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3073831 No.3073831 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3068609

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



irc.zandronum.com #vr (key in faq)




Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3073832


[03-17] DUMP 2 closes; final submissions
- The UAC Fucked Up Yet Again >>3070932
- Filth.wad >>3070390 >>3070967
- For All Kings >>3069449
- DOA >>3068649

[03-16] Anon Map Releases
- TrainV3 >>3069853
- ARCH17 (for Quake) >>3067654
- Refinery 03 (/vr/E1 submission) >>3065927
- Sentient Penis Driving Car v0.9 >>3065528

[03-16] DUMP Submissions
- >>3068591 >>3068612
- Defecation Foundation >>3068290
- DOPADUMP >>3063865
- Dark and Dreary (final) >>3063156

[03-13] Anon Map Releases
- Autism!.wad >>3060465
- pincer.wad >>3060250 >>3060401

[03-13] DUMP Submissions
- dumpmap.pk3 >>3060706
- DUMP Castle map WIP >>3059281

[03-11] Operation Totengräber Community Set (Wolfenstein mod project)


To submit news, please reply to this post.

>> No.3073838
File: 17 KB, 480x360, 10553579_10206155596622366_3986846849780012116_n.jpg [View same] [iqdb] [saucenao] [google] [report]

1st for m'lady

>> No.3073840

i don't think i'm going to put every single DUMP submission in the news post again, it takes up too much space. the news post will still announce the final release of course.

>> No.3073846


meanwhile in an alternate universe where hdoom is a yaoi mod...

>> No.3073848

hah. i had to go look up what the knobbly things on lego bricks were called. i thought the jokes would write themselves.

>> No.3073854

did anyone ever play https://my.mixtape.moe/wvmfym.wad (reminder that it's on map07 and needs cc4-tex.wad)? would be nice to hear feedback, unless it's "the map is terrible kill yourself" because that would suck

>> No.3073857
File: 54 KB, 324x289, 1451435865333.jpg [View same] [iqdb] [saucenao] [google] [report]

>doomgirl getting fucked by bara monster boys

>> No.3073862
File: 2.39 MB, 2436x3000, hell knight old n new.jpg [View same] [iqdb] [saucenao] [google] [report]


Seriously, what the fuck is the point of those northern alcoves.

>> No.3073869

boom sorcery

>> No.3073885
File: 89 KB, 640x480, doom-ii_007.jpg [View same] [iqdb] [saucenao] [google] [report]

After years of playing Doom I've only just now noticed that every single weapon sprite besides the pistol isn't actually centred. It's.. messing me up worse than Comfy Doom.

>> No.3073948

You're gonna make it, anon.

>> No.3073961
File: 48 KB, 745x616, redblue.png [View same] [iqdb] [saucenao] [google] [report]

What's the difference between redbox scripts and bluebox scripts?

>> No.3073969

Am I the only person who legitimately hates Cacodemons? I've always hated those fuckers. Their cry is annoying as hell, they're ugly as fuck, literally just a lump of flesh, they always come out at the most inconvenient of times, they're dumb, they have WAY TOO MUCH health, when you hit them they get knocked back to the other side of the entire fucking map, and when they do die they leave behind huge carcasses that block your view. FUCK CACODEMONS.

>> No.3073972

Nope. Pain Elementals are a whole different story though.

>> No.3073990

PEs are badass motherfuckers, but there are just no good points to Cacodemons whatsoever.

>> No.3074006

Killing Cacodemons with the SSG feels so good that it justifies everything you said.

>> No.3074013

I personally enjoy making long-distance rocket shots on Cacodemons that have already been knocked back by a previous rocket

>> No.3074019
File: 260 KB, 1000x1000, sans the cacodemon.png [View same] [iqdb] [saucenao] [google] [report]

Did E1M8B have (m)any cacodemons?

>> No.3074027

>Their cry is annoying as hell
i've never really noticed
>they're ugly as fuck
>literally just a lump of flesh
i always thought they were mostly a shell full of gas
>they always come out at the most inconvenient of times
well that depends on the map of course
>they're dumb
>they have WAY TOO MUCH health
that's possibly true but only if you have the single shotgun
>when you hit them they get knocked back to the other side of the entire fucking map
okay yeah this is annoying. but also shared by other flying monsters.
>and when they do die they leave behind huge carcasses that block your view.
yeah i have to agree with this one as well

>> No.3074029

i don't think so. he tried to restrict to shareware assets, iirc.

>> No.3074032
File: 66 KB, 340x681, 1386565562744.jpg [View same] [iqdb] [saucenao] [google] [report]

Why can't Undertale just stay the fuck out of all the stuff I like?

>> No.3074034

>shitty cacodemon in the right corner

>> No.3074035

Malignant cancer spreads rapidly, anon

>> No.3074039
File: 365 KB, 1000x1000, papyrus the revenant.png [View same] [iqdb] [saucenao] [google] [report]

The problem isn't people who do stuff like this. It's the people who cannot let it slide just like all the other stupid crossover bullshit and instead make noise about it.

Just let it drop from now on.

>> No.3074042 [SPOILER] 
File: 40 KB, 671x413, 1458331652335.jpg [View same] [iqdb] [saucenao] [google] [report]

And yet you continue to agitate us by posting more of it

>> No.3074045

he says as he posts more of it

>> No.3074048

How on earth did I fuck up that spoiler

>> No.3074050 [DELETED] 
File: 297 KB, 1000x1000, toriel the baron of hell.png [View same] [iqdb] [saucenao] [google] [report]

Only because you agitate me in return.
This is a symbolism for the neverending coflict in middle-east as well. All have to have the last word.

>> No.3074053

>There's been a million crossovers with DOOM before
>Several of which have been posted here
>Nobody has an issue with it
>Undertale crossover finally happens
>People fling shit about it and piss themselves as soon as it comes into existence

I don't even like Undertale, but the people making the crossovers aren't the cancerous ones in the situation.

>> No.3074057
File: 78 KB, 800x549, doom x berserk.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3074058
File: 132 KB, 420x386, suckmycoxcock.png [View same] [iqdb] [saucenao] [google] [report]

Stealth monsters in maps: the instant way to know that it's baby's first map. I don't care if it's a fucking imp, rifleman, or whatever, if I take a single hitpoint of damage from something I can't see then FUCK.

>> No.3074059

Do people actually use them?

Why are they specified in the first place?

>> No.3074064

Spoiler alert: I only posted for the sake of the pun, tumblr-kun

>> No.3074065

nice anon. i was just going to post that

>> No.3074067

ur a faget

>> No.3074068

No you don't understand it's different because it's a crossover with a thing I don't like.
I see the hypocrisy in the statement, but fuck it.

>> No.3074090

>There's been a million crossovers with DOOM before
>Several of which have been posted here
>Nobody has an issue with it

You have not been around for the pony crossovers.


I'm adding a stealth monster to my map just for you, senpai.

>> No.3074092

>>when you hit them they get knocked back to the other side of the entire fucking map
>okay yeah this is annoying. but also shared by other flying monsters.
No. The Pain Elementals don't get knocked back at all, and the Lost Souls don't move back nearly as fast as the Cacodemons, and they're much easier to kill. Cacodemons will get pushed back to the other side of the level and if you're in a wide, open area, it can take a long time for them to come back to you.

>> No.3074098
File: 1.14 MB, 1920x1080, asd.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno man, they don't seem to have any actions tied to them. They must be define some sort of sequence in the actual map, no fucking idea how it actually works.

>> No.3074101

I don't know why you felt the need to post this when it's just one or two guys complaining, but okay.

I guess you saying 'I don't like it either by the way' justifies your complaint in return too.

>> No.3074105
File: 292 KB, 587x470, mandy.png [View same] [iqdb] [saucenao] [google] [report]

Update to my shitty Project Brutality mod/Mutator:
-Barons of hell are now replaced by juiced up plasma zombies
-Cyberdemons are now replaced by juiced up rocket zombies
-SpiderMasterminds are now replaced by juiced up Chaingun majors
Link: http://pastebin.com/53Lukwhs
>download the file
>don't extract the zip file, change it to pk3 if you want
>load it after Project Brutality
>all monsters will be replaced by zombie and imp type enemies
>play on the hardest difficulties only

>> No.3074108

You're gonna make me cry.

>> No.3074109
File: 268 KB, 951x740, doom paint.jpg [View same] [iqdb] [saucenao] [google] [report]

>kill variety

>> No.3074116 [DELETED] 
File: 1.24 MB, 2048x1280, zandronum-17337-1.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3074118
File: 239 KB, 780x780, 1450237232599.jpg [View same] [iqdb] [saucenao] [google] [report]

Killing zombies in Brutal Doom is ridiculously satisfying to me.

>> No.3074120

I've literally never seen that before. Every time I feed them shells, bullets, or plasma right to the face they eat and still move forward.

>> No.3074124 [DELETED] 
File: 1.53 MB, 1024x640, zandronum-6856-1.webm [View same] [iqdb] [saucenao] [google] [report]

maybe this time not encode at 60kbps at 1024fps

>> No.3074127

>The Pain Elementals don't get knocked back at all
i wonder where you got this idea from, because it is incorrect
>and the Lost Souls don't move back nearly as fast as the Cacodemons, and they're much easier to kill.
the worst thing with lost souls is to hit them when they're charging, so they get stuck in mid air floating very slowly with their mouths open. it might take hours for them to float far enough to hit something and return to normal.

>> No.3074128 [SPOILER] 
File: 42 KB, 640x512, 1458333570216.jpg [View same] [iqdb] [saucenao] [google] [report]

Also the sans.wad mod is one of my favorite little gameplay mods to fuck around with.

>> No.3074129
File: 2.03 MB, 1024x640, zandronum-17337-1.webm [View same] [iqdb] [saucenao] [google] [report]


okay jesus christ I need to get my shit together

(I'm deleting the old webm because 1024fps at 60kbps is bad)

but yeah the cacodemon and painie have the same mass and same flags, they're going to move around the same

>> No.3074138

a floating monster whose base is at floor height is treated the same as a walking monster, it has friction applied to it. its only when it is not touching the floor that friction no longer applies and you can send them flying.

>> No.3074147

>the worst thing with lost souls is to hit them when they're charging, so they get stuck in mid air floating very slowly with their mouths open. it might take hours for them to float far enough to hit something and return to normal.
Are you kidding me? That's the best strategy with the Lost Souls, I do it all the time with the Shotgun, SSG, or Chaingun.

>> No.3074149

>never really used chainsaw and didn't get the hype behind it
>run out of ammo first time in ages
I haven't appreciated something like that in vidya for a while and played 2 levels saw only straight

>> No.3074159

it's the new mlp

>> No.3074160

i am very impatient and hate waiting for the damn thing to return back to where i can actually kill it. i can't just leave it alone else it will sneak up and plague me later at exactly the wrong moment

>> No.3074161

I guess it's bad if they're too far away when you do it because then you can't kill them efficiently. But it's great if you manage to stop them near you so they can be deal with later and easily

>> No.3074163

chaingun tap it

>> No.3074168

well you started it
just like kindergarten

>> No.3074172

Im making all of my monsters transparent, only appearing when they attack. Thank you for the tip.

>> No.3074174

doesnt work if its outside autoaim range sadly. (i don't use mouselook.)

>> No.3074178

then stop living in the past and accept freelook jumping crouching translucent sloped 3D floors with colored lighting and true brutal fatality action into your life :^)

>> No.3074214 [DELETED] 

So you're saying if we just killed you like the towel heads we'd be over with this?

>> No.3074216

I bet you like homestuck too

>> No.3074219

>i don't use mouselook.

Uhh... you mean you don't use "look up look down"? Because I can understand the preference of playing the game with original engine limitations, but when I used to do that I accepted those annoyances as just that. Engine limitations.

Protip: Rocket explosions are infinitely tall and you can kill things a hundred meters in the air or down in a chasm.

>> No.3074220

>tfw no amateur quake mapping competition

>> No.3074241
File: 14 KB, 579x1537, 1453236198754.png [View same] [iqdb] [saucenao] [google] [report]

>Uhh... you mean you don't use "look up look down"?

>> No.3074246

I appreciate Quake's visuals, but it just ain't as fun to play.

>> No.3074250 [SPOILER]  [DELETED] 
File: 32 KB, 338x450, 1458336693267.jpg [View same] [iqdb] [saucenao] [google] [report]

It's March 18th, do you know where your Golden Boner Awards are?

>> No.3074254

in my pants

>> No.3074256

I guess I'm weird in that I find Quake more fun than the various 2.5d shooters.

>> No.3074267

It's not about the 3d vs 2.5d aspect really. Quake's enemies and the gameplay pacing just ain't as tight.

>> No.3074269

it seems to need more than just cc4-tex.wad

>> No.3074279

that's weird, because for me it works just fine with this command line
$ prboom -file $PWD/resources/cc4-tex.wad $PWD/TNOTMWOFOLBTIDIDWTSOCSNTITNOTM.wad -warp 7

is it because of BRICKPLA? that seems to be missing from some versions of cc4-tex.wad

>> No.3074280
File: 72 KB, 847x758, imps.png [View same] [iqdb] [saucenao] [google] [report]

I have a script that spawns 4 imps in a room when the player picks up a certain item, as well as raising the floor near the door by 64 to block it. How do I make it so that only when the player has killed all 4 spawned imps, the floor lowers again, making the door unblocked=

>> No.3074283

I'll give you that, I guess. Quake's cannon fodder is admittedly pretty boring, although to its credit there's only two annoying hitscan enemies and one of them is the towering Shambler whom I like way more than Barons or Cyberdemons.

>tfw Quake could have been refined to the same level of polish and fanfare as Doom if id hadn't slapped the name on an unrelated game that set the tone for the rest of the series


>> No.3074286

>is it because of BRICKPLA?
yeah, sorry i should have said i get loads of "brickpla missing" errors
>that seems to be missing from some versions of cc4-tex.wad
i have the official cc4-tex that comes with cchest4 itself, so i don't know

>> No.3074290

hm. my version of cc4-tex.wad does have BRICKPLA, but the one term's using for DUMP 2 didn't either - I guess it got updated?

http://static.best-ever.org/wads/cc4-tex.wad this one should work, the md5sum matches anyway

I made sure the one in DUMP 2 has BRICKPLA so it should be good there

>> No.3074295

hmm, unless that came from either esselfortium (who i believe compiled cc4-tex originally) or the green herring (cchest maintainer) then it is not official, it's some prick uploading shit he shouldn't. or should have renamed first, at the very least. but okay, thanks for pointing that out.

>> No.3074297

yeah it came from essel


leads to https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4

which has the same md5sum

>> No.3074307

fair enough, i will update my copy.

>> No.3074326

all right here is a thrice-failed first demo.


i guess i will have to learn this one before i can record it successfully. i got swamped very quickly on the other side of both portals, so either i've missed a decent weapon or i'm doing something else wrong. but what i saw was well-made, if a bit crazily textured.

>> No.3074328

yeah the safest order is techbase->caves'n'bricks->hell, but if you're crazy you can run through the cave area, nab a rocket launcher and return to the techbase area

I *really* do not recommend trying to grab the plasma rifle, I have successfully done that like twice out of something like 20 attempts

>> No.3074330

clarification: I don't recommend rushing through to grab the plasma, unless you want the bastards to swamp you in the techbase

there *is* enough ammo to do the hell part on its own, and you get both the RL and plasma there, but it's fuckin' hard to pull it off.

>> No.3074334

well i found the techbase part quite easy to clear even with just a shotgun. it just seems as soon as you go through one of the portals the monster density goes up several factors and shotgun/chaingun isn't anything like enough any more. this is obviously from the perspective of a player new to the map - i assume it's easier when the map is known, it always is.

>> No.3074340

yeah, the second area pretty much will require you to bust out the rocket launcher in that area

really, the entire map is controlling what your safe area is, which is easy in the techbase area, fairly difficult in the natural area (but not too bad), and fuckin' hard in the hell area

it ratchets down a lot in lower difficulties though - you only get a third of the monsters in easy, and specifically no pain elementals and a lot less flying bastards

>> No.3074369
File: 85 KB, 847x758, imps.png [View same] [iqdb] [saucenao] [google] [report]

Bump with this that I think should do it, but doesn't. Am confused.

>> No.3074372

aaaaaagh my own map is kicking my ass jesus christ the hell area is still pure madness

>> No.3074379

ThingCount should help.


>> No.3074415

Sadly not. I think the issue is that I try to execute script 3 from script 3. Maybe I should make a script 4 that is basically the same, except script 3 runs script 4, and script 4 runs script 3 :'^)

>> No.3074418

Does gzdoom have an artificial fps limit or have I just gotten so used to 144fps that I can't tell it apart from 60?

>> No.3074436

Try this, this is untested but it *should* work


>> No.3074443

I did script 3 -> script 4 silly stuff which worked, but this worked too. Thanks man.

>> No.3074449
File: 1.91 MB, 1920x1080, Screenshot_Doom_20160319_001652.png [View same] [iqdb] [saucenao] [google] [report]

well this was a complete failure for what I was trying to achive, but it kind of looks cool anyway.

Would work quite well as a plasma gun projectile?

>> No.3074460

>Would work quite well as a plasma gun projectile?
It would if it didn't cover up the entire screen at exit point

>> No.3074462
File: 294 KB, 1920x1080, MAP01 at 2016.03.19 00-26-40.899 [R2552].jpg [View same] [iqdb] [saucenao] [google] [report]

What is the preferred walling on staircases. Left side style or right side?

>> No.3074463

you have opened a door to the White Dimension

>> No.3074465

well the right is basically a texture misalignment. the left looks increasingly odd as the light gets closer to the floor. in other words: neither. use the version of METAL without the light, but strategically implant strips of light at regular intervals appropriately.

>> No.3074468

It's a 3d model so it's pretty easy to rescale in modeldef or even on the actor.

Yeah, and all I was trying to do is make a light shaft that 'works' from any angle.

>> No.3074486

nah I often get 1000fps

>> No.3074495


do these new zombos have the same hp as the monsters they're replacing?

>> No.3074503

It has if vertical sync is on.

>> No.3074512

can you tell the difference between that and 60 or 100 or whatever?

>> No.3074513

>It's March 18th



>> No.3074523
File: 153 KB, 1280x1984, lightmap.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to compare different Quake engine games apples to apples. Top is Half-Life with default brightness. Thoughts?

>> No.3074529

yeah, even on a 60hz monitor I notice it getting jittery and my input getting laggier

>> No.3074534

Not yet, no. I'm want to balance it better eventually, but right now I'm not mentally prepared enough to try and tackle brutal doom's messy code.

>> No.3074536

I don't know why but that's pretty interesting. It hadn't hit me how much nicer lightmaps q3 has. Would be interesting to see Darkplaces thrown in the mix too, but only if you're curious yourself.

>> No.3074551

Quake 3 certainly can do some nice lightmaps, but in this example, it's quite bad if you ask me.
The light in Quake 3 falls off too quickly, and the rest of the room ends up looking too dark. I think what happens is that Quake 3 is technically accurate, but there is no gamma correction.

>> No.3074552

Man, GoldSrc doesn't look that bad, does it? What the heck.

Is that just flat white walls with a yellow light?

id tech 3 has pretty damn good lighting, as well as reflections, particles, visportals and so on; it all just gets turned off because muh Q3A ex-quake-pro MLG heritage etc etc.

It's still a bit screwy in that image, though- check the intersection of the ceiling in the block's shadow.

>> No.3074558

>The light in Quake 3 falls off too quickly, and the rest of the room ends up looking too dark. I think what happens is that Quake 3 is technically accurate, but there is no gamma correction.
How many bounces do the rays make anyway?

>> No.3074560
File: 415 KB, 894x795, tumblr_o45q6i842V1szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>wrapping her arms around his muscled neck to hold on
That makes me hard.

>> No.3074568
File: 18 KB, 400x400, 38774_4669.jpg [View same] [iqdb] [saucenao] [google] [report]

>Rocket explosions are infinitely tall and you can kill things a hundred meters in the air or down in a chasm.
So that's why rockets hurt the Romero head and not the BFG! You learn something new every day...

>> No.3074579
File: 2 KB, 880x560, CHA CHING.png [View same] [iqdb] [saucenao] [google] [report]

How does this make you feel? And is there any way to make more of this?


>> No.3074592
File: 822 KB, 1920x1080, quakespasm 2016-03-18 20-39-07-72.png [View same] [iqdb] [saucenao] [google] [report]

>decide to see what it looks like in quake 1 to compare
>make quick map
>get this
>recompiling other test maps that I know work sometimes doesn't render any lights at all

I think something's gone wrong with my compiler.

>> No.3074593
File: 845 KB, 1280x2660, overbright.jpg [View same] [iqdb] [saucenao] [google] [report]

It's r_lightmaps 1, so only lightmaps show.
Here is a comparison of quasi-HDR using gl_overbright and software mode, which resembles gl_overbright 1. I had to use D3D, as it doesn't work on modern OpenGL drivers.

>> No.3074594

The Sprite Fix wad fixes that iirc.

>> No.3074606
File: 22 KB, 645x773, 1353209663229.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw OCD but keep mapping myself in corners (vanilla mapping)
How do I get myself in these situations

>> No.3074608


Buddy, I don't think you know what Bara is.

>> No.3074610

I want to lick Doomgirl's navel!

>> No.3074614


Yeah, girls don't even have yaoiholes.

>> No.3074619

Yes there is. On Celephais.net.

>> No.3074672

"Keep mapping myself in corners"
you what

>> No.3074673


Quake's enemy roster is just fine. The ogre and fiend are more fun and dynamic to fight than anything in Doom other than the revenant. The scrag is less spongy than the cacodemon and actually has a unique attack pattern that isn't just a copy of other monsters (cacodemon, imp, hellknight and baron all have the same attack style). And as you said, the shambler is a better semi-boss monster than the baron, who is slow and only poses a threat because of its massive amount of health, which is more tedious than challenging to deal with.

>> No.3074694


I think he means he gets creatively stuck in a corner

>> No.3074702

Where's the Doomguy version of Carl the Cuck

>> No.3074709


We don't mistreat Doomguy that way.

>> No.3074712
File: 496 KB, 500x363, 0zHzHEe.gif [View same] [iqdb] [saucenao] [google] [report]

>finding an unmaker on map01

>> No.3074714

in DRLA i presume?

>> No.3074723


>> No.3074725

you ever get through the map?

>> No.3074745

Playing DOOM via Chocolate DOOM atm and I keep losing sound. Music, SFX, everything. It doesn't seem to matter what sound settings I have either. OPL, GUS, Native; doesn't matter. Setting up a fresh Chocolate DOOM fixes it for a while but eventually it cuts out again. Anyone else had this problem?

>> No.3074768

Is asking people to play on a server allowed here?
WhoDunIt isn't any fun with a handful of people.

>> No.3074824
File: 847 KB, 1920x1080, MAP01 at 2016.03.19 03-38-24.741 [R2552].jpg [View same] [iqdb] [saucenao] [google] [report]

I think I finished 2/3rds of this map. The final bit will be a reasonably heavy scripted mob encounter. In its current form you're basically done after grabbing yellow keycard. You can walk down the yellow door if you want, but it's just a big empty room.

Looking for critiqueon the up to yellow keycard bit. Difficulty, aesthetics, anything. A blatant "it's shit" is nice, but why it's shit is always nicer to hear. My second real attempt at a map. No secrets in yet either.

(Built and tested for zDoom)


It's supposed to be the first map of a longer wad

>> No.3074825

Dude, I've been having this problem on ZDoom... What the shit?

>> No.3074838
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

>MFW I made the cut for DUMP

thanks term

>> No.3074847
File: 376 KB, 800x600, Screenshot_Doom_20160318_212317.png [View same] [iqdb] [saucenao] [google] [report]

godammit i can't even stress how fucking annoying this garbage was.

i'm never touching it again, i really am not.

>> No.3074850
File: 62 KB, 244x384, 1405946817854.jpg [View same] [iqdb] [saucenao] [google] [report]

I made it too. Feels good to finally be part of a project.

>> No.3074875

Shadow Warrior Redux is on sale for a buck, is it a good deal?

>> No.3074878

Might as well, it runs way better than the original even though it costs money.
Still wish Shadow Warrior had an eduke32-style sourceport tho

>> No.3074889
File: 28 KB, 186x208, 1453432155643.png [View same] [iqdb] [saucenao] [google] [report]

Ketchup doesn't work with the latest GZdoom. What do?

>> No.3074896

My latest GZdoom flickers on the Options menus and in-game. It's fucking horrible. I just wanted to try Legendoom

>> No.3074906
File: 194 KB, 403x452, 1447664908603.png [View same] [iqdb] [saucenao] [google] [report]

I was wondering why E4M1 is a lot harder than I remember it, then I found out all the medkits vanish on UV difficulty.
On to E4M2!

>> No.3074909

t-there's medikits on E4M1?

>> No.3074925

What is it?
Also is that D64-inspired wad?

>> No.3074931

on all the bitch-made difficulties, yes there is

>> No.3074947

Playing through Epic 2 with Project Brutality. I wanted to bump the difficulty up part of the way through my playthrough, but I don't know all the weapon codes to give me my old inventory.

Anyone know the console commands? I know a few of the 'dropped weapon' ones but that doesn't cover the rocket launcher I had (and probably need to not die)

>> No.3074957

just use the skill command, it kicks in next map

>> No.3074968

I tried that and it didn't work

>> No.3074972

Someone's insecure.

>> No.3074979

Maybe it only works for stuff you'd see in the original doom's difficulty, aka changed spawns and maybe the respawn of Nightmare?

>> No.3074987

hm, well that's retarded

ChangeSkill() applies next map, the skill console command doesn't

>> No.3074995

It was more for humor's sake than actual posturing.

>> No.3075002
File: 923 KB, 464x407, 1403174294663.gif [View same] [iqdb] [saucenao] [google] [report]

Same. God it feels so good to make something.

>> No.3075017

What's the easiest way to add a level-wide fog in UDMF maps? Is it the MAPINFO setting?

>> No.3075024
File: 4 KB, 226x204, 05d8cb5c7b54420ee775e2656cec2ce72fbbbf7b.png [View same] [iqdb] [saucenao] [google] [report]

What's going on with E4M5 and all the unnecessary keys? Did I miss something?

>> No.3075036


>> No.3075083

mapset is

mod is d64_wmi_alt.pk3.

>> No.3075086

Doom 4 is a 64 remake, isn't it? I know bethesda keeps saying it's an outright reboot- but come on, this is way too 64-aesthetically styled.

>> No.3075091

Anywhere I can download that?

>> No.3075092

What else would you expect from a modern game? Doom 64 had the best aesthetics of any of the 2.5d Doom games. Are you implying it's a "retelling" of a "story"? It's fucking Doom. You shoot demons. Everything else is just dressing.

>> No.3075097

Use 2.1

>> No.3075115

>wide hips
>meaty thighs

I bonered.

>> No.3075119

I think those may be dummy sectors to make floor, ceiling and lighting changes go just the way you want

>> No.3075121

Don't forget exposed midriff and low-cut pants.

>> No.3075147

Anyone knows any good DEHACKED (as in boom-compatible) weapon mods aside from smooth animation one?

>> No.3075165

Sauce on that?

>> No.3075171
File: 1.59 MB, 1920x1080, quakespasm-sdl2 2016-03-19 02-52-36-62.png [View same] [iqdb] [saucenao] [google] [report]

>working clock (at least I think it does but I'm not going to sit here watching it for half an hour) in this map

If only it was synced to your computer's time.

>> No.3075203

>thinking about how much potential mapmaking would have if quake had a +use command
>google it
>turns out it does, it just literally doesn't do anything


>> No.3075205

host_timescale Is the command I think - rev it up to 100 and watch the clock go.

>> No.3075215

Right you are, couldn't remember if Quake had something like that built in or if Quakespasm added it Source-esque.

Look at it go, wowzers. It even bongs when it passes the top! and when it hits midnight some sort of monster roar sounds as well which I don't intend to find out what it is

>> No.3075218
File: 2.41 MB, 1280x720, Desktop 03.19.2016 - [View same] [iqdb] [saucenao] [google] [report]

Nevermind, I'm a retard and was watching the wrong hand on the clock. The roar is actually Ranger's pain grunt glitching out.

>> No.3075228

Ranger shoots things instead of "using" them.

>> No.3075232

You can't blame him, really. 'Using' demon guts and hell-tech is one thing for Doomguy, everyone knows what Hell is, but 'using' eldritch abominations and their related material by the great old ones themselves seems like a really bad idea.

Googling for more information is fucking useless, as it turns out- even with proper quotation marks Google insists on replacing "+use" with 'used' and giving me totally irrelevant results.

Is there any functionality for it at all in the engine, or is it just a dummy command to be filled out by total conversion mods?

>> No.3075235

I can imagine that "use" is essentially just an invisible bullet. But I'm not sure.

>> No.3075246

Well, it apparently does jack shit in the vanilla game. Shame there's so much that can only be done by actual modding, not just mapmaking (another example- there's no way to do a full weaponless start in the base game because while there is coding for what to do if the player runs out of ammo and doesn't have the axe, apparently there's one line commented out that fucks the whole thing up).

>> No.3075263

You can alter the souce code for the engine of choice and make it so "+use" would actually do something.

>> No.3075265

On a side note, are there any weapon mods for quake that can be run with other mapsets and are not gimmicky arena-fests, like several other weapon mods Ive seen?

>> No.3075272

That means I have to actually learn to code, though. And more importantly, any maps I made with the extra stuff would have to be loaded as mods with their own entity file, which is way more likely to make someone not bother than just plunking a .bsp into the maps folder, opening the console and typing >map buttjew1.

>> No.3075274

had to rehost it though here it is

>> No.3075275
File: 384 KB, 467x555, dredd arrest bad taste.png [View same] [iqdb] [saucenao] [google] [report]

>monotone strafe-dodge garbage

>> No.3075281

Fiends are shit. Ogres are fun, though, in part because they're a zero-sum enemy if you use the grenade launcher- hit them with two nades, then get two nades back when they die, no worrying about ammo consumption as long as you can aim and know how Quake grenade 'physics' work.

>> No.3075292

so i've been playing brutal doom hell on earth maps, it seems alright, although sometimes ridiculously hard for some reason, at least on ultra violence.
One thing i miss from the original is intermission maps that show your progress between levels on the stage.
Also most hell levels are boring and suck, somehow colour pattern reminds me of minecraft. And i still can't find the goddamn BFG, i have a feeling i missed it somewhere.

>> No.3075301


> no stupid executions.
> no childish taunts.
> no modern weapon behavior (reloading or aiming down the sights).
> actually enhancing the atmosphere of the original game.

Might be the first "Brutal" mod that I am legitimately interested. Hope it stays this way.

>> No.3075304

looks okay

>> No.3075308

sounds ruin it

>> No.3075314

Why do these retards insist on making the weapons loud as fuck while redesigning it so that you are expected spam the fire faster than the original chaingun shot?

Good atmospheric effects though.

>> No.3075326

Because firing guns indoors are actually absurdly loud. I should remember you that Linda Hamilton was left with permanent hearing damage after shooting the elevator scene of T2. A mod that aims to emulate the horrors and brutality of a warzone should include this kind of stuff.
Also this is aplha footage, he might change these sound effects.

>> No.3075328

>that shitty overdone bloom permeating everywhere
by the same creator who brought you 'brutal doom' alright

also i like how every 'xdeath' animation in this so far was basically an edit of the original spritework with the upper torso removed and the same gore sprites from brutal doom splayed everywhere

when this garbage releases there will be actual shitters out there going 'omg mark thank u 4 adding hands to the guns they look so much better that way THANKS FOR GRACING THIS MEDIOCRE GAME WITH UR MOD THIS IS HOW IT SHOULD HAVE BEEN', mark my fucking words

>> No.3075329

Do you mean BD Starter Pack "Hell on Earth", or BD with Doom 2: Hell on Earth?

>> No.3075331

This is Mark we're talking about. Executions and stupid shit will follow.

>> No.3075337

He's definitely talking about the Hell on Earth Starter Pack. I liked it a lot, but I have a boner for levels set on Earth. Some of the levels were too big and boring, though.

>> No.3075339
File: 556 KB, 639x352, double barreled machine gun.png [View same] [iqdb] [saucenao] [google] [report]

In games you have to prioritize feedback. You might as well throw in a ringing sound that never leaves during the game after the first shot if you wanna prioritize "realism" over gameplay. Also, the clear and crackling gunshot sound ill-fits 64's muddy soundscape.

Besides, I would expect that Doomguy's helmet has all kinds of hearing enhancers, including limitters.

>> No.3075341

This thing uses GzDoom64 mod as a base, which is a shitter version of Absolution with unadapted maps - look at the spiraling light at the end of Map01 - In this pile of turds its just lights blinking. Unless Mark would decide to fix this shit up.

Also guess what - all the "trendy" sites like Kotaku, nichegamer and vg247 already singing praises.

>> No.3075347

Anyone know of any good resources to get environment sprites? I'm looking for bubbling swamp water and some sprites for a waterfall splashing.

>> No.3075360

that's... more of the same, really.

the gore and over dependance on bloom and pretty visual effects look so fucking out of place and are so realistic looking that they clash with the original sprites by comparison by a fucking mileage. also that shotgun feels like a cheap reskin of the original brutal shotgun which feels in turn feels like shit.

I'm not even one of those brutal haters or the kind of guy who wants to run each and every brutal related project to relentlessly burn to the ground, but goddamn if I can tell this is going to be a fucking trainwreck.

I wonder how shitty those 'enhanced death sprites' he's coming up with are going to look like.

>> No.3075370

looks mediocre

I'm ready for all the brutal shitters and gamejourno website articles cocksucking him for 'bringing this obscure 90's game into the spotlight 20 years later in a refreshing gory take that's sure to blow your mind', because it's painfully fucking obvious that's what he wants

>> No.3075374

google "Shadow warrior textures"
some good water and waterfall textures / sprites and environmental efffects

I would do this with a global int.

-make "a" your global int
-have a script constantly running (or running from when the player enters the room) that checks to see if "a" is larger than 3. When it is, the floor lowers
-each time an imp dies it triggers a script that makes "a" increase by 1.

so at the start of your ACS file have:

#include "zcommon.acs"

global int 1:a;

script 1 etc etc

the your next free script will be:

script NEXT FREE (void) //this constantly checks to see what "a" is, once it reaches 4, it will lower the floor
if(a < 3 )
raise floor

then each time an imp dies, it will trigger this script:

Script NEXT FREE (void) //this will increase "a" by 1
global ints are handy as fuck

>> No.3075381
File: 405 KB, 800x600, Screenshot_Doom_20160315_003219.png [View same] [iqdb] [saucenao] [google] [report]

oh god this is fucking amazing

>> No.3075384

if you can identify that "there is one line commented out that breaks everything" then you already know plenty about coding, i'd say.

>> No.3075386

realoading also fucks everything up.
It just does not fit with the pace of the game: you get a horde of monsters charging you and you have to reload every 6 rockets or so.

>> No.3075387

no, i went to bed. maybe i will try again later today, perhaps on a lower skill level

>> No.3075390

I don't mind it at all. I see it as a balancing tool. I was never much into vanilla Doom or Doom 2 though, so you guys would probably call me a Brutal baby. I come from Quake and Quake 3, so the speed of default Doom feels nauseatingly slow to me.

>> No.3075391


Man, thank God Kotaku got wrecked today. Or yesterday, technically.

>> No.3075394

well, i can't see how to avoid needing the red. but you are right the blue and yellow aren't needed because you can jump through a window at the end. you probably didn't miss anything.

>> No.3075402

Did Mark post here at some point?

>> No.3075403

The easiest way is to write an an acs loop that sets the fade on every sector from tag 0 to 200 or whatever. Or you know, zooming out to select every sector in the map and setting them all at the same time.

>> No.3075408

What do you mean?

>> No.3075409
File: 36 KB, 640x400, 1416057327764.png [View same] [iqdb] [saucenao] [google] [report]

>monster boys
Just go with real demons. No more anime trash.

>> No.3075414

I think the sharp cracking sound would be great if he'd just added a bit more reverb to it

>> No.3075416

I'm doing the sector method, which I guess works. Is there a way to fog out the sky, though?

>> No.3075418

Anon, global ints are for variables that are supposed to carry through a whole mapset. It's perfectly fine to use a normal map level integer in his case.

>> No.3075419

WTF is with those sound effects and weapon bob?
Other than that it looks okay.
Is there still the mighty boot?

>> No.3075420
File: 89 KB, 265x285, healthism.png [View same] [iqdb] [saucenao] [google] [report]

Maybe. But it needs upper limitter as well. Make it more "BOOM", less "PBRCHK"

>> No.3075421

>I'm doing the sector method, which I guess works. Is there a way to fog out the sky, though?
That you have to do in the mapinfo lump. Just put "skyfog = 255" in the block for the level.

>> No.3075424


Yep, and naturally the word got out

>> No.3075425

Gawker media lost a 100+ million dollar lawsuit against hulk hogan for refusing to take down his sex tape from their website. Kotaku is owned by them.

>> No.3075440

>Early Alpha

Ah there's your explanation. All those unnecesary things like reloading and executions will probably be added later.

Also I can't remember but did the original Doom64 look like that? It's been a while since I played it but most brodal doom babbies use some terrible filtering.

>> No.3075443


I'm fairly sure the original N64 version used texture and sprite filtering, since it was new back then.

I didn't bother watching the video though, so maybe the filters in that are different.

>> No.3075451



Did gas piston died?

>> No.3075452


Instead of dodging a slow moving projectile like from most monsters in Doom, you dodge the monster itself so the placement of the monster keeps changing and you have to keep track of it. In that way, they're similar to lost souls but they actually pose a threat and have quick recovery rather than stupidly flying off to the other end of the map when you dodge. Unlike lost souls, their pounce has a limited maximum and minimum range, so you can either be too far away for it to hit or too close that they try to swipe at you instead. They don't fly so it's possible for them to end up in a level below you if they jump off a ledge and some maps encourage the player to exploit this weakness of theirs. In one of the Retro Jam 1 maps for example, the first enemy you face is a fiend and there's not a lot of ammo to go around so what you can do is bait the fiend into jumping into a lava pit.

Restriction of player movement is key in making encounters with them engaging. In vanilla Quake levels, the level geometry itself is usually used to keep the player on his feet when facing a fiend. However, other enemies can also be used like in some custom maps I've played. In Fallen from Grace for example, there's an encounter where you're in a narrow corridor and a door at the end opens to reveal a fiend so your first instinct is to run away, but you find out that there's a small horde of knights waiting at the other end. The level offers a broken segment of the balcony you can jump off to escape the encounter, but that part is closer to where the fiend is and if you first decided to run away from the fiend, then it may be too late to go back to it. The mapper was clearly trying to mess with the player's head and subverting his instinct to run away from a fiend to make a memorable encounter.

>> No.3075453

Is there a wad where I can blow shit up while shouting durka durka allahu akbar?

>> No.3075456

Got "Skyfog requires new MapInfo format"

>> No.3075458

Nevermind, figured it out. Thanks!

>> No.3075467

Doom 64 did use a bilinear filter, but this is GZDoom64 >>3075341, which is a luckluster GZDoom analogue of Absolution.

>> No.3075471
File: 921 KB, 793x1172, Cacodemon_stares_as_its_house_burns_down.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3075472
File: 775 KB, 986x1378, PEG - serious sam.jpg [View same] [iqdb] [saucenao] [google] [report]

It's predictable as fuck, it's boring.
I bet you think Serious Sam had good gameplay.

A lone firethrower isn't supposed to be challenging, the challenge comes with masses in cramped spaces. That's why massive empty arena maps in Doom are fucking stupid and the retards who design that shit have no idea how Doom plays.

>> No.3075474
File: 487 KB, 800x600, Screenshot_Doom_20160312_020753.png [View same] [iqdb] [saucenao] [google] [report]

>LegenDoom releases
>'oh hey I might as well try it out with colorful hell since i've been meaning to play that too'
>enter MAP01 of BTSX E2
>'death awaits etc'
>'black imp spawned'
>hold the fuck up
>recall the color of an enemy in coloful hell dictates its deadliness
>make the obvious connection that therefore white or black must mean ultimate fuckyou
>'I can't possibly have this much shit luc--'

>> No.3075480

I think those look fine. Fire and brimstone. You might expect even fire to act more violently in Hell.

>> No.3075484

Looks distracting as hell and out of place to me. Too bright, trying too hard to look modern, waaaayy too many particles.

>> No.3075485
File: 440 KB, 800x800, hell knight lewd.jpg [View same] [iqdb] [saucenao] [google] [report]


Anyone recognize the voice pack used?

It has a nice blend of originals', 64's and 3's effects.

>> No.3075506


I cited a very specific example which use the enemy in conjunction with restricted space to make an encounter which I clearly showed appreciation for. How do you get "I bet you think Serious Sam had good gameplay" from my post?

Challenge was never a part of the argument until you brought it up. If you're butthurt about me drawing a contrast between Doom's samey fireball throwers and the fiend, I did that to show the latter's different nuances in attack and movement characteristics to argue how it's more dynamic than most enemies in Doom. Your argument against my very specific points is only "it's predictable as fuck, it's boring". Well, predictability goes for every enemy in Doom and I'm not saying that the fiend isn't predictable nor am I saying that predictability is a bad thing, I'm just saying that the fiend is more dynamic than most enemies in Doom because it has all these nuances. The revenant in Doom is such a standout enemy because like the fiend, it's also quite nuanced in its attack patterns and unique from other monsters. It can be baited to melee instead of attacking with a projectile, its projectile modes has two modes, and it has a unique behavior that makes it counter-attack with a projectile at close-range instead of punching when it enters a pain state.

>> No.3075509

is it weird that I don't even play any retro fps games and just come to this thread for webms, screenshots and dank looking mods?

>> No.3075516 [SPOILER]  [DELETED] 
File: 1.74 MB, 575x458, 1458387678374.gif [View same] [iqdb] [saucenao] [google] [report]

Yaoi HDoom mod when
H/d/oom mod when
Zombies in HDoom when
Female RomeroHead when

>> No.3075518
File: 2.16 MB, 1583x887, needmorelensflares.png [View same] [iqdb] [saucenao] [google] [report]

I'm sick of Mark's boner for putting miniature fucking suns on objects too small to hold that much fire/light.

>> No.3075521

Hopefully fucking never.
Seriously what is with you people and your obsession with everything needing to have a porn mod?
Jesus fucking Christ seek some help

>> No.3075524


>big ass coronas that clip into the level geometry


>> No.3075530 [DELETED] 
File: 151 KB, 400x400, neo v in a nutshell.png [View same] [iqdb] [saucenao] [google] [report]

>le shitter doom babby faec

>> No.3075535
File: 41 KB, 130x130, karnivore89.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3075539

heehee :^)

>> No.3075541

Don't touch the feces so they dont stink.

>> No.3075543

googoo gaga doombabby :^)

>implying you dont have shit in your nappies right now

>> No.3075546 [DELETED] 

>no doomgirl, you are the boner!
>and then doomgirl grew a dick

>> No.3075551

Woah, that guy with the bizarre animations made an entire Doom wad?

>> No.3075553


I think we've got literal shitters in the thread.

>> No.3075556

>Seriously what is with you people and your obsession with everything needing to have a porn mod?
Uncle Bob, please, i already told you about the internet

>> No.3075561

he used to post here with a tripcode that started 7am ZZZ or some such, but hasn't for a long time (a year or more, i'd estimate)

>> No.3075579


I'm much more triggered by texture filtering. Who the hell likes blur?

>> No.3075583

Well bilinear filter was in the original, and all the sprites are made from pre-rendered 3D models, captured with antialiasing so your point is moot.

>> No.3075585


Technically, Doom 64 was designed FOR bilinear filtering.

But to answer your question. I fucking love blurry textures. Reminds me when I got my 3DFX card and I was fucking king of the world. All my friends would gather around my screen in awe. Seriously.

>> No.3075590


N64 used bilinear filtering for everything to make up for the pathetic texture memory of the system. The original Doom was nearest neighbor filtered.

And you're talking shit because the sprites have binary alpha that is clearly aliased. Sure the inner edges of captured 3d are antialiased against each other, but the edge of the character still shows its pixels.

>> No.3075596

Is Mark barred from uploading to idgames as well?

>> No.3075609

I meant the inner edges of course, dont be a fag.

AFAIK no, he is still not banned there. It has more to do with idgames being a poorist cesspool now so no GZDoom funmods allowed, unless they are a map.

>> No.3075610

What are some of the more popular maps, mappacks and mods (outside of BD) which popularity you don't get?

>> No.3075614

i don't think so. he's not banned from doomworld forums either.

>> No.3075616

Which means that technically he could upload the Hell on Earth Starter Pack.

>> No.3075619

gameplay mods don't go to idgames because they're never finished and idgames doesn't want to host 27 different versions of the same mod. or something like that. if you upload a new thing to idgames it tends to replace the old one. there are obviously exceptions, mistakes by the maintainer(s), etc.

>> No.3075624
File: 459 KB, 807x1400, 1426730211613.jpg [View same] [iqdb] [saucenao] [google] [report]

>Female Romerohead

>> No.3075625
File: 21 KB, 930x430, Grizzly 8.5'' Detachable Box Magazines.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't they?
Then where have I been putting it?!

>> no modern weapon behavior (reloading or aiming down the sights).
I really like that stuff when done in a good way, or when the gameplay is in such a way that it fits.

Don't quite like how it's done in Brutal though.

>> No.3075627

i took your advice and reduced the skill level. here is a boom demo on -skill 2 in 12:10.


i missed one monster and have yet to find more than one of the six secrets. however i haven't used the automap cheat, or looked at it in an editor yet.

>> No.3075630

Doom RPG. I think it's a pretty bloated and awfully designed mod with one of the worst rpg systems ever.

>> No.3075631

love how the water turns into blood when it exits the glass. the demons are bringing their own reality with them, just as it says.

>> No.3075634

>pick up Romera's head from the stick
>reverse throatfuck it

>> No.3075642


It's technically impressive but I feel it's weak on the gameplay side. And yeah Jesus Christ it's loaded with stuff

>> No.3075648

it's probably a lost soul who floated through a portal

I'm seriously tempted to make the damn things monster blocking, because while I love the shock factor of a cacodemon coming through, it makes 100%'ing so annoying

>> No.3075649
File: 80 KB, 600x319, ClaridgeHiTec9mmTR.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, as typical with Mark, the gunshot sounds he use are fucking terrible.

The GFX looks pretty slick tho, and the gore doesn't look as bloated or retarded as the BD I remember.

>Because firing guns indoors are actually absurdly loud.

>Linda Hamilton was left with permanent hearing damage after shooting the elevator scene of T2.
Yeah, she forgot to put in her earplugs, what really hurt her ears was Arnold's 10-Gauge shotgun.

Other instances involve the movie Heat, where Val Kilmer, Robert DeNiro and Al Pacino all sustained some kind of hearing damage during the film (they had decided they weren't going to wear earplugs so that it would be more genuine), in particular the scenes where they rattle of full-auto fire with the CAR-15s from inside a car.

Bruce Willis sustained some hearing damage from the scene in Die Hard where he shoots the guy from under the table.

>A mod that aims to emulate the horrors and brutality of a warzone should include this kind of stuff.
I guess? But when it comes to Doom, unless you're doing Hideous Destructor, I'd prioritize pleasing design over accurate design. Realistic reloading animations? Sure, but I like an impressive muzzle-flash and gunshots that sound nice and varied.

>> No.3075650


oh, and you mind if I throw the demo into the zip file I'm making for it? I might upload it to /idgames later

figure why the hell not

>> No.3075653

wait no never mind I'm retarded it wouldn't work

>> No.3075663


>> No.3075664

>it's probably a lost soul who floated through a portal
lost souls don't count towards kill percentage in boom. i actually missed a sergeant in the hell cave section.
honestly i'd rather you didn't, because it's a shit demo

>> No.3075668

alright, so some things I noticed in your demo as I watched it at 400% speed:

- the secrets in this map don't actually involve much wall-humping at all - the closest it gets is opening up the back of a switch and dispelling a pillar of fire
- you checked the back of the wrong switch!
- you were so close to the soulsphere - you had the right idea getting onto that higher cliff ledge though, and it is a damn tricky jump to make (without zandronum's air physics, I usually need to SR50 it, though SR40 works too sometimes)
- I noticed that chaingun you couldn't grab, and closed that gap so that shouldn't happen anymore
- had the right idea with shooting the MARBFACE, but that wasn't the target that opened the secret

you had the right idea for four of the five secrets you missed, you were just applying it to the wrong things

oh yeah, is HNTR difficulty about where it should be? it looked about right for an easy difficulty by your demo

>> No.3075690 [DELETED] 
File: 16 KB, 559x598, painedArnie.jpg [View same] [iqdb] [saucenao] [google] [report]

>I use Smooth Doom

>> No.3075694 [DELETED] 

Who are you quoting?

>> No.3075702
File: 2.41 MB, 390x277, 1395116136856.gif [View same] [iqdb] [saucenao] [google] [report]

>I don't use Smooth Doom

>> No.3075706


>> No.3075707

I agree.

>> No.3075709 [DELETED] 
File: 765 KB, 499x285, cat emerge.gif [View same] [iqdb] [saucenao] [google] [report]

I bet you have monster movement -interpolation on as well.

>> No.3075710 [DELETED] 

how new are you?

>> No.3075716 [DELETED] 
File: 2.43 MB, 262x192, VQuvfLH2.gif [View same] [iqdb] [saucenao] [google] [report]

I bet you don't even have smooth mouse movement + VSync enabled.

>> No.3075717
File: 175 KB, 1533x385, ss+(2016-03-19+at+06.32.09).png [View same] [iqdb] [saucenao] [google] [report]

Hulkamania happened.

Stop this.

>> No.3075718

Try playing some doom instead of mapping for it. Maybe you'll get inspired. If you don't feel like playing, try watching someone else play doom, either through a speedrun or a stream.

>> No.3075720

>Everything else is just dressing.

I imagine now that all the demons in doom 4 will be just a bunch of various sentient bottles of ranch dressing.


What does monster movement-interpolation do anyway? Not that anon just curious.

>> No.3075724

So did I. Figured my map would be toward the end. I wonder how term's doing the hubs. If I'm still stuck with this cold when the test build comes out I might play through all the maps.

>> No.3075725

It smooths the movement, makes it glidy and totally fucking out of place.

>> No.3075726
File: 246 KB, 500x600, snoozing koffing.png [View same] [iqdb] [saucenao] [google] [report]

I agree absolutely.


>It just does not fit with the pace of the game
Not to me, I've never really been fucked from reloading, you switch to another weapon that you have loaded if you have to, or you back off/dodge/take cover when you have to reload. It's very easy.

It's only really in SUAB where it's lead to me being raped, but SUAB is designed to be harder, conversely, most monsters are melee fighters so keeping your distance is the name of the game.

>> No.3075729
File: 37 KB, 116x178, 1410683833849.png [View same] [iqdb] [saucenao] [google] [report]

>Having a good time replaying DooM 2
Jesus fuck.
I there a worse official map?

>> No.3075730

The Pit
The Factory

>> No.3075732
File: 85 KB, 640x480, 1458397547.png [View same] [iqdb] [saucenao] [google] [report]

disaster! i couldn't get the yellow key, i pressed all the buttons but this pictured platform sunk into the floor.

here is a UV demo, which i am sorry to say is over 30 minutes long, and does not finish, although i didn't die.


i found a kind of strategy for the start, go to hell, grab blue armour, grab plasma, run back to techbase, kill things as they teleport through the gates. but it took several tries before monsters got out of the way quick enough.

the demo then gets slower and slower. so you might like to watch it on 800%. (heh, i do this too, i rarely watch demos slower than 200% speed, doom seems really slow when you're only watching)

i did get 100% kills and 5/6 secrets eventually (basically by cheating - i turned on the automap cheat at some point, and for the last two i had paused recording and was looking in an editor). i notice the final one requires the yellow key which i was denied, so i couldn't get the secret either.

>you checked the back of the wrong switch!
hah yes i needed the editor for this in the end
>you were so close to the soulsphere - you had the right idea getting onto that higher cliff ledge though, and it is a damn tricky jump to make (without zandronum's air physics, I usually need to SR50 it, though SR40 works too sometimes)
got it this time, now i know i'm supposed to go there.
>I noticed that chaingun you couldn't grab, and closed that gap so that shouldn't happen anymore
it is a sad fact that doom's pickup system treats everything as having height 8, not whatever it is set to in info.c.
>had the right idea with shooting the MARBFACE, but that wasn't the target that opened the secret
i got this one eventually with your hint.

>is HNTR difficulty about where it should be?
yeah i think so. "not too rough" == should not present any problem for an unskilled player.

>> No.3075734
File: 312 KB, 1668x1080, steelballers.jpg [View same] [iqdb] [saucenao] [google] [report]

>I really like that stuff when done in a good way, or when the gameplay is in such a way that it fits.
>Don't quite like how it's done in Brutal though

I once brainstormed by myself about how to redo some old shooter with reloading that doesn't impact the gameplay at all. For example a pump action shotgun could be semi-automatic instead, with the slide locking back when you fire the last shot. The mag would fall out and the player would replace it with a new one is exactly the same amount of time it takes between shots normally.

With a pistol you'd either have a ridiculously fast mag change, or you'd have dual pistols, that shoot in a left-right pattern that appears to be random, but actually it makes sure that boths sides don't run out of ammo at the same time. You can keep firing with the remaining ammo on the right side while changing the mag on the left, and vice versa.

Something like Doom's plasma gun is easy because it has a burst cooldown by default. Just make the animations so that after firing a certain amount of shots, the next cooldown animation is replaced by a reload sequence that is the same length.

The very first game that had reloading that I palyed was Duke3d, and it server no purpose. Every 16 rounds Duke would fumble around with a magazine, but the pistol was the only weapon that had that.

Another idea which I thought would be cool is emergency sidearms. A special weapon slot for a gun you could fire during reloading so that there is no sudden pause in your dps. Like a sawed-off shotgun or a micro uzi. Or an H&K grenade pistol loaded with white phosphorous and BEES.

>> No.3075736

The one that came just before it.

>> No.3075739

Yeah the CVAR trickery and everything is amazing.

>> No.3075746

>I there a worse official map?

Sounds cheesy, but it's true: Everyone Stops At The Pit.

>> No.3075747

... turns out the switch for that one was split into three lines.

fixed now

>> No.3075752

you will get (have got) a dozen different answers. everyone has their own unfavourite map.

>> No.3075758

Something hot I'm sure.

>> No.3075761

Yeah that's Cyriak. He did all the music too. It even has a custom boss at the end.

>> No.3075768

Soudn scripting confuses me.

I have a script that is supposed to play a hell knight sound when the player triggers it. The whole script is

script 3 (void) { //Knight Activate
PlaySound(0, "knight/active", 4, 1, FALSE, 0);

Isn't this supposed to play the Sound at 0, script activator (the player), the knight/active sound, at channel 4, max volume, nonlooping, non-diminishing with distance? All I get is... Silence

>> No.3075773

You probably just want AmbientSound for this, honestly.

script 3 (void) { AmbientSound("knight/active", 127); }

Also, there is actually a huge difference between "1" and "1.0". "1" is just 1, but "1.0" is internally 65536 - that's how Doom does fixed-point numbers. That's why you aren't hearing anything.

>> No.3075791
File: 57 KB, 547x586, flickering light.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. Changing it to 1.0 worked, and Ambient Sound works too and seems simpler for this use.

Also, why won't this work for flickering lights? I mean I could use script with light raise, but it seems like there's an inbuilt function so I might as well use that.

>> No.3075792

sounds pretty cool.

>> No.3075802

I'm new to ACS (and scripting in general), can someone explain to me why this script isn't working properly?
It's meant to set a timer, and every time it reaches 0 the player gets 1 ammo for their weapon and the timer resets to 35 tics. What happens is that for some reason the timer isn't (re)setting, so the player gets ammo every tic.
Code was referenced off the hammer in DemonSteele.


(Don't say "just set the delay to 35", because the timer won't always be 35 tics long. The script is just simplified to show the problem easier.)

>> No.3075809


Those are some sexy, sexy pistols.

>> No.3075813

You're supplying this as a constant string rather than a variable name. Lose the quote characters.

>> No.3075818


Remove the quotes around DispChargeTimer.

>> No.3075828
File: 770 KB, 127x189, 1439789051355.gif [View same] [iqdb] [saucenao] [google] [report]

Ohh, I see now, I didn't know that, I'll have to read up on constants and variables. Thanks Anons!

>> No.3075829


What kinda weapon is this anon? I like recharging weapons

>> No.3075836

(replying to you since you're helping me make this map not break, which is nice)

I fixed the platform lowering thing (I don't know how I missed that honestly), got rid of the dumb gap, made the portals and one other line that should've been monster blocking, monster blocking; unstuck some shotgun guys in the natural area that got stuck occasionally, and added a demo of me beating the map on UV with no secrets, to prove that yes I actually did test the damn thing

didn't bother with passuse, and quite frankly I don't want to change it and have to record the fucking demo *again*

also it has a README now because yes


>> No.3075837
File: 1.36 MB, 291x163, plutonia_level_32.gif [View same] [iqdb] [saucenao] [google] [report]

The reloading of the pistol in Duke Nukem (after every 12 rounds), is probably to make the weapon more distinct from the Ripper chaingun, it still shoots fast so that it's an actually useful weapon, but it doesn't have the rate of fire that the Ripper has, so you still have a reason to use each weapon.
They also have a separate ammo supply.

I think that you can easily fit Duke 3D style reloading for weapons in a Doom mod, pistol locks back empty, and the player immediately drops the empty mag in the same motion as he reaches for a new magazine, he inserts it and hits the slide release, this only takes a very brief moment and if you're holding down the fire button you'll continue shooting.

Shotgun would have you lock the pump back on the last shot, insert two shells at a time (like in Doom 3), for a 5 or 6 round magazine tube, then sliding the pump forward.

For rifles and subguns, similar to the pistol, drop the mag and reach for a new one in one smooth motion, then hit the bolt-release or rack the charging handle rapidly.
If it has a grenade launcher, show the breech slid open, spits out the empty casing, insert a new one and slam it shut.

Plasma can have an insinuated replacement of a battery load, rapidly, then the player hits a button, there's a quick beep with a slight exhaust of hot blue gas and it's ready to shoot.

Showy animations are nice, but efficiency has to be considered.

Those would be the stylized Duke Nukem deagles, not 47's Silver Ballers.

>> No.3075851

>Those would be the stylized Duke Nukem deagles, not 47's Silver Ballers.

I think you misread the filename. They're Steelballers, by yours truly. Balls of steel. 50 caliber BALLpoint, full STEEL jacket. No sights, no safety, no mercy.

>Those are some sexy, sexy pistols.

Thanks. I made them by combining the designs of several old promo images for Duke Nukem Forever.

>> No.3075854
File: 249 KB, 1130x900, 1454190436336.png [View same] [iqdb] [saucenao] [google] [report]


I'm playing Switcheroom for the first time

What a nice mod, also fuck Episode 4 in that wad

>> No.3075864
File: 414 KB, 1920x1080, 20160319124927_1.jpg [View same] [iqdb] [saucenao] [google] [report]

So I decided to try my hand at mapping after a while and made something simple. It's nothing special, just a corridor with some monsters and such. Just trying to get back into mapping by doing something simple, basically.

If you wanna play it, go ahead and let me know what you think. Like I said, tho, it's nothing special.


>> No.3075865
File: 42 KB, 307x232, dpistol.jpg [View same] [iqdb] [saucenao] [google] [report]

It's literally a rip-off of Unreal's Dispersion Pistol, sans upgrades. A simple starting weapon.

>> No.3075871


>> No.3075872


I hope you're gonna make it at least a little bit better. The default dispersion pistol had pretty crap damage and the recharge time was a little sluggish.

Unless you still have punching too, then it's fine.

>> No.3075873

Are you deaf anon?

Honestly having a few stealth monsters is ok if it's done with the proper monster, like replacing the spectre with a demon with the stealth aspect, it's nearly what the originals were going for and lives up to the creators vision

>> No.3075876


>> No.3075881
File: 1.44 MB, 226x92, DispRes.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3075883

Is it a Terry-trap or something?

>> No.3075884

no, it's just dumb

>> No.3075886

>Oh it's a map on /vr/
>Level seems pretty basic
>Kill some shotgunners
>huh, I wonder how many monsters there are

I dunno, what do you think?

>> No.3075889
File: 85 KB, 920x781, 1417401951179.jpg [View same] [iqdb] [saucenao] [google] [report]


Why is Doom 2 full of bad maps?

>> No.3075891
File: 104 KB, 896x1088, scrap369_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't really know what I was doodling but it eventually turned into contemplating imp-tan.

>> No.3075901

Everything's in early stages at the moment, it's currently pretty weak with crappy slow projectiles. I do have punching, but doomguy's default punching is pretty piss weak too. It's pistol with primary fire, punching with alt fire. (player does start with a pistol, but it has no ammo)

I miiight have it be upgradable via chainsaw pickup, dunno yet.

>> No.3075905


>pistol with primary, punch with alt

This is the best way to do it.

>> No.3075906

Final level of Going Down had closer to 1000 enemies.

>> No.3075907

that is some terry wad shit.
Warning Jumpscare alert /!\
made me laugh

>> No.3075908


I grew up with Shareware Doom and Final Doom, and even though I eventually got all the games and I really like the full version of Ultimate, I never learned to appreciate Doom2. I just think TNT has more interesting level design. All of its original music tracks are kickass also. Plutonia can eat shit with its difficulty though. I don't recall ever getting past Caged on UV. The other difficulties are a blast though. I just suck.

>> No.3075930
File: 171 KB, 1024x655, alggec.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know how to play Wolfenstein - Blade of Agony on GZDoom? Every time I drag the folder to the application it keeps giving me a script error.

>> No.3075934
File: 894 KB, 1920x1080, Screenshot_Doom_20160319_192659.png [View same] [iqdb] [saucenao] [google] [report]

Where's my reward, faggot?

>> No.3075946
File: 1.86 MB, 581x542, [agitated tooting].gif [View same] [iqdb] [saucenao] [google] [report]

I just turned off Monster Interpolation for the first time in ZDoom and the monster movement looks like fucking shit, dear lord. It's so jagged and fucked up looking.
Why are you people so against it?

>> No.3075952

Zip the files and drag them to the application, expect some fps drops though since the mod doesn't fuck around with 3D models

>> No.3075957

It's basically the same to animation as bloom is to graphics.

>> No.3075961
File: 1.02 MB, 1920x1080, Screenshot_Doom_20150807_010041.png [View same] [iqdb] [saucenao] [google] [report]

There is absolutely nothing wrong with bloom per se.

>> No.3075975

Edgy Teenagers: The Thread

Quake is better

>> No.3075976
File: 80 KB, 640x480, Screenshot_Doom_20160319_175840.png [View same] [iqdb] [saucenao] [google] [report]

nice demo especially considering you didn't use any secrets. i never thought of making a brief stop in caveland for the chainsaw first.

here's a boom UV max recorded on the new version in 13:44. blocking the portals so nothing can chase you back through made it significantly easier.


one more thing though, i don't think it is possible to get back in from the easter egg behind the yellow key. unless you're supposed to be able to jump and crouch at the same time but i can't seem to get that to work in zdoom 2.8.1.

>> No.3075979

Taking the bait, but
Where is my Sonic Robo Blast for Quake

>> No.3075981

you have to tap jump, not hold jump, or you don't crouch

>> No.3075982

Multiplayer perhaps.

Anything else no.

>> No.3075989
File: 2.88 MB, 640x360, Levelpart1.webm [View same] [iqdb] [saucenao] [google] [report]

Rate shitty level, webm part 1/2

>> No.3075994
File: 2.87 MB, 640x360, Levelpart2.webm [View same] [iqdb] [saucenao] [google] [report]

Part 2/2
Only just couldn't get the killing of hell knights in, but after you kill them the level is over.

>> No.3075995

all right, it took a few tries, but i got it to work. apologies for lack of skill at new school doom extra controls heh.

>> No.3075996

The switch hunt in the copypasted square rooms doesn't look too good.

>> No.3075997 [DELETED] 

>implying quake isn't edgy teenager doom

>> No.3076002

it looks really flat, and almost all ceilings are at the same height
try to add more definition around doors and play with heights a bit more, maybe?

>> No.3076003

needs more monsters. it doesn't make sense the you built giant corridors that has 1 badguy.

>> No.3076004

started off well, and i liked the hell portal teleporter thing but the middle section just going through endless near identical doors and corridors looked boring

>> No.3076005

heh, and see I didn't believe running through the hell area first thing would pan out very well, but yeah I guess if the portals block off the dudes that makes it a lot better of a choice

I think I may un-block the portals and rearrange the areas so that techbase is at the bottom, and hell's at the top, y'know so they won't follow you into tougher areas but they'll readily follow you into easier areas

'course then you could just leave them there but at that point, why not just kill them

also how DARE you hit the berserk-secret switch from all the way down there (that's actually pretty funny)

most importantly, did you enjoy the map? I mean, I did, but I made the thing so that doesn't count

>> No.3076006

Did Quake ever caused school shootings?

>> No.3076007


i love how everyone is posting demos and gameplay videos now

keep it up!!

>> No.3076008

ahaha the revenants in the cave just kinda looked at you for a little while like "u w0t"

that shouldn't be funny but it is

>> No.3076012

and shit I just noticed the brick misalignment

fuck now i *gotta* update it

>> No.3076013
File: 22 KB, 350x295, a look of disgust in your general direction.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't you even fucking dare.

>> No.3076014


No, but said mass shooters also played quake and they also had a webpage with stuff in it.

PLEASE do some actual research before trolling.

>> No.3076016 [DELETED] 

I was making a serious question, Jesus Christ people calm down

>> No.3076017

Switch hunt is less switch hunt and more just light switches for the rooms. That's all they do. I just went for 100% to show level and randomly decided to hit a few switches.

I'll revamp the middle section, agree that it's bland at best. Thanks for tips

>> No.3076018
File: 1011 KB, 1920x1080, Screenshot_Doom_20160319_192205.png [View same] [iqdb] [saucenao] [google] [report]

Do you think we're in for a pleasant spring?

>> No.3076020


please go back to /b/ and stay there until you actually learn how2troll outside of it

>> No.3076021

I'm liking this aesthetic.

>> No.3076025 [DELETED] 

Shit meme.

>> No.3076026 [DELETED] 

>still thinking its bait
i am actually worried now

>> No.3076031

Tried that, all it does is just send me to the default Doom game. Same with Doom II

>> No.3076037
File: 101 KB, 1155x708, asdasd.png [View same] [iqdb] [saucenao] [google] [report]

Here is the inside of my zip file, when you download it it comes like this, at least it did with me

>> No.3076039



>> No.3076046

I built a working clock in unreal a long time ago. Took me a while to get it to keep proper time, and even then I didn't watch it for long enough to be absolutely sure.

Thief 2 had working clocks iirc...

>> No.3076056
File: 106 KB, 1365x726, rd.png [View same] [iqdb] [saucenao] [google] [report]

I have the same thing as you. I tried the process a few times and it's still not working

>> No.3076058

I remember someone doing a working clock in Duke Nukem 3D. IIRC it's this map

If not this one, another one by that author but pretty sure that's the one.

>> No.3076063

Two Swedish teenagers died after they stole a AT4 from a armory and tried to rocket jump in 1996-1997.

>> No.3076065

maybe its related to gzdoom? i remember it not working with me because it wasn't updated, otherwise i have no idea

>> No.3076073

> after they stole a AT4 from a armory and tried to rocket jump
Hope they at least bent their knees, fucking casuals

>> No.3076105

>everything is a meme

Fuck right off back to /v/
I played Quake and didn't see what was so great about it. It's not 1996 anymore, just because it's the first 3D FPS doesn't mean it's hot shit.

>> No.3076109
File: 5 KB, 186x208, hottest new maymay image.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best way to play Shadow Warrior?

>> No.3076114

Don't IRL-rockets not explode on impact? They have like timer or something in the fuse?

>> No.3076116

I played the Classic Redux edition on Steam and it worked well for the most part.
Mouse control was a little weird but I got used to it

>> No.3076118
File: 169 KB, 635x788, 2016-03-19_14:13:17-printwindow.png [View same] [iqdb] [saucenao] [google] [report]

hm, I dunno if it's worth trying to keep the "monsters following you through portals" thing

if I move the areas around like pic related they do eventually end up in the techbase area if you're in there, but if you're in the cave area they could very well find their way to the techbase and get lost

but that could happen anyway, so iuno

if I had ACS I'd just do a ClassifyActor check and if it's a monster, teleport the monster to whichever zone you're in, but I don't have that

>> No.3076119

classic redux

>> No.3076121


There are two sourceports, SWP and Redux, but neither is really good imo. SWP tends to be glitchy and Redux doesn't even have the original 8-bit 2.5D video renderer.

>> No.3076123

The remake.

>> No.3076142
File: 1.46 MB, 3072x2304, AMT_HARDBALLER_.45ACP.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah, yeah, I misread.

Steelballer typically refers to one of these though.

>> No.3076145

Source or I don't believe you.

>> No.3076154

I don't get why people have such a hateboner for it, or what it even does wrong.
It only looks okay in vanilla, with the 30fps cap.
Otherwise it makes any monsters look ridiculously out of place.

>> No.3076167

>It's not 1996 anymore
That's pretty irrelevant as far as your opinion goes. I agree that it's not the greatest, but I think that mostly comes down to the weapons for me. Both shotguns feel a little weak, even if the doulbe barrel does decent damage. The grenade launcher and rocket launcher feel solid, and the super nailgun is pretty okay. The rest feel kinda pithy though.

Otherwise it's a pretty fun game. Better than Quake 2 imo, and most levels hold up pretty well today.

>> No.3076171

I played quake and thought it was the best FPS I had ever played at the time. Because it was. 2.5D cant compare to 3d level design and general MIDI music cant compare to pre recorded audio.

>> No.3076176

The only good things about Quake were the graphics, aesthetics, and the sound design.

>> No.3076179

The movement is fluid as fuck, and some of the monsters are well designed. There are things it could've done better, but the being the first 3D FPS it did a lot right. I still play it on my phone occasionally and weirdly enough it ends up being one of the best FPS games on wii. Other games have outpaced it, but "if I have touched the sky" and all that.

>> No.3076193

The level design was the best thing about it imho

>> No.3076219

This opinion is only valid for everything pre-episode 3.

>> No.3076221
File: 311 KB, 471x464, [takes bite].png [View same] [iqdb] [saucenao] [google] [report]

>I still play it on my phone occasionally and weirdly enough it ends up being one of the best FPS games on wii.

>> No.3076236

To me Quake's weapons feel terrible. Most of it has to do with the death animation of enemies. Or lack thereof. In Doom every enemy has a satisfying death animation that makes the whole thing fun. In Quake, every time falls over when they die. The only exception is gibbing but even Doom did that better.

Also the BFG just shits all over the Thunderbolt.

>> No.3076238
File: 155 KB, 210x330, MHUFI45_lg.png [View same] [iqdb] [saucenao] [google] [report]

Any HD scans from the Doom comic around?

>> No.3076263
File: 104 KB, 800x600, q2e1433652.jpg [View same] [iqdb] [saucenao] [google] [report]

Did they just forget to put muzzle flashes in Quake 2?

Seriously why are they absent? Holy shit even Wolf 3D had muzzle flashes.

>> No.3076264 [DELETED] 

>objectively wrong opinions
Of course doom babies would think that

>> No.3076274

Welcome to the general shittiness of early true 3D.

>> No.3076275
File: 11 KB, 366x195, Super Nailgun.jpg [View same] [iqdb] [saucenao] [google] [report]

Did Doom?

I think it's a pretty good game, especially considering it's a rushed mess, but ultimately I think Doom and Quake 2 are better made and more enjoyable.

I like some Quake 1 weapons, but dislike others.

Axe is meh
Shotgun is awful.
Supershotgun is meh
Nailgun is ok
Super Nailgun gives me a raging boner, the thundering, booming noise is perfect
Grenade Launcher is meh
Rocket Launcher also gives me a boner
Lightning Gun is good

>> No.3076289

no. people who own it have promised to scan it at a higer res but none have ever followed through.

>> No.3076290
File: 422 KB, 1440x589, WELP.png [View same] [iqdb] [saucenao] [google] [report]

WELP, I do not know what happened in zandronum, but im sticking in gzdoom for this map

>> No.3076295
File: 467 KB, 640x547, xperia_play_front_open_hold.png [View same] [iqdb] [saucenao] [google] [report]

I dunno what you're implying here. The wiimote works better with quake than nearly any game designed around it. And my phone is pic related, so it works better than you'd think.

I really like quakes pain states though. How they sort of roll over and recoup.

I mostly agree with your guns assessment, but switch lightning gun and nade launcher.

It would be cool to take the best of all the older fps games and mix them into one decent modern shooter. Unreals combat AI and monster movement, dooms monster balance and gibbing, quakes pain states and fluid movement, etc... a man can dream.

>> No.3076303

I agree with most of this, Quake could use a suite of weapon mods, and monster deaths/AI...

Dare I say... Brutal Quake?

>> No.3076308 [DELETED] 
File: 96 KB, 720x720, 1457404052442.jpg [View same] [iqdb] [saucenao] [google] [report]

Revised it a bit. Also added two secrets, one easy, one less obvious I think. Hoping people will play it for feedback. If you're having trouble with the secrets, I've added tips in spoilers here
Easy:Crate room
Harder:Try to mimic icon of sin[/spoiler

Link: http://temp-host.com/download.php?file=kd73sp

Also, built/tested/intended to play on zDoom. I don't use jump/crouch/freelook, but I don't think it matters for this map, except perhaps for crateroom where you can jump on the crates maybe?

>> No.3076312 [DELETED] 
File: 96 KB, 720x720, 1457404052442.jpg [View same] [iqdb] [saucenao] [google] [report]

Revised it a bit. Also added two secrets, one easy, one less obvious I think. Hoping people will play it for feedback. No changes for various difficulty levels. If you're having trouble with the secrets, I've added tips in spoilers here
Easy:Crate room
Harder:Try to mimic icon of sin[/spoiler

Link: http://temp-host.com/download.php?file=kd73sp

Also, built/tested/intended to play on zDoom. I don't use jump/crouch/freelook, but I don't think it matters for this map, except perhaps for crateroom where you can jump on the crates maybe?

Reposting because I messed up the spoiler in first post

>> No.3076313
File: 96 KB, 720x720, 1457404052442.jpg [View same] [iqdb] [saucenao] [google] [report]

Revised it a bit. Also added two secrets, one easy, one less obvious I think. Hoping people will play it for feedback. If you're having trouble with the secrets, I've added tips in spoilers here
Easy:Crate room
Harder:Try to mimic icon of sin

Link: http://temp-host.com/download.php?file=kd73sp

Also, built/tested/intended to play on zDoom. I don't use jump/crouch/freelook, but I don't think it matters for this map, except perhaps for crateroom where you can jump on the crates maybe?

Reposting, again, because I messed up the spoilers, again. Kill me

>> No.3076318

God no.
I'd rather have Smooth Quake

>> No.3076331

Here's a question for the mappers (or for everyone really) : in which cases, which maps parts, do you think Knights are more appropriate than Barons, and vice versa ?

>> No.3076334

Preferably not mark-esque, but more punchy/violent/updated weapons and enemies would be great.

>> No.3076354

Oh, then yes, I agree.

Although I'm not sure on "more enemies" since Quake's enemies feel a bit more bullet sponge-y than Doom

>> No.3076356

anyone seen marks new mod? makes doom 64 look enjoyable

>> No.3076357
File: 70 KB, 1234x817, donotsteel.png [View same] [iqdb] [saucenao] [google] [report]

OC!!!, donut steel

>> No.3076365

Doom 64 was already enjoyable.

>> No.3076369 [SPOILER] 
File: 46 KB, 500x505, 1458423547395.png [View same] [iqdb] [saucenao] [google] [report]

>replace everything that's not a weapon with revenants
>give weapons infinite ammo just because
>revenants spawn from keycards until picked up
>revenants that spawn from pain elementals split into 3 revanants on death

one can nightmare

>> No.3076372

Pretty much always Hell Knights since Barons are just glorified bullet sponges. If you must, use Barons lateron in a wad/level when the player should have strong weapons/ammo.

>> No.3076426

here is a first demo recorded with zdoom 281

i must say it ended kind of suddenly, and it still seems rather samey throughout -- you have a dozen square rooms and corridors with the same floor/ceiling/walls. the yellow key trap was underwhelming, only four imps. but i get that it is an introduction to an episode. also i really like the sourced lighting (light source things/walls appropriately surrounded with bright sectors), please do more of that!

>> No.3076459

Anyone able to find a download for this .wad? https://www.youtube.com/watch?v=fEnOEzq8PuE

Okuplok slaughtermap, if you don't wanna open the video.

>> No.3076478

Honestly, all I'd want is for someone to port the models with animations from Deathmatch Classic, they looked fucking perfect and I would love them for original Quake

The only things I'd really change is to make the shotgun hurt slightly more, make the grenades shoot farther, and give the axe more inertia when you swing it.

Maybe add a backpack for carrying more ammo, so I could tear up shit with the Super Nailgun more.

>> No.3076481

Monster Count wasn't my point. You can have a good map with lots of monsters, and then you can have a map where you think you press the exit switch and instead reveal a room with 500+ cyberdemons.

>> No.3076489


>> No.3076501

>also how DARE you hit the berserk-secret switch from all the way down there (that's actually pretty funny)
one of my favourite speedrunning tricks! it might not be flashy or impressive but it's simple and almost always helpful.
>most importantly, did you enjoy the map? I mean, I did, but I made the thing so that doesn't count
yes i did. usually copypasting the same thing N>=2 times is a bad sign but each copy is different enough that it's not repetitive. gameplay is mostly quite fast and free-flowing, although very top-heavy -- it's definitely more tractable once the layout is learned and an opening route planned. i also appreciate the use of map07 triggers in a more subtle not-another-clone-of-dead-simple way. finally thanks for the credit in readme.txt, but rather than "demo anon", i am RjY.

>> No.3076506

Neat. I'll remove one or two more of the dozen square rooms that are just a light, a few enemies and random shit in the middle and dress the remaining ones up some more. The area is supposed to be a bit bland as it's meant to be just a random building with a spoopy basement. As for the sudden ending, I'll change it up so that some effects happen with the face/portal thing so you can use that as exit afterwards, and also still get the secret then if you didn't catch it before/during the fight.

I also noticed a few walls enemies/you could shoot through, I fixed those up as well.

>> No.3076515

>I also noticed a few walls enemies/you could shoot through, I fixed those up as well.
i thought those were intentional! say the room has curtains in it for some reason, maybe it's a medical bay.

>> No.3076535

good find - thankya

>> No.3076537

looks like zandronum is running in software mode.

>> No.3076549
File: 247 KB, 1440x900, Screenshot_Doom_20160319_201609.png [View same] [iqdb] [saucenao] [google] [report]

Nope, I was running it in open gl.

>> No.3076563

play SS2 on serious if you believe Sam's gameplay with complex level design is a good idea.

>> No.3076570
File: 51 KB, 500x500, tumblr_o3unn6n3OL1suw4hvo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing ss2 at all

>> No.3076573
File: 193 KB, 1024x712, 1458399494079.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3076583

Quake 1 has muzzle flashes that work just fine.

>> No.3076587
File: 340 KB, 1768x992, Screenshot_Doom_20160320_003834.png [View same] [iqdb] [saucenao] [google] [report]

>Low on ammo
>Legendary Cyberdemon

Oh boy

>> No.3076589 [DELETED] 
File: 808 KB, 1126x989, ▄█▀ █▬█ █ ▀█▀.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3076590
File: 1.42 MB, 500x200, zootopia uncomfortable.gif [View same] [iqdb] [saucenao] [google] [report]

Of course, because the core-gameplay is a total piece of shit.


>> No.3076594

exactly you shouldn't play SS2, that's my point.
What are you saying?

>> No.3076596

is someone feeling triggered

seriously tho, just cus some of us browse random tumblrs and find some good reaction pics doesnt mean we're a bunch of SJWs that get triggered by a dude mentioning sex

>> No.3076598

Is it possible to make a weapon that heals you and stops ongoing poison damage? Basically just a "bandage" to "stop bleeding".

>> No.3076601
File: 33 KB, 650x285, theoriginal[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I could agree with that, the models in Deathmatch Classic are fantastic. The only one that sort of bothers me is the rocket launcher, it seems too thin and tapered compared to the Quake model.

The Original in TF2 is much closer to the, well, original model (which makes sense, given it's a TF2-ized version of the Quake RL instead of a mild re-imagining keeping the same shape like the DMC weapons), and looks great- maybe something someplace in between?

>> No.3076602
File: 920 KB, 500x340, rero.gif [View same] [iqdb] [saucenao] [google] [report]

My point wasn't that Serious Sam should have more complex level design, my point was that Serious Sam had shit core concept to begin with, and that people who think it relates to Doom significantly are morons.

>> No.3076615
File: 651 KB, 1067x800, VNyk86k[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3076616

it was a good time. took me a moment to realise those were portals at the start. here's an fda cl9 prboom etc: https://www.dropbox.com/s/mwsovqorjvj8691/map_name-fda.lmp?dl=0

>> No.3076620

Barons should be used in boss-like settings (in conjunction with other monsters) or to reduce players ammo.

>> No.3076626
File: 294 KB, 500x390, vaporei.gif [View same] [iqdb] [saucenao] [google] [report]

Hey tumblr is good for finding some nice porn and reaction images. It just happens that SJWs use the same site as their main HQ.

>> No.3076634

BTSX episode 3 when?

>> No.3076648 [DELETED] 


When the other Episode 3 comes out.

>> No.3076651

I think TSE was a great game. Fight me.

>> No.3076680
File: 41 KB, 425x602, imp.jpg [View same] [iqdb] [saucenao] [google] [report]

If you had to be a doom monster, wich one would you be?

I'd be an imp. Because these boys are probably the ones to have all the fun. When hell comes, they are the ones to go for the innocent to torture, rape, maim and eat. And at least when doomguy comes, you drop instantly after one shotgun shell while the bigger guys have to keep fighting even after taking a rocket to the face.

>> No.3076691
File: 83 KB, 205x254, concerned blue yoshi.png [View same] [iqdb] [saucenao] [google] [report]

>these boys are probably the ones to have all the fun
>they are the ones to go for the innocent to torture, rape, maim and eat

>> No.3076692

>Not being archvile
You sicken me

>> No.3076693
File: 1.03 MB, 783x889, quality design.png [View same] [iqdb] [saucenao] [google] [report]

Definitely a Baron.
You look badass, but you don't have to deal with being fucking massive, or retardedly weak.
Also I'd have an ass that don't quit.
Pic only mildly related.
Not the same ass I'm discussing.

I'd also gladly be a Pinky.

>> No.3076697

Archvile. Because A), hellfire to play around with and blow people sky-high. B), nobody wants to piss me off because I'm the healer. Finally, C) all of the lesser little shits like imps and zombies will be my minions because they'll owe me for bringing them back.

>> No.3076709

Archvilles are the kind of guys that go into gamerfood threads and say "I only drink water"

>> No.3076715

You'd have to deal with wanting to be fucked by half of /doom/ though.
That's gonna fucking suck if you're straight.

>> No.3076718

Those cacodemons have a butthole for a reason.

>> No.3076719
File: 255 KB, 1920x1172, 2ea33bc9-be6c-4685-810d-9d2aebf82fc3._CB294721016_.jpg [View same] [iqdb] [saucenao] [google] [report]

Found this picture. Baron of Hell and Cacodemon look great.

>> No.3076723

Holy shit those player models/that disgusting minigun skin. Kill me

>> No.3076727
File: 74 KB, 340x230, good grief.png [View same] [iqdb] [saucenao] [google] [report]

>this post

I'd want to be a baron, then go completely rogue and just see if I could pick up cute Marine girls.

>> No.3076729

Taking the whole "Everything looks like action figures" thing Doom 3 started to the next level.

>> No.3076734

Got a sauce m8?
I think those monsters look great.
I'm guessing that's SnapMap co-op?

Probably set up like that to display everything for promo purposes.

>> No.3076736
File: 15 KB, 211x193, 1385513280659.jpg [View same] [iqdb] [saucenao] [google] [report]

> that one weirdo imp that goes on carousel rides and eats cotton candy

>> No.3076739
File: 218 KB, 1280x960, drawn.jpg [View same] [iqdb] [saucenao] [google] [report]

Who else here draws out maps before actually making them. I just find working on paper comfy for the first draft/sketch.
(Picture crap because phonecamera crap)

>> No.3076746

Found it on the Doom Reddit. It's a promo image from Amazon but searching Amazon pages for Doom, I can't seem to find it.

Player model is alright but that gun skin is too bright, hopefully there is more badass ones.

>> No.3076749
File: 979 KB, 1920x1010, Bottom right.png [View same] [iqdb] [saucenao] [google] [report]

Scroll down to "From the manufacturer", in the bottom right.

>> No.3076756

Trying to make a torch/ lantern that doesn't kill my computer like the Flashlight mod. How do I attach a glowing light to a weapon?

>> No.3076758
File: 16 KB, 144x136, scubamug_double_animated.gif [View same] [iqdb] [saucenao] [google] [report]

I keep meaning to do this.

>> No.3076762
File: 65 KB, 500x810, deathofLGS.png [View same] [iqdb] [saucenao] [google] [report]

My dad used to do that back in the 90's. I never did much, and now-a-days I find it's nearly as fast to prototype in doombuilder anyway. It's no great loss to scrap a room or section and start over.

pic unrelated

>> No.3076763
File: 6 KB, 200x200, commando.gif [View same] [iqdb] [saucenao] [google] [report]

picking up girls as a hell baron:
> stupid goat face lmao
> satan promoted you from hell knight out of pity because you forgot to wear sunscreen
> the artist fucked up your legs now every step hurts and you walk like walter white jr. from breaking bad
> you are actually a high ranked demon so you can bet your furry butt that your will is an extension of satan himself so you can forget all that "rogue" shit you big goat zombie

picking up girls as a heavy weapon dude:
> dem guns, and I am not talking about the chaingun
> even demons got envy on that big black D
> actually a former human so has a chance of going rogue
> you get to play the rebel without a cause card on the ladies
> you must be pretty alpha in the first place to become a commando unlike the shotgun&zombieman army toast

>> No.3076764

That green marine looks fucking awful.

>> No.3076765

Well done, I was searching the images on the top left, never thought there would be more images near the bottom.

>> No.3076767

>I'm going to fuck a zombie full of worms, maggots, and diseases

>> No.3076772

Half of this screenshot looks incredible - half of it looks like utter fucking garbage. I can't make up my mind on this game.

>> No.3076779

>he can shoot his load from 50 miles away cus of how accurate he is

>> No.3076782

who said doom zombies are the walking dead zombies? They appear perfectly healthy, they walk straight and operate modern weapon with great precission, something you are unlikely to do when your muscles are being eaten by parasites.

They are not zombie as in "reanimated dead", they are zombie as in "drones without free will".

>> No.3076785
File: 298 KB, 1680x1050, Screenshot_Doom_20160319_214145.png [View same] [iqdb] [saucenao] [google] [report]

Which one of you fags made this shit? It was annoying, frustrating, aggravating bullshit, and it was amazing.
Some of those textures didn't load for me though.

>> No.3076791

>"drones without free will".
They have plenty of free will, in that they constantly turn on each other. They're all Chaotic Neutral, Romero said so.

>> No.3076792

I found Serious Sam TFE and TSE as decent fun games, personally.

>people who think it relates to Doom significantly are morons.

I will agree with this, though. Serious Sam, along with Painkiller have "kill the enemies" as the main objective. Doom mainly used enemies to get in the way of your "explore for the exit" objective.

>> No.3076793

Chaotic Evil, is what I meant to say, sorry.

>> No.3076813
File: 115 KB, 275x330, BUT IF YOU WANNA FIND OUT WHAT'S BEHIND THESE COLD EYES, YOU'LL JUST HAVE TO CLAW YOUR WAY THROUGH THIS DISGUISE.png [View same] [iqdb] [saucenao] [google] [report]


This is just fucking sad

>> No.3076816

I'd kill for some doom action figures.

>> No.3076818
File: 10 KB, 204x136, tumblr_inline_n7a8lyMs8b1r95fgm.gif [View same] [iqdb] [saucenao] [google] [report]


Revenant. Easily.

>confident sauntering that's easily mistaken as a goofy walk
>rockets and homing rockets
>wicked haymakers
>jetpacks available if desired
>you're the loudest motherfucker here, bitches stand aside at the force of your voice
>you become the biggest most annoying threat next to chaingunners and archviles.
>best friends with archies

>> No.3076821

The possessed humans and demons are similar to Warhammer's demons in my opinion. Sadistic and only wanting to kill.

They will only purposely attack non-demons but care little about who gets in their way when they attack. If they hit an 'ally', they were either too stupid to move, were in the wrong place, wrong time or was irrelevant as their lives don't matter.

Effectively, might makes right in the demon's society.

>> No.3076838

having his own minions turn on eachother sounds like exactly something satan would approve of, I mean what is the worst thing that could happen? They die and go to... hell?

>> No.3076849
File: 84 KB, 466x492, f9bec15b0508069a3533c9786953c6629f2ffe71.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck

>> No.3076862

It would be, survival of the fittest.

I alway saw Hell in the games as a power struggle with former humans at the bottom followed by Imps, Pinkies, Cacodemons, Hell Knights, etc with Arch-Viles, Cyberdemons and Spider Masterminds being the top dogs.

>> No.3076879
File: 422 KB, 1370x830, 1458239244869.png [View same] [iqdb] [saucenao] [google] [report]

>24th birthday spectacular
>24th birthday

>> No.3076894

>Quake 3 is choppy as shit unless I turn the maxfps all the way up to 125
>monitor is only 60hz

Explain this bullshit

>> No.3076895

Anyone know how to change my 'Test Wad' engine in GZDoombuilder?

>> No.3076896

I see the former humans actually as lost souls that have possessed human bodies in hopes of getting stronger.

>> No.3076902

I'd be a Hell Knight for the same reasons. Strong as hell, not too stupidly huge, and cool looking
And of course I'd have my Baron senpais to put me back in my place and remind me I'm not as good as they are while they have fun with my rear

>> No.3076905

This is exactly what happened in DOOM 3.

>> No.3076909
File: 46 KB, 557x605, 1454341731627.png [View same] [iqdb] [saucenao] [google] [report]

Don't try to start it the mod is a boring person around here.

>> No.3076918

I'm tempted to make a new, updated version of that one wad- the one that allowed you to play as various demons.

Maybe focus it for singleplayer instead. Replace monsters with marine versions. Turn cacos into drones, Revenants into rocketeers, etc.

For every marine you kill, you get 'mana'. With enough mana you can do various things, or upgrade into a different demon. That might be fun.

>> No.3076923

Not even once.

>> No.3076930

Make it so the more the kill is difficult and the victim suffered the more you get upgrade points for various demon shit.

>> No.3076934
File: 77 KB, 278x200, 1451864165575.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3076935

idk man, i think you're just upset because you really like undertale

>> No.3076952

Why is fatboy's head a miniature Cacodemon?

>> No.3076953

doom 64 was probably the only doom that was perfect and didn't need to be fucked with. Its a great game. no need to add anything imo

>> No.3076959

I don't know how I'd handle that. Maybe increase a counter the more a marine is pained... But I don't think that'd work right.

I think instead that the class the players choose to be makes it easier to kill marines in certain ways. I'm thinking of three: Brute, Cunning, and Arcane. Brutes play like doomguy with a focus on melee- just charge into enemies and fuck them up. Killing them through friendly fire or AOE would give you less points. Cunning are sneakier, have constant blursphere, and can turn completely invisible for a time. Killing enemies when they're not alert (and the marines would 'fall out of' alert after a time not seeing you) would get you bonus points.

Arcane would have eccentric ways of killing things. Possess a marine, have him stomp around for a while killing his own friends (and then killing himself afterward because 'oh shit I killed my buddies'). Or maybe throwing around fireballs. Summoning minions, or raising the dead as allies.

>> No.3076962

Dude, you'll be better accepting that HDoom will stay vanilla porn instead of adding a silly fetish of yours

>> No.3076964
File: 289 KB, 1707x946, xbg-doom_jpg_pagespeed_ic_q3kjf4yv5K.jpg [View same] [iqdb] [saucenao] [google] [report]

Great... hope we can disable cringy custom armor and weapons from other players

>> No.3076967

The more I look at BethesDoomguy the more I see that terrible Bomberman reboot.

>> No.3076968

nah ive been playing it today and its pretty boring, the weapons feel better in doom 1/2. Also the maps are all very cramped, which I don't care if that's a limitation of the n64, it still sucks compared to 1 and 2.

>> No.3076969

I draw out an overall map of each hub, showing the map names and the keys the player must find / use to advance. Allows me to remember which keys I've already used, and plan out the flow of the hub. Each usually 4 or 5 maps.
I very rarely plan out anything in a single map, unless I'm making something like a 9 polyobject crusher that has spinning blades moving in a 4 part pattern. That way I can plan out how the crusher will work and where it will dice players and where it will allow space to pass. I only did that once though.

>> No.3076971


Eh, I can easily ignore stuff like that in games. Not to say its good or bad but it certainly doesn't change my perception of how the game might turn out.

>> No.3076973

I disagree. The maps felt just right (I like cramped maps with tight spaces and limited options)
The weapons feel awesome, far better than original doom. for me Doom 64 is the high point of vanilla dooms. Only drawback is some of the geometry clipping that happens due to the way N64s work.

>> No.3076994

your videocard and monitor aren't putting out the frames at the same time, q3 is also an extremely fast paced game, so any chop is really noticeable

>> No.3076996

More frames = smoother because your monitor has a larger sample of internal fps to choose from and results in more accurately timed images.
At least that's how I always understood it.

>> No.3077009
File: 577 KB, 500x283, 1457751223692.gif [View same] [iqdb] [saucenao] [google] [report]

I have a strange need to feeling bad for this guy while laughing at him.

>> No.3077012

*feel bad for

>> No.3077014


I play UT99 with the max fps set to 60 and it never feels choppy. I think it's just a quirk with Q3's engine. It's not a question of whether Q3 is more fast-paced or not either, I notice the choppiness just by moving forward or turning the camera slowly with the arrow keys.

>> No.3077080

>The Pit
>The Factory

I still think these maps are overhated. Though I will admit the switch puzzle at the end of factory sucks.

>> No.3077095 [SPOILER] 
File: 32 KB, 372x390, 1458451079524.jpg [View same] [iqdb] [saucenao] [google] [report]

omegalore's entire existence is fucking depressing

>> No.3077103

did you forget to turn fog off?

>> No.3077107
File: 106 KB, 698x658, :|.jpg [View same] [iqdb] [saucenao] [google] [report]

I take that back.Read one paragraph of his ED page, and I feel extermely bad for him now.

>> No.3077112

He's basically the Doom equivalent of CWC

>> No.3077137

What is CWC?

>> No.3077141

Cancer With Cringe.

>> No.3077143


tl;dr Fat, autistic shut-in manchild who used to make a webcomic about his OC do not steel Sonichu; a fusion of Sonic and Pikachu.
Not a person you want to be comparable to.

>> No.3077146
File: 179 KB, 1032x774, CWC.jpg [View same] [iqdb] [saucenao] [google] [report]

Christian Westlon Chandler. The guy who created Sonichu. THIS guy. I'm sure you atleast heard of him before, come on.

>> No.3077149


He is pretty much disliked by the Doom community if I got that right? His wads stuck me as goofy, but nothing to get upset about.

>> No.3077150

Note: playing slaughtermaps with Ketchup and Russian Overkill is healthy for the framerate

>> No.3077152

Demons looking great

Both the Warframe and Halo rejects not so much

>> No.3077161

You don't think Mark would take offense to me lifting some decorative objects (food, vegetation) from the Starter Pack, or would he?

>> No.3077165

Who gives a fuck what Mark thinks?

>> No.3077167

alright, final update of TNOTMWOFOLBTIDIDWTSOCSNTITNOTM, I hope

- un-blocked the portals: monsters can go through them again
- fixed some alignment issues
- rearranged the areas so enemies will theoretically always filter from harder to easier areas if you retreat to them
- obviously a new demo

DOWNLOAD: https://my.mixtape.moe/nsactu.zip

and if no one finds any more bullshit that breaks in this map, I'll upload it to /idgames

>> No.3077173
File: 24 KB, 438x400, classic_orly.jpg [View same] [iqdb] [saucenao] [google] [report]

>healthy for the framerate

>> No.3077174

He's fine with it as long as he is credited.

Quite a few of his sprites, but not all, and most textures are lifted.

>> No.3077178

>that image
>"O RLY?"
wow i didnt know it was 2004

>> No.3077179

Then what's the point of crediting? The food stuff is also on Realm 667, so is seemingly all the vegetation and I'm gonna write the DECORATE code myself anyway.

Seriously, he should... mark which sprites are his and which not.

>> No.3077181

retro memes

>> No.3077185
File: 2.94 MB, 540x304, aaaaaaaaaaaaaaaaaaaaaaaaaaaa.webm [View same] [iqdb] [saucenao] [google] [report]

I think it was less than that for a while. I just wanted to paint the town red, anon.

Memes created before meme culture took over and everything became memetic are the best memes

>> No.3077191

I know that the first Community Chest isn't really worth playing as the mediocre to bad or tedious maps far outweigh the good ones. Is the series worth picking up from 2 onwards?

>> No.3077208

have yet to play 3-5 but I really liked 2 a LOT more than 1

CC1's MAP29 is going to haunt me in my fucking grave

>> No.3077213

what in god's name..?

>> No.3077217

Is that anime girl balancing a turd on her back?

>> No.3077218

don't question it and just go play it
it's russian overkill
look it up

>> No.3077221

I seem to recall muzzle flashes being a thing in Q2. Especially on the MG, and the blaster bolts definely glow.

>> No.3077231

I agree completely. I just loved the colored lighting and atmosphere.

>> No.3077234


wow its like no one has ever watch regular show

>> No.3077235

He probably stole them from somewhere else (at least that's the reason I've heard he's been banned from most Doom boards). I'd still credit him.

>> No.3077238
File: 644 KB, 1366x768, Screenshot_Doom_20160316_044238.png [View same] [iqdb] [saucenao] [google] [report]

Go do as >>3077218 told you and play it. It makes slaughter maps a big, fun joke. It's magical.

>> No.3077243

Idea is great. I was hurting for health in some situatios, but that's not because of you, as you did put plenty of health around, it's just that my playstyle is sor tof careful, so I do not rush ahead in search for medkits that are probably guarded by worse things than those I'm running away from.

Is there a reason why it is occupying slot 07?

Anon, go to /a/ for a week and gain some knowledge how anime looks like before making such statements.

To be fair, Eileen's tail is sort of either overlooked or drawn inconsistently in fanart.

>> No.3077247

it uses the MAP07 triggers in the hell area

>> No.3077249

Well it's not just that, every time one of those pics is posted here, everyone's like "lmao what animoo is that."

And before you ask yes I am an agitated animation major.

>> No.3077251

There were triggers? I didn't notice any change after killing the mancubi.

>> No.3077257

>agitated animation major.

So what do you think about Clip Studios newly added animation function and that the software used by Ghibli Studios is going free?

>> No.3077258

yeah, the blood-n-guts area has the bars in front of the stairs leading to its switch drop when the last fatso dies, and stairs to the lava switch rise when the last arachnotron dies

(resurrection won't break them)

>> No.3077264

Didn't hear about that last bit till now but that seems pretty noice. Don't know anything about the Clip Studios thing tho, what's that all about?

>> No.3077267
File: 2.89 MB, 640x480, quack.webm [View same] [iqdb] [saucenao] [google] [report]

nope, no muzzle flashes on anything

>> No.3077271

Holy cow that looks unsatisfying as fuck.

How did you fuck that up so much, id?

>> No.3077278
File: 289 KB, 1900x1006, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]

Clip Studio Paint's recent patch introduced an animation timeline.

>> No.3077282

You see, I didn't notice that because I was too busy worrying about health and ammo.

>> No.3077287

well if you're worrying so much about those things but still had fun then I did something right

>> No.3077303
File: 413 KB, 1366x768, Screenshot_Doom_20160313_223553.png [View same] [iqdb] [saucenao] [google] [report]

updated my knee deep in /vr/ submission, refinery 03

i added a little more detail in more barren spaces and fixed plenty of bugs


>> No.3077318

Yah. I never really dug quake 2 in general. It's okay. I feel like it'd be a lot more fun coop or something.

The weapons animations are nice though. Especially for the time.

>> No.3077321

How would you handle playing as a monster in doom? As in, possessing one and using its attacks. Would you make it its own pawnclass and just use a morph, and make the pawn's death anim instead transform the player back to who they were? Or what?

>> No.3077338


I don't know. Crack this open and find out.

>> No.3077345

I'd choose one monster, stick with it, and have the player play as that monster throughout the entire mod. It might not be as fun as changing between monsters, but with some carefully chosen weapons and skills, could be very entertaining.

I'd like to see a commando imp or something trying to stick it to the humans, and tearing through UAC plants and maybe a martian colony.

You could change monster for each episode, that would help keep it fresh. After 5 or 10 maps you change to a new monster and start again from scratch with new weapons.

>> No.3077358
File: 2.03 MB, 640x360, Black Hole Gun, won't you come.webm [View same] [iqdb] [saucenao] [google] [report]

This mod is full of surprises

>> No.3077362

>that clipped off right hand side of the weapon
I think you're playing on a resolution the mod wasn't intended for.

>> No.3077364

>freeze time
>use all the strongest guns
>go as far away as you can
>unfreeze time
>watch the end of Evangelion

>> No.3077368

I'm well aware. It doesn't bother me though, I'm usually too distracted by watching this thing go to pay attention to it.

>> No.3077380

Wasn't there a new version with wide-screen friendly weapon sprites?

>> No.3077383
File: 481 KB, 449x642, free shrugs.png [View same] [iqdb] [saucenao] [google] [report]

I just grabbed the version from here

>> No.3077391

I think I'm goping to play through the rest of Cchest with Russian Overkill just to have it behind me.

I suppose A Strugle For Freedom is alright?

>> No.3077412
File: 208 KB, 800x600, Screenshot_Doom_20150603_225016.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3077413

>MAP21: Avenger

It takes a lot to make a map that isn't even fun with Russian Overkill. I now that CC1 is way older than that but fuck. What is this level of cramped ass maze.

>> No.3077414
File: 215 KB, 800x600, Screenshot_Doom_20150603_225021.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3077415

how many black and white enemies?

>> No.3077420
File: 154 KB, 800x600, Screenshot_Doom_20150603_225026.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3077423


>> No.3077425
File: 160 KB, 800x600, Screenshot_Doom_20150618_194259.png [View same] [iqdb] [saucenao] [google] [report]

That's an old image, but if i had to make a guess and remember, it was uhhhh
>2 black shotgunners
>1 White chaingunner and a black chaingunner
>A black demon you can see near the weapon's muzzle
>some black revenant and black imps i never counter
>And cyberdemon/mastermind things but those don't count because i only did this on the first section of nuts

Oh and this was my magnum opus when i was goofing around with nuts.wad

>> No.3077426

>the author of nuts.wad's legacy will always be that he filled a room with loads of enemies

Isn't that kinda sad?

>> No.3077434

correction: a HUGE room with a HUGE amount of enemies

>> No.3077435
File: 257 KB, 800x600, Screenshot_Doom_20151001_233302.png [View same] [iqdb] [saucenao] [google] [report]

He was the first one to do it so, he deserves his legacy.
And boy, his legacy still lives on to this day (at least in my heart it does ;_;)

>> No.3077437

gee, now i want to make superweapons
but i don't know what to make
all the good ideas are basically done already

>> No.3077443
File: 373 KB, 923x562, Hell.png [View same] [iqdb] [saucenao] [google] [report]

I just modified my DUMP map to deal with the large hellzone area.

Then I tripled the demons, made them red, and move at 25 speed. (30 is around doomguy speed. They used to be that fast).

So now with imps firing fireballs from all directions, the hounds of hell (and some revenant tracers) chasing you, and a big pool of lava surrounding you, it should make for a fun encounter.

>> No.3077458

Some stairs out of that pool would make good for gameplay and aeshtetics.

>> No.3077459
File: 954 KB, 1920x1080, Screenshot_Doom_20160320_103729.png [View same] [iqdb] [saucenao] [google] [report]

Alright, that's this section done with. Now to work on the skybox.

I thought DUMP requirements were not to add or change monsters?

>> No.3077464

SetActorProperty(<demon TID>, APROP_Speed, 25.0);
Thing_SetTranslation(<demon TID>, <translation number>);

>> No.3077468

also you might wanna consider dropping them to 10-15 speed, but giving them an item that does A_ChangeFlag("ALWAYSFAST", true)

>> No.3077471

Those marines look terrible.

>> No.3077473

>I thought DUMP requirements were not to add or change monsters?


I used ACS translation to make them all red, and used a Set Actor Property script to make them faster. If you, say, had a gameplay mod that turned demons into revenants, then you'd end up with red revenants who move super fast.

I considered it... But then decided not to.
People who use -fast should really get the pain.

>> No.3077476

>we want the Splatoon audience

>> No.3077478

Yeah, that's a good point. But since this is a Zdoom friendly-map and I already have other locations that require jumping/crouching, I might as well not. Stairs made out of stone things look a bit too deliberate, and I didn't want to add any more marble stuff.

>> No.3077484

Do something stupid, its always a good starting point

>> No.3077487
File: 1.36 MB, 512x512, sparkledog.gif [View same] [iqdb] [saucenao] [google] [report]

Really digging this new Baron.

Though those colourings on the marines look lazy as fuck. It's like solid colour with bump mapping. I guess you won't notice it during gameplay and it's an MP-only issue, but still.

>that minigun skin

>> No.3077489

like a shotgun that shoots armor bonuses :^D

>> No.3077490

Make a gun that, with a loud 'FOOMP' noise, fires a tennis ball. One that bounces endlessly around the room and forces pain, but does little damage.

Make the projectile slow down a bit every bounce. Once it slows down enough, it gets gravity. Once it gets gravity, it begins bouncing along the ground and does even less damage. Once it slows down enough to basically stop, it does- amd becomes a lootable ammo for the gun)

>> No.3077494

Or you could just use the same gravel+redstone stuff to make it look like it's natural stairs. I would also break up those straight lines in the backdrops to give the impression of rockiness.

>> No.3077495

Did they tone down the Cacodemon's redness again?

The Baron looks saturated enough, but the Cacodemon should stand out more.

>> No.3077498

It would be cool if they began getting more red before they spit out a plasmaball. Like glowing from the inside.

>> No.3077505

Yeah, I have to fix the backdrops. I'm just not sure how to do that easily without cutting it into dozens of sectors and using a gradient floor-ceiling.

... actually, that doesn't sound too hard.

>> No.3077521

i once made the cyberdemon shoot armorbonuses instead of rockets

this was by mistake
i have no idea how it happened

>> No.3077528

So, I'm considering making weapons for each class, meant for Doom? Instead of having four weapons per class, that means you need more. 7, in fact.
That'd be three extra weapons for each character. Here are my ideas.

What already exists for the mage is Frost (Replaces shotgun), Lightning (Replaces rocket launcher), and Bloodscourge (Replaces BFG, obviously)

>Twisted Focus- Replaces Chainsaw
Less of a weapon and more of a tool, the Focus allows you to convert green mana to blue. The altfire converts blue mana back to green. Both of these are at a 2:1 rate. If you're out of either, turns health into either blue or green mana.

>Warlock Staff- Replaces Chaingun
Basically a chaingun analogue that fires particles instead of chaingun bullets. Every 5 shots, it fires a forcepain shot. Acts like the acolyte weapon, all spirally and pretty.

>Necromancer's Ring- Replaces plasma rifle
Throw short-ranged lightning, chainsaw style, and deal damage. But if you hold it long enough to kill the creature, the creature's spirit stands where it dies, intangibly floating around and killing its former allies.

>> No.3077531

You don't even have to cut any sectors, just throw random vertices along and zigzag them a bit.

>> No.3077534

Then for the warrior, you have canon Timon's Axe (shotgun), Hammer (Rocket), and Quietus (BFG)

>Shield - Replaces chainsaw
Once picked up, you can simply altfire while carrying any other weapon, and you hold up your shield. Lowers all damage you take while it's on. Also reflects projectile at the cost of a chunk of green mana whenever you take a hit. Tap altfire for a moment of 'free' reflections or complete damage resist. But that needs to be well timed.

>Javelin - Replaces chaingun
You throw a javelin, it SLAMS into the enemy, forcepaining them and knocking them back. They continue to take a small bit of damage over time, forcepained every time. Altfire costs more mana, but PULLS the enemy.

>Titan's Grip - Replaces plasma rifle
A melee-focused strike that knocks enemies back- far- and hurts them- a lot. If you're facing a projectile in ready state, you 'catch' it and regain mana.

Finally, for the cleric. You have Serpent Staff (chaingun), Firestorm (rocket), and Wraithverge (BFG)

>Holy Symbol - Replaces chainsaw
Hurts nearby enemies on altfire, and heals nearby allies on mainfire. Costs both manatypes, and works the way BFG tracers do- so everything in your line of sight.

>Blessed Blunderbuss - Replaces shotgun
Imagine the SSG. Now imagine the SSG that fires rocksalt instead of pellets. Now imagine the rocksalt bounces once. Yeah.

>Viridian Glyph - Replaces Plasma Rifle
Sends a trail of sparking, flaming glyphs along the ground. Monsters that walk through/stand on it take damage until it goes away.


>> No.3077538
File: 77 KB, 307x363, Baron_of_hell_relief.gif [View same] [iqdb] [saucenao] [google] [report]

Baron of Hell, easily.
>portraits of you
>most aesthetic body
>green fire and blood
>fuzzy bubble butt
>best sound effects
>badass name

>> No.3077545

Either Pain Elemental or Arch-vile, pains can fly and if someone piss me off i can zerg rush him with my army of skulls, viles are based since they can mindrape the others and revive the dead, plus the extra health

>> No.3077557

the lack of sound probably makes it look even worse

>> No.3077563


Also tall and probably has a big dick, couple with a ripped body and ladies'll love it.

>> No.3077564

replace the pistol by some kind of gauss weapon with a counter on the side (and make it projectile based, not hitscan)
when you hit something, the counter displays a multiplier that rises after each following shoot that strikes true
if you miss, it goes back to one
(and i guess you can tweak the projectile depending on the multiplier? like, change its color or something)

>> No.3077574

Here's a demo. I couldn't find the secret exit - including in the editor. But maybe I'm just tired.


It's a good map, although I question some of the aesthetic choices, like using DOORTRAK for anything other than a door track. And some of the alignment is notably off. But it plays well.

>> No.3077575

well i did SOMETHING


it's a shotgun that shoots tennis balls
you pick up the balls once they stop
they bounce like crazy and home in on targets
that results in some weird behaviour
the weapon replaces SSG
have fun

>> No.3077587

Is there any real reason to map in Boom-mode over UDMF except like five dudes on the internet bitching that it's not traditional enough?

>> No.3077591

you can actually record demos of boom-format maps and have them not break for everyone but you

>> No.3077596

How can I make a decorate weapon fire randomly- I.E, between 30 to 45 degrees but ALSO -30 to -45 degrees without going between the -30 to 30 range?

I ask because of reasons. Those reasons being that I have hitscan bulletpuffs firing off extra hitscans, because TRICK SHOTS, except bulletpuffs spawn facing the creator- I.E, the player.

Right now it's just an advanced 'do-it.pk3'

>> No.3077598

oops, had some bugs


the balls now gain momentum when they bounce and are capped at 100 bounces because fuck laws of physics

>> No.3077608

boom uv max demo, 12:18

no further problems with the map to report. i didn't see anything following me through the portals, but i guess that is expected as i cleared each section sequentially this time. i was going to go to hell to grab the plasma and run, as i did before, but i ended up trying to thin out the hordes a bit first. then when i survived both pain elementals and all the spiders, i thought, i might as well finish the section now. also in the base section i borrowed your trick of hiding behind the switch in the nukage pit and detonating the barrels when surrounded by demons, because i thought it was cool.

small nit: for /idgames please consider renaming readme.txt to map_name.txt, even inside the zip; this is of course just a convention, unlike the separate text file upload which must be named the same as the zip to avoid auto-reject, but avoiding generic filenames inside your zips also helps those who unpack their wads into the same directory.

>> No.3077612

gaaah, okay I got last thing to change now

you keep bumping into invisible lines, I'm gonna add a buffer to stop that and I think that'll be it

>> No.3077617

from the way you phrase your question you obviously think there is no real reason to make boom maps. i would say the more engines your map works with the wider your potential audience is, and also if you make maps that only use boom features, even if you don't care about non-zdoom engines, your maps are more likely to work with arbitrary gameplay mods. but you seem to believe that out of the thousands of active players, only five of them are not exclusive zdoom users. i don't believe that's true, but you do, then you may as well use udmf.

>> No.3077624

I'm gonna make nuts-lite.wad on the new doom (because the editor propably cannot handle that much) and steal that legacy for the new generation

>> No.3077631
File: 38 KB, 300x225, vorlonspaceship.gif [View same] [iqdb] [saucenao] [google] [report]

Minigun was made by Vorlons

>> No.3077637


How can they simultaneously make the baron look that good and the cyberdemon look so shitty?

>> No.3077641

It'll be a race to remake it, along with all other levels from the iwad and popular pwads. Heck, even quake levels and onward may be made.

>> No.3077646

there's no rush because everyone and their fucking moms will be making a e1m1 flood and think they are so clever

>> No.3077659

I'm getting a weird bug in zdoom. I'm running Accessories to Murder on the Doom 2 Reloaded wad. Enemies behind transparent textures (railing and such) are invisible intermittently. I can't really pin down if there's a pattern to it. Ideas or suggestions?

>> No.3077671

Haha, I'll be smart and make E1M5 instead!

>> No.3077675

because it's the first demo you see?

>> No.3077729

Hooray! I finally fixed my sprite issue from last june, now that DUMP is over(ish) and I can work on Project ILE again!

Oh, and I finally have the first two classes in. The Scout starts out in stealth mode, meaning that monsters can't see him unless they're close enough and facing him, and his starter pistol is silenced. Altfire will zoom in and allow for super-accurate, extra-damaging shots.

He also moves faster, slimmer, jumps higher... The cost of this is that he has less maximum health.

The Heavy has a lot of health, and a heavier pistol. This thing's actually useful- dealing almost a third the damage of a shotgun at twice the speed. The altfire fires a lot faster, at the cost of less accuracy.

The downside is that he's a bit fatter and taller- it's harder to dodge projectiles.

As for other weapons, right now I just have a shotgun, where the altfire is one heavy slug and the mainfire is a tightly-clustered blast. Then the chainsaw is replaced with a Holy Sword- a blade (ripped from Hexen's Quietus, of course) that knocks enemies back pretty hard. The altfire isn't done yet- it will reflect projectiles while active and deal no damage.

Next, I work on the Technician. Let's hope I can actually make real sprites for this guy.

>> No.3077748

guys, guys

it's a small 2 weapon mod

>> No.3077764


>> No.3077783

here's 20 minutes of messing around with it on plutonia 29

it's amusing but rather slow, quite situational (obviously works better in enclosed spaces). like something Kegan would make -- would fit well as a crate weapon in Combined_Arms.

>> No.3077803
File: 2.95 MB, 1280x720, door.webm [View same] [iqdb] [saucenao] [google] [report]

I feel like I'm missing an obvious answer, but I can't think of it. How do I make a door that doesn't go all the way up to ceiling of bordering sectors. Webm related. I have two sectors with quite high ceiling (288 units), but I just want a regular 128 units height door. The "alternative solution" I can think of is by setting floor to 128 and ceiling as well for the door sector, and then to lower the floor, but that makes it a door that goes down instead of up.

>> No.3077812

doors go up to the height of the lowest adjacent ceiling, minus 4. so make a control sector where you have part of the door sector sharing a linedef with a dummy sector of the appropriate ceiling height.

>> No.3077817
File: 7 KB, 228x348, romero head.png [View same] [iqdb] [saucenao] [google] [report]

Make it ceiling that you raise instead?

Btw, how do you change the sound the door makes? ACS?

>> No.3077818

with that setup you have there you could make the dummy sector on the other side of one of the door tracks.

>> No.3077823

>the minigun skin

I figure it's some kind of CS:GO-type thing they're trying to do that (to me at least) can easily be ignored and doesn't ruin the actual game in general.

>> No.3077829
File: 89 KB, 762x631, fake wall or no fake wall.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, and one follow up question. Can I make it so the "doortexture" doesn't loop over like it does, or do I have to make a 1 unit fake wall in front of it to cover it up?

>> No.3077845

yeah you have to put something in front of it else it will tile upwards, sorry.

>> No.3078008 [DELETED] 
File: 32 KB, 132x129, Screen shot 2016-03-17 at 1.12.06 AM.png [View same] [iqdb] [saucenao] [google] [report]

Why is this general such a faggotfest?

>> No.3078010
File: 20 KB, 400x400, mmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

You tell me

>> No.3078016
File: 65 KB, 1280x720, dilbert 3.jpg [View same] [iqdb] [saucenao] [google] [report]

What's so exceptionally faggoty about it?

>> No.3078019
File: 149 KB, 358x263, gangsta.png [View same] [iqdb] [saucenao] [google] [report]

because you guys are faggots?

>> No.3078020
File: 213 KB, 531x618, carmack.png [View same] [iqdb] [saucenao] [google] [report]

Are there any Carmack themed joke wads out there?

>> No.3078021
File: 81 KB, 1024x768, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

So I've never played Half Life 1 but keep hearing it's better than 2.

What's the best way to play it? I heard some guys did an HD remake, is that any good?

>> No.3078027
File: 22 KB, 320x200, marble demons.png [View same] [iqdb] [saucenao] [google] [report]

I always liked to think that the pentagram goat-demon in the marble texture was supposed to represent Romero, and the more alien-looking demon with the wires in it's face represented John Carmack.

>> No.3078034

The HD remake is called Black Mesa. As far as I know, it's a merely graphical update, still source engine and everything (Though Source 2 instead of whatever they were using back then, goldsrc?). It's still in early access though

>“We currently have the first ~85% of our single player campaign completed. For the last 15% we want to not only recreate it, but improve upon it to make it an enjoyable and memorable experience. We feel it will take us considerable time to get the last 15% up to our standards, and putting a time estimate on it would be a total guess.”

I imagine that by the last 15%, they mean the Xen levels, which were... different.

>> No.3078038

black mesa changes a lot of shit, gameplay and otherwise

>> No.3078040

>meanwhile, in a parallel universe
>two young demons, an arch-vile and an baron, dressed in dorky clothes are making a video game together

>> No.3078041
File: 24 KB, 416x491, mmmmm.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3078043
File: 292 KB, 1000x952, doom boss.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, buddy, I think you got the wrong door. /v/'s two boards down.

>> No.3078057

Its more about taste, 1 is tons of fun but unless you know what you're doing the difficulty scale can really bit your ass later in the game, each area has its own theme which makes them feel really unique, but you may sometimes lose the feeling of progression and feel like you're going nowhere

Meanwhile Half-life 2 is a mixed bag, it has its downsides like being more linear and easy, but it makes up by the beautiful scenery and graphics that continue to look great to this day, unlike the original it also feels more like one big journey connected by vehicle segments, which may or not please you, but what you find between them is the real gold

Half-life 1's HD remake AKA Black Mesa is a remake of the first game done with 2's source engine, i played the whole thing and i can safely say it holds up really damn well, its difficulty is somewhere between 1 and 2, it has shitloads of details added into maps that give justice to the original's level design, it kept a lot of stuff but also added a lot to make certain areas feel more like what they were supposed to originally represent, its surely something i would recommend but its a lot more fun to play AFTER playing the original so you can notice the differences

>> No.3078064

Now we just need the 2016 Doomguy with Van Darkholme's face standing in pose...

"Hey, buddy, I think you got the wrong thread. Halo-thread's two pages down"

"FUCK you"

"Oh, fuck you, power armor man! Maybe you and I should settle it right here in the discussion if you think your so pure."

>> No.3078065


>This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier. With the release of the 8th generation of consoles, the Sega Dreamcast will now be considered "retro", though the remainder of the sixth generation (Xbox, PS2, GameCube) will not.

>Half-Life (stylized as HλLF-LIFE) is a science fiction first-person shooter video game developed by Valve L.L.C., released in 1998 by Sierra Studios for Microsoft Windows.

And he's asking about whether to play original or graphical update, so I'd say it fits here.

>> No.3078078
File: 7 KB, 320x200, 200Splash.png [View same] [iqdb] [saucenao] [google] [report]

Shut up, faggot.

Black Mesa is pretty good, but I'd probably just go with HL1 for your first go. Or HL:Source which is the same game, but with ragdoll physics for the bodies...

Black Mesa isn't finished either, so that's something to consider. I wish they'd knock the rest of it out though.

>> No.3078082

Cawadoodie of the 90s.

I'll keep this in mind next time when someone bitches about Halo being mentioned.

>> No.3078089

>Cawadoodie of the 90s.
What the fuck are you talking about? Cawadoodie of the 90s was Quake you fuck.

>> No.3078092


Counter-Strike would probably fit that mold more.

>> No.3078095

Eh, no it wasn't. If anything this general is the Cowadoody of /vr/. Not even the guy you were replying to.

Quake's MP skill ceiling is also a million times higher than Doom's will ever be. inb4 retardation and delusion.

>> No.3078096
File: 96 KB, 640x426, pidgeons on chess board.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake didn't "modernize" fps by injecting storytelling elements up the ass to cover lackluster gameplay-design.
>arguing with valvedrones
It's just gonna go down with more "faggot" and "fuck" being spammed.

>> No.3078101

Counter-Strike's first iteration was in 2000, so no.

>> No.3078104 [DELETED] 

>Quake's MP skill ceiling is also a million times higher than Doom's will ever be
*SP, too. Far more mechanically rich than a Doom babby could ever hope to play.


>> No.3078105

They're both arcadey first-person shooters that influenced the genre greatly with a primary focus on multiplayer, with basically no one even thinking about anything single player.

Half-Life is a single player-centric shooter with multiplayer being offered much later.

>> No.3078107

man I know you're shitposting but have you even *seen* compet-n

>> No.3078109

>Quake didn't "modernize" fps by injecting storytelling elements up the ass to cover lackluster gameplay-design.
Neither did Call of Duty you retard. Jeez, no wonder you stick on /vr/, you're too old to adapt to anything past the year 1999. How's the Commodore 64 holding up for you? I'm amazed you have a strong enough internet connection to even post.

>> No.3078113

>If you point out Quake is more easily comparable to Call of Duty than Half-Life is, you're a Valvedrone

>> No.3078118

I like this

>> No.3078123

>>If you point out Quake is more easily comparable to Call of Duty than Half-Life is,
How is Quake more comparable to COD than Half Life is?

HL began the trend of linear scripted cinematic shooters. Quake was Doom-style in full 3D.

>> No.3078130

>How is Quake more comparable to COD than Half Life is?
see >>3078105

Literally no regular person played Quake nor Call of Duty strictly for the single player experience.

But then again, you're probably a shut-in grognard, so what would you know about regular people?

>> No.3078138

Halo is distinctly non-/vr/. Half life was 1998.
Fuck off you faggy fucking fag.

>> No.3078141

disregard angry shitposting by people who think video game wars are productive

instead, play a map: >>>>> https://my.mixtape.moe/sifgxq.zip <<<<<

this is the final update of TNOTMWOFOLBTIDIDWTSOCSNTITNOTM, barring something really damn crazy coming up. the sky dropoffs have had a buffer added so you can actually walk a bit into them before hitting the invisible walls, and the par time has been dropped all the way to 10 minutes because it turns out that doing the hell area first lets you shave a lot of fucking time if you can manage it

you're only going to notice the par time change in-game in ports that support MAPINFO (there's EMAPINFO and ZMAPINFO files in there too), so just kinda pretend there's a "PAR 10:00" over there in prboom

also, I did rename the README to map_name.txt, so you can rest easy rjy

this is probably the version that's gonna be sent to /idgames, since nothing else has come up

>> No.3078143

bug: if you exit the map with <21 tennis balls, you're permanently limited to that number thenceforth

>> No.3078147

>If anything this general is the Cowadoody of /vr/. Not even the guy you were replying to.

>> No.3078157 [DELETED] 
File: 11 KB, 236x211, f2de0d31a68707ca964a986861940308.jpg [View same] [iqdb] [saucenao] [google] [report]

Except Quake's SP is fantastic. Go ahead and sperg over this, too.

>> No.3078161

I never claimed otherwise, you spastic retard. But please, go ahead and tell me how everyone bought Quake 3 Arena because they were interested in the plot.

>> No.3078170
File: 55 KB, 604x404, faggot.jpg [View same] [iqdb] [saucenao] [google] [report]

>quake 1 == quake 3

ahahaha oh my god just shut the fuck up

>> No.3078174

woah man, you sound like a tough dude

>> No.3078181
File: 101 KB, 680x600, 680px-RaceWarVanFanart.png [View same] [iqdb] [saucenao] [google] [report]

is it still possible to do co-op on build engines games or at least duke nukem or is that fucked due to megaton being removed from steam?

>> No.3078182

At what point did I mention Quake 1? I said Quake.

inb4 semantics about how that suddenly means the first game and not the entire franchise

Also Quake 2 used scripted "cinematic" encounters and it's older than Half-Life.

>> No.3078185
File: 137 KB, 1366x768, zdl.jpg [View same] [iqdb] [saucenao] [google] [report]

I have been trying to use project brutality. I must be doing something wrong. If i get a head shot and burst the head the game locks up but the music keeps playing.

Where did I fuck up?

>> No.3078186

200% fucked

>> No.3078198

considering three out of the four quake games have expansive single player campaigns, you're still retarded

>> No.3078203

All this vitriol for Quake because you're sperging over a mediocre poopfest like Half-Life? Jesus anon.

>> No.3078205
File: 8 KB, 201x99, TECHA.png [View same] [iqdb] [saucenao] [google] [report]

I'm using custom art for the first time ever. It's terrible, but I can't help but be proud of it.

>> No.3078209

Wow, you mean like Call of Duty as well? Quit being a fuckign spastic.

Are you so autistic you comprehend comparing a game to Call of Duty as "Vitriol?" I'm being blunt. They're both hit shooters primarily sold on multiplayer. I never said either were bad. I don't even fuckign like Half-Life and I think Valve is worse than Bethesda, but apparently because I'm not calling it absolute shit and joining in your circlejerk I'm praising it?

Get your head out of your ass.

>> No.3078214
File: 214 KB, 1360x768, Screenshot_Doom_20160320_143138.png [View same] [iqdb] [saucenao] [google] [report]

fun map, something happened with my zdoom though

>> No.3078216

you forgot cc4-tex

>> No.3078218

Somebody forgot to include textures.

>> No.3078219 [DELETED] 
File: 191 KB, 1000x566, man-shrugging-shoulders.jpg [View same] [iqdb] [saucenao] [google] [report]

Then what on earth are you so upset about? Calm down.

>> No.3078224

I'm not upset, though. I'm dealing with a retard who thinks because I was pointing out the comparison he made was wrong that I'm obviously praising it.

I forgot most people on /vr/ think you can't say anything about their favorite games in comparison to a modern title, lest they go into a seizure.

>> No.3078225

After term's playthrough of the first half of DUMP, I decided to make a major overhaul to my submission.

Here goes:

>The UAC Fucked Up Yet Again

>> No.3078226

>fifty billion assumptions about who's replying to him later

seriously what the fuck are you even ranting about at this point you dumbass

you said no one played quake for singleplayer, there's three quake games with large single player campaigns, and then you go "BUT CALL OF DUTY"

like wow

please just stop trying

>> No.3078227 [DELETED] 
File: 61 KB, 970x1454, hansen6tvf-1-web.jpg [View same] [iqdb] [saucenao] [google] [report]

idk anon you seem pretty assravaged to me

>> No.3078229

actually I take that back, please keep trying because we're past the bump limit already and this is funny

>> No.3078235

I'll take this slowly, because obviously you have some reading disabilities.

>seriously what the fuck are you even ranting about at this point you dumbass
Apparently pointing out how a comparison was wrong and telling the immediate neckbeards REEEEEing about it to shut the fuck up is ranting.

>you said no one played quake for singleplayer
No regular person played Quake (the franchise) for the singleplayer. I should've included the word "franchise" anyway to make the distinction earlier, regardless.

>there's three quake games with large single player campaigns
Which, on average, no one even talks about. Not in this general, not anywhere else really. Hell, earlier in this thread people were talking shit about Quake 2.

>and then you go "BUT CALL OF DUTY"
It's almost like this entire discussion stemmed from someone comparing Half-Life to Call of Duty, which still makes no fucking sense.

>please just stop trying
This is just fucking meta-bait at this point, isn't it?

>> No.3078240

>This is just fucking meta-bait at this point, isn't it?

you make it so easy!

he thinks he has a point!

>> No.3078242
File: 856 KB, 970x925, dio wryyly mad meme.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3078245
File: 25 KB, 440x640, 1726539-miyazaki.jpg [View same] [iqdb] [saucenao] [google] [report]

I honestly think you need some time off the 4chinks there, friend.

>> No.3078248

Now you're just trying to get the last word, which is kind of sad. I'm guessing you're gonna add a tally mark to your little board of internet arguments "won" tonight?

>u-u mad!
Not really.

>> No.3078251

no, I'm keeping you replying because you just keep taking the bait

like seriously, put down the shovel and stop digging

I'm not even trying to conceal it, this is bait, this is so obviously bait and yet

and YET

>> No.3078257
File: 35 KB, 1280x720, nah.jpg [View same] [iqdb] [saucenao] [google] [report]

these posts seem p mad tho

>> No.3078265

okay good he stopped replying, maybe next time he won't achieve max autism

seriously, >arguing over 20 year old video games

>> No.3078269
File: 1.21 MB, 720x480, You will not find sauce to this.webm [View same] [iqdb] [saucenao] [google] [report]

>Baiting people on the internet who obviously seem more interested in the board topic than you are
>For free
I think the only autist here is you.

>> No.3078273

What on earth does this monstrosity stand for?

>> No.3078276
File: 45 KB, 1411x1080, 1455849046009.jpg [View same] [iqdb] [saucenao] [google] [report]

This is exactly what makes 4chan fantastic though.

he's back, kek

>> No.3078281
File: 905 KB, 450x253, Godai in a fire.gif [View same] [iqdb] [saucenao] [google] [report]

>Only one person is allowed to reply to me ever! Only one!
The autism is real.

>> No.3078282


you are welcome, by the way.

god dammit you just *had to*

>> No.3078284
File: 17 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

excuse me?

>> No.3078286
File: 18 KB, 389x204, Valve games.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3078291

at this point I don't know who's baiting who

but I can't stop fucking laughing so I don't care

>> No.3078294

>He thinks he's a master baiter on a Wu-era China urn painting enthusiast forum's classic electronic entertainment session
>For little to no material compensation

>> No.3078295 [SPOILER] 
File: 256 KB, 658x604, 1458500608162.gif [View same] [iqdb] [saucenao] [google] [report]

You're damn right I'm back

>> No.3078297

no I get paid in hot pockets, and they're already microwaved for me

sometimes I even get tendies

>> No.3078302

Setting up a new Ubuntu Mate PC, have already gotten

* Doom (Zandronum, Chocolate Doom, and GZDoom)

* Duke 3D (eduke32)

* Quake (quakespasm, ezquake)

* Quake 2 (Yamagi's Quake 2)

installed. Any other decent retro FPS games that have native linux clients that are worth playing? Hell, any other linux games worth playing?

>> No.3078309

>All that shit: By you
Welp. I don't know a damn thing about the map, but I'm gonna try it. What's the deal with cc4-tex.wad? Is that something I need to go grab myself?

>> No.3078310

That guy has legit amazing eyes, no homo.

Anyone wanna play some co-op doom? Or whatever.

>> No.3078316

if you want, you can brave aleph one to get some sweet marathon action going
(aleph one is notoriously shitty though, so be warned, and get ready for the worst mouse controls you have ever seen)

ecwolf is a way to play wolfenstein 3D on linux; can't attest for its authenticity because I've never tried it, but it's an option

also if you want quake 3, check out ioquake3, it's 100% faithful but allows greater modding capacity, iirc

why thank you doc

yeah, it's in cchest4, or you can download it standalone at http://static.best-ever.org/wads/cc4-tex.wad

reason why I didn't bundle textures in is because a lot of maps use cc4-tex, and also because I'm a lazy bastard

sure, with what

>> No.3078317

Blow it out your ass.

>> No.3078319
File: 160 KB, 512x384, Confused Sponge 2.jpg [View same] [iqdb] [saucenao] [google] [report]

>Cawadoodie of the 90s.

>> No.3078321
File: 189 KB, 395x310, TIN-022 for those curious.png [View same] [iqdb] [saucenao] [google] [report]

Watch out, or a raging autist will accuse you of sperging out.

>> No.3078325
File: 70 KB, 1024x768, Oops...I-Did-It-Again-Britney-Spears.jpg [View same] [iqdb] [saucenao] [google] [report]

It is tho, or at least it's certainly closer than Quake or any other '90s FPS. HL is a linear cinematic scripted shooter which is COD in a nutshell. It even spawned Counter-Strike.

>> No.3078331

But Call of Duty isn't sold on being a linear cinematic scripted shooter, it's sold on being an action-packed arcadey multiplayer game.

>> No.3078339

I can see that, but it seems like it took the "you die damn near instantly" aspect without including the "you can dodge shit" aspect, which just ruins the whole thing

eh, it's not my game

>> No.3078341
File: 1.45 MB, 1920x1080, 1413366158357.jpg [View same] [iqdb] [saucenao] [google] [report]

HL1 is in my opinion a MUCH better game in terms of gameplay and level design than HL2, however, I still think HL2 is a pretty decent game for what it is, it's worth playing if you like the first one.

I haven't played Black Mesa Source, but I hear it's kinda good. It looks cool and I want to try it, but my PC can't handle it.
Also it's unfinished and I kind of want to wait for it to be done.

Personally, I really like Half-Life because it's got quasi-realistic environments, that sometimes get crazy, and there's lots of attention to detail.
It's realistic in the ways that matter, and it's fantastical and unrealistic in the ways that matter too.

>> No.3078342

>reason why I didn't bundle textures in is because a lot of maps use cc4-tex, and also because I'm a lazy bastard
I appreciate this, downloading the same texture pack over and over again is stupid.

>> No.3078346

That was a very stand-out problem for more of the later titles, but as of lately mobility is much more encouraged and honestly, the most recent game is really fun

But this ain't /vr/ so let's drop the topic

>> No.3078347

I've actually wondered if there should be a singleplayer on that game at all, it's a silly pseudo rollercoaster at this point.

Speaking of everything wrong with the industry, etc, I kinda wanna make my own Project Brutality that doesn't suck. Maybe I'll be so presumptuous as to call it Project Brutality: Sperglord Edition.

>> No.3078348

COD1-3 weren't sold on being MP games. Every COD has a single player campaign and they are a direct extension of the Half Life formula.

>> No.3078354

No one ever refers to Call of Duty 1-3 when making the CoD comparison, so it's sort of a cheap move to bring that up.

I like the singleplayer campaigns in 'em now because they just stopped giving a shit. They know no one will play them, so they just do whatever they want.

>> No.3078362

>No one ever refers to Call of Duty 1-3 when making the CoD comparison, so it's sort of a cheap move to bring that up.
hahahaha. just like how you ignore quake's, quake 2's and quake 4's single player campaigns existing to support your 'argument'

>> No.3078367

Are only the same four people in the thread to you, anon? THere's 134 unique IPs in this thread, quit deluding yourself.

>> No.3078370

>I like the singleplayer campaigns in 'em now because they just stopped giving a shit. They know no one will play them, so they just do whatever they want.
He's a CODbaby, go figure.

>i-it wasn't me
Sure darling

>> No.3078372

Hard to believe there is that many different people here

>> No.3078376
File: 286 KB, 1280x914, 1413350784542.jpg [View same] [iqdb] [saucenao] [google] [report]

>HL is a linear cinematic scripted shooter
It's linear to a point, you often have to take divergent paths to progress, and there's lots of exploration (which the game rewards you for), something that CoD simply doesn't do. CoD is always a straight line, and every level is basically a separate instance, while levels in Half-Life are largely interconnected and near seamless.

As for cinematic, no, not really, there's some scripted set-pieces but the game doesn't take away control from you at any point (except at the very end, after the final boss).
Anytime you run into someone who has something to say, you can usually just ignore them if you choose to, and move along.

Enemies will not be fought by anyone but you 85% of the time, you can't sit and hide behind a box, because the enemy will go and find you, your health doesn't regenerate, A.I partners are seldom helpful or reliable.

Enemies are also different, there are soldiers with guns, yes, but there's a vast cast of aliens who all do different things and which require different tactics and thinking. The soldiers will also fight you in a number of different ways, using gun emplacements, booby traps, snipers, land mines, airstrikes, ambushes, tanks and infantry combat vehicles.

>> No.3078378
File: 1 KB, 119x12, ss+(2016-03-20+at+03.28.37).png [View same] [iqdb] [saucenao] [google] [report]

>You're only allowed to like ONE thing, and if I don't like it, your opinion doesn't matter!
>And you're only allowed to reply to ONE person at a time!
Oh hey, sorry for calling you an autist earlier, >>3078362

This fucking guy is next level autism.

Look for yourself. The order is posts, image files, unique IPs, and page. Though, according to captain autismo here >>3078370 it doesn't count because he says so and thinks only five people are in the thread.

>> No.3078381
File: 462 KB, 1768x992, Screenshot_Doom_20160320_202546.png [View same] [iqdb] [saucenao] [google] [report]

I haven't played any of the previous, iterations, but it was a nice map. Found a missing texture (seen here), and I think you missed marking the two shotgun boxes of ammo as secret. Also felt like ammo in general was pretty damn scarce, especially near the end, but that might be me.

>> No.3078391

>It's linear to a point, you often have to take divergent paths to progress, and there's lots of exploration (which the game rewards you for), something that CoD simply doesn't do. CoD is always a straight line, and every level is basically a separate instance, while levels in Half-Life are largely interconnected and near seamless.
Compared to Quake it's far more linear.

>As for cinematic, no, not really, there's some scripted set-pieces but the game doesn't take away control from you at any point (except at the very end, after the final boss).
It is the definition of a cinematic scripted shooter. It doesn't matter if it doesn't take away your control. Just look at the intro sequence and the entire start of the game. Excluding that the whole game is full of scripted moments.
>Anytime you run into someone who has something to say, you can usually just ignore them if you choose to, and move along.
Except the parts where you're literally forced to stand around and listen to NPCs drone on for ages
>they're waiting for you gordon, in the test chamber

>Enemies will not be fought by anyone but you 85% of the time, you can't sit and hide behind a box, because the enemy will go and find you, your health doesn't regenerate, A.I partners are seldom helpful or reliable.
>Enemies are also different, there are soldiers with guns, yes, but there's a vast cast of aliens who all do different things and which require different tactics and thinking. The soldiers will also fight you in a number of different ways, using gun emplacements, booby traps, snipers, land mines, airstrikes, ambushes, tanks and infantry combat vehicles.
Never said anything about that and doesn't change it from being a scripted linear cinematic shooter

>> No.3078394

Indeed, I see the number of IPs, I just find it difficult to believe they're all different people. It means the average number of posts per person is about 5, which seems really low.

>> No.3078402

Think of it like this. If half of those IPs are one or two posts (a question and a followup post), so 1.5posts average, thats 134/2*1.5 = 101 posts (rounded up). That leaves 9 posts average for the other half.

>> No.3078404

Thanks fuckface, that helps.

>> No.3078413

his forearms are so brawny and masculine too

no homo :P

>> No.3078415

I see. So there is a long tail of brief visitors. However I am also convinced there are a few regulars who post 50+ times per thread.

>> No.3078418


I did some art (image manipulation) in celebration of this thread. :)

>> No.3078431 [SPOILER]  [DELETED] 
File: 930 KB, 708x1172, 1458503952295.png [View same] [iqdb] [saucenao] [google] [report]

There was some bullshit left, but I fixed it now.

Notice that it has an alpha. You can add it to anything and make it a new meme. *wink*

I hope you guys like, haha!

>> No.3078432

Just started This WAD last night, holy shit, I couldn't even make it off thr roof on Ultraviolence, don't think brootal dumb mixes well with it

>> No.3078437
File: 145 KB, 800x600, yikes.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3078438

You won't make it through. For the performance issues alone. There are later levels that lag even without mods just from the amount of enemies. It's balanced around vanilla gameplay.

>> No.3078443



>> No.3078469
File: 334 KB, 800x703, SNAPFAP.png [View same] [iqdb] [saucenao] [google] [report]

Goodness me.
Thank you, anon.

>> No.3078487

Guess again, freakshow. I'm coming back to town, and the last thing that's gonna go through your mind before you die... is my size-13 boot!

ugh, I've used Aleph One on a windows pc, I might skip that one. The controls might have made sense when it was the only FPS you could get for your mac, but they are garbage. That and you can't make them much better in aleph one.

Never knew about ecwolf, will have to get that for sure

Will definitely get ioquake3, especially if the MP community is still around

Now I only need to get Unreal Tournament running somehow when I get home from work.

>> No.3078495

Anyone have any experience getting Unreal Tournament up and running under linux? Running Ubuntu Mate 15.10 and will be working on getting it running when I get home from work but google was damn near useless. Not sure if there's an official port or if I have to use Wine or some shit

>> No.3078565

There's a thread on /trash/ right now.

>> No.3078631


Is this done using TEXTURES? if so. Well done

>> No.3078634

Thanks for the tip!

>> No.3078636

It was just done by stripping sprites from doom- from the hands and the BFG.

>> No.3078978

That's what HE said.

>> No.3079008

The roaming pinkies in this map are agitating as fuck.
Good job.

>> No.3079091

Speaking of performance issues, what the hell is with Putrefier? My 'pooter usually handles things just fine but fuck me does this chug along sometimes

>> No.3080250
File: 583 KB, 446x446, vrdoom160321.png [View same] [iqdb] [saucenao] [google] [report]

/vr/doom anti-linkrot archive. extraction: convert image to byte stream to get .tar.xz.

% convert vrdoom160321.png rgb: | unxz --single-stream | tar -tf-

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