELETED] 


>> No.2906228
File: 771 KB, 640x320, Pfffhahaha.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2906229


I like to imagine the rev just fell over in laughter.

>> No.2906230
File: 40 KB, 396x338, 1450420828107.jpg [View same] [iqdb] [saucenao] [google] [report]

>he dies at the end

>> No.2906231

oh yeah doom is so above /v/ standards

ur a fucking retard

>> No.2906232
File: 553 KB, 1179x2678, vr doom threads.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2906234

Thanks. (z)doom is such a great way to try texturing and simple special effects because of how convenient it is.

See the sky gradient? The skybox is actually a fuckhuge solid blue dome with white fog. Lol. Should be able to spawn some moving clouds with any luck.

>> No.2906238

meant to reply to
and not myself..

>> No.2906239
File: 183 KB, 425x450, tumblr_nzair51UAq1uwi6g0o4_500.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2906243
File: 44 KB, 640x674, 1450929532213.jpg [View same] [iqdb] [saucenao] [google] [report]

>try zandronum because want to play samsara and zwars online
>all servers require 6 different wads each and wadseeker always fails

>> No.2906248


I bet we could get some classic Samsara running in co-op if people wanted it

>> No.2906249

The thread right now is like Doom 4.

No proper mod support.

>> No.2906256
File: 104 KB, 324x809, 1448834537676.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2906264

Is there anything better about ZDoom compared to GZDoom? I'm a noob but GZDoom just look a lot better with the dynamic lighting etc.

>> No.2906273

There are some color manipulating tricks that can be done with paletted rather than trucolor rendering. BTSX does that.

>> No.2906289

Is this that one guy who make shitty wads about monsters screaming about raping my anus?

>> No.2906290


ZDoom uses the more-vanilla software renderer, but frankly if you wanted the vanilla experience you wouldn't be playing on ZDoom.

>> No.2906296

It's carn, his face is used as a texture in nearly every Terry wad

>> No.2906316
File: 23 KB, 998x833, DTWID_E1M2_map.png [View same] [iqdb] [saucenao] [google] [report]

>Decide to give DTWID a shot after enjoying D2TWID
>There's maps that look like this


>> No.2906328

I like that HUD, can I use it without BDoom?

>> No.2906332

That's the second map. It's not even all that hard since it really herds you down specific paths. D2TWID is more confusing to me on average.

>> No.2906334

What's so bad about it?

>> No.2906335

What resolution did Doom run originally at? was it 640x480?

>> No.2906339


320x200 if memory serves right

>> No.2906345


Can CRT monitors even go that low? I thought 640x480 was the lowest. Or was it a case of a 320x200 game stretched to 640x480?

>> No.2906354

The way it was stretched on monitors at the time was how it mas made to be.

>> No.2906358
File: 39 KB, 352x910, slashdoomslash.png [View same] [iqdb] [saucenao] [google] [report]

I wish Mark still came around so I could post this old one more.

>> No.2906364
File: 156 KB, 1094x844, quality doomworld content.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2906367


Do you have the one with Mark and Term shaking hands(?)

>> No.2906374


I don't mind Brutal Doom, but it's basically it's own thing.

They should make a completely new game based on Brutal Doom with its own assets and name, just to make it clear that they're distinct games. Then we'd see people stop comparing the two.

>> No.2906375

His hand gets me every fucking time.

>> No.2906393
File: 16 KB, 400x449, 1450086658874.jpg [View same] [iqdb] [saucenao] [google] [report]

>scaled doom map for house
Now i want this

>> No.2906403
File: 10 KB, 1000x816, E1M5_map.png [View same] [iqdb] [saucenao] [google] [report]

>Play DooM
>There's maps that look like this


>> No.2906405

>click on doom
>it launches successfully


>> No.2906407

>click left mouse button
>gun shoots

>> No.2906449

>tfw seeminly one of a kind gzdoom bug ruining muh day. all i want to do is play blade of agony

>> No.2906565

... that's weapons of saturn, anon

>> No.2906567
File: 97 KB, 640x1736, vr-doom-likes-mark.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2906569

>weapons of satur
Oh, sorry. Anyway, neat HUD, will check a mod because of it!

>> No.2906573

And there's even a separate HUD download in the author's thread! Great!

>> No.2906634

How do I make skyboxes created with SkyboxViewpoint not an ugly, boxy eyesore?

>> No.2906637

>tfw I use free mouselook when I play doom

Does that make me a shitter?

>> No.2906641

Something like this >>2901804 would be cool. But I guess that was made the usual way by using F_SKY1 and MAPINFO definition? Or is that an OpenGL skybox?

>> No.2906643


Of course not, you silly tit

>> No.2906664

Is there anywhere I can download a huge ass .zip file of .wads? I don't want to download everything in the 'SO YOU WANT TO PLAY SOME FUCKING DOOM' image individually.

>> No.2906694

What exactly is wrong with it ? That's how most master levels look like.

>> No.2906781
File: 39 KB, 159x173, 1452187676700.png [View same] [iqdb] [saucenao] [google] [report]

Now that i finally got DoomRPG working with DoomRL, i find that it's too cluttered and i don't enjoy it at all.

>> No.2906785

OK seriously, recommend me some WADs that go well with burl tumd

>> No.2906792

do you actually mean BURL TUMD, or Brutal Doom?

>> No.2906801

Select the all the linedefs off the sector and click "even lighting" in UDMF. It's the fake contrast that screws it up so you just have to turn it off for those walls.
I'd wager it's a SkyBoxViewPoint.

>> No.2906805

If mark got a kickstarter going he could probably hire a bunch of spriters and actually do it.

>> No.2906813
File: 13 KB, 484x161, ss+(2016-01-10+at+05.01.13).png [View same] [iqdb] [saucenao] [google] [report]

>They should make a completely new game based on Brutal Doom with its own assets and name, just to make it clear that they're distinct games.

Funny you should mention that...

Considering his track record in making original assets, hah hah hah hah hah hah hah hah hah hah hah hah.

>> No.2906815

>anti-matter rifle
...does he actually mean an anti-matter rifle, or an anti-material one?

>> No.2906816
File: 13 KB, 167x175, 1402850945010.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2906817

materiel, whatever.

>> No.2906820 [DELETED] 

> it´s for children

like MLP is for children too

>> No.2906825

BURL TUMD of course, not Rbutl Dum.
Also, is it normal that rockets collide with Revenant missiles and explode but don't do anything to the missiles?

>> No.2906828

can't help then, sorry. no idea what the fuck you're talking about, on either count.

>> No.2906830

In BURL TUMD your rockets can apparently hit Revenant missiles, however it only results in getting your own rocket rekt.

>> No.2906836
File: 49 KB, 905x617, DCCC.png [View same] [iqdb] [saucenao] [google] [report]

Started working on Doom Community Creations Compilation since new year just because. Started with Cacowards, but may make a special SYWTPSFD edition.
Tagging files right in the name so they would be easier to search by regular means.

>> No.2906843


This is a cool idea.
Please keep going, anon.

>> No.2906848

Im more interested where does he gonna get resources to make it. Also gore and ultra-violence does not automatically make a game good, as evident by later Soldier of Fortune and Hatred.

>> No.2906907

> sucka blyat

nice collection
is brutal doom also included?

are taking non cocowards winner too?

>> No.2906939

I'm not defending FNAF, but to say that Jumpscares are the "Family Guy" of horror is really a disservice. The game has atmosphere and a sense of dread. The jumpscares are only really a penalty for losing

I'll be honest, I do kind of enjoy the plump/thick goatmom porn

>> No.2906946

FNAF's sense of dread comes exclusively from the fact that you know you're going to get a jumpscare on your ass when you slip up.
Well done jumpscares are great, but those in FNAF are shit tier. And the game itself is unbelievably lazy. It's literally the Paranormal Activity of videogames.

>> No.2907041
File: 638 KB, 597x575, 124354643643.png [View same] [iqdb] [saucenao] [google] [report]

This guy knows what's up.

>> No.2907114

>but to say that Jumpscares are the "Family Guy" of horror is really a disservice
That's not what I was saying, I was saying works built pretty much entirely on jumpscares and nothing else are shit.

>> No.2907136
File: 298 KB, 1366x768, Screenshot_Doom_libr.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2907145
File: 221 KB, 1366x768, Screenshot_Doom_20160110_125927.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2907150

i love that kind of sector lighting so much

>> No.2907192
File: 418 KB, 1920x1920, 1452443752.jpg [View same] [iqdb] [saucenao] [google] [report]

libr.zip (72 KB, 2004-01-23) - Martin Mikaelsson

sadly the rest of the map's lighting was rather flat. no marked secret sectors but some secret doors are mandatory. some nice-looking areas but is disjoint room-at-a-time rather than much of a cohesive whole. no way to return past final teleporter. not awful but not great.

>> No.2907210

>I have no personal opinions of my own to weigh in so I'll just randomly quote some guy regurgitating some nonsensical shit in a poor attempt at defending apples vs oranges
>'lol this!!!!!'

>> No.2907223


Do go on with this, anon.

>> No.2907225

You sound butthurt and offended. Butthurt and offended that someone agreed with an opinion you don't like.

I think I know where you should go back to.


>> No.2907243


Dude, December was 10 days ago. No need for all that bitterness.

>> No.2907263

Corridors, corridors, corridors. Tom Hall's level design at it's finest.

>> No.2907267

this comment is just as ebin as your other one

>> No.2907272

whats an "ebin"?

>> No.2907273

I'm impressed that you managed to sum up so well how I feel about this very post of yours.

>> No.2907281

>he keeps pulling these out like crazy
damn you're a natural

>> No.2907282
File: 63 KB, 1157x772, 1449344684038.jpg [View same] [iqdb] [saucenao] [google] [report]

And you still haven't managed to prove myself wrong on >>2907225. GG

>> No.2907289

When did this thread suddenly turned into /v/?

>> No.2907290

When this guy >>2907210 got triggered

>> No.2907318

get back to tumblr

>> No.2907321
File: 60 KB, 640x480, s271-38.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2907323
File: 37 KB, 369x409, stfu.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2907325


pot calling the kettle black

>> No.2907340
File: 159 KB, 1366x768, Screenshot_Doom_metallica_load.png [View same] [iqdb] [saucenao] [google] [report]

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