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3117479 No.3117479 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3111550

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.3117481


[04-05] Anon mod release: Liebenberg Arms Bushland Pistol

[04-04] Anon map release: wheresmyshotgun.wad (updated)

[04-04] DTWID Lost Episodes (E1-E6) released

[04-02] Japanese Doom Community Project v1.0 released

[04-01] Anon map release: Pyramid Complex (nyan.bsp, for Quake 2)

[04-01] John Carmack To Be Honoured With BAFTA Fellowship

[04-01] DooD (April Fool's mod)

[03-31] Anon map release: WAD COLLECTED map03

[03-29] Nihility: Infinite Teeth

[03-28] Anon map release: rnfwip.wad

[03-27] Anon map release: Cubed.wad

[03-26] Gun Godz 0.8

[03-26] Anon map release: bluebase.wad

[03-26] Guncaster update

[03-25] Anon map release: Durex Waste Disposal

[03-24] Anon map release: Homecoming.wad (two maps)

[03-24] Mutiny Community Project, alpha 1


To submit news, please reply to this post.

>> No.3117496


>> No.3117502



(Note to mod/janitors, this is a reference to the OP's title)

>> No.3117525
File: 36 KB, 800x600, Screenshot_Doom_20160404_155229.png [View same] [iqdb] [saucenao] [google] [report]

fucking cute

>> No.3117534

That's pretty cool

>> No.3117535

dat Engrish

>> No.3117545

I'm halfway through TNT and it's fucking great so far. Not even a single bad map.
Is plutonia even half as good as this?

>> No.3117556
File: 111 KB, 900x692, 1455755255597.gif [View same] [iqdb] [saucenao] [google] [report]

Graf just merged the "floating point rewrite" branch. Means 65536 unit wide maps should be supported if I understand this correctly.

>> No.3117572


Great! Can't wait to play those maps in multipblahahahah

>> No.3117574
File: 52 KB, 476x341, RevDarkholme.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117576
File: 159 KB, 1280x1080, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Make it Doom

>> No.3117604

What is this new meme? It's from gay porn isn't it? Why this particular porn is so popular? So many questions.

post your favourite mods btw

>> No.3117619
File: 218 KB, 1280x1080, 1409316607932.pngXX0001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117623

Could this mean... the rebirth of Cyberrunner!?

>> No.3117624


>> No.3117625

>What is this new meme?

It's old. Probably like a decade. The Japanese found a particular gay porno really hilarious and have been mocking it since.

>> No.3117631

Dem mountains are now valleys

>> No.3117637

>tfw there are no better map packs better than scythe series, epic2 and eternal doom.
>tfw scythe only gets a pass becase of its amazing flow

>> No.3117641

>Eternal Doom
You mean "Mash against walls to try to progress" Doom? I fucking love the levels, but jesus christ it gets so obtuse on purpose that I stopped playing it out of pure frustration.

>> No.3117642

I just started Reelism and I'm pretty terrible at it so far. All I seem to get are a lot of hitscanners in large open areas and it's not that fun.

>> No.3117650

Going Down was awesome what are you whining about

and so was Pirate Doom

>> No.3117651
File: 125 KB, 1280x1080, 1458238443064.pngXX0001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117652

Alien Vendetta
Speed of Doom
Back to Saturn X
Hell Revealed
Memento Mori I & II

Eternal Doom isn't even especially good, and Epic 2 is inconsistent at the best of times.

>> No.3117653

UAC Ultra is super good. It's also short.
I like shorter mapsets more than megawads desu.

>> No.3117654

ZDoom Wars I. The rest are weapon mods that rips assets from each other, I don't think that saying that all doom mods are absolute crap (except for the mentioned) is an exageration.

>> No.3117657
File: 20 KB, 300x347, 1406637068950.png [View same] [iqdb] [saucenao] [google] [report]

You just named both of my two absolute favorite mapsets. Good job anon.

>> No.3117658


>> No.3117659

What specifically was the engine limitation that caused it to be discontinued anyway?

>> No.3117663
File: 32 KB, 512x387, ss+(2016-04-05+at+10.43.28).png [View same] [iqdb] [saucenao] [google] [report]

Can somebody help me with ths ? I can't launch the hangmanv2.1.wad from the "Some Fucking Doom" archive

>> No.3117669

Requiem and Memento Mori play like shit today

>> No.3117670

Looks like you need Skulltag_Actors.pk3 (I think it's called, haven't played Zandronum in a looong time)

>> No.3117671

map size, and once you get to a certain velocity the universe implodes, or something.
frequently given response #1: you probably need a newer engine build

>> No.3117672

1. that's a dumb multiplayer mod, it's really not that good
2. you need skulltag_data.pk3 and skulltag_actors.pk3 loaded for it

>> No.3117674

Nice, Back to Saturn is kinda good too, the problem is that all levels looks the same and tries too hard to have the same gameplay as vanilla doom, and that is not a plus.

The rest of the list looks like copies of each other.

>> No.3117675

>Requiem plays like shit
gee I don't know anon, I have grown fond of it.

>> No.3117676

>Looking like a copy of anything else
Uh, sure.

>> No.3117679

No they don't. I picked them specifically because they have stood the test of time over all the other shitty 90's wads.

>> No.3117681

and what about eating meat on fridays? how come that's allowed now but wasn't back then? do the people who ate meat on fridays back then go to hell, or what? it's mad!

>> No.3117683

>map size
That can also be faked with linked portals now.
> and once you get to a certain velocity the universe implodes, or something.
That.. seems like a greater problem. Perhaps some of the rewrites since december may have solved some of those issues.

>> No.3117686

I finished Memento Mori 1 today and apart from some of the last levels I enjoyed the shit out of it

>> No.3117691

What, some people loves puzzle-like mapsets, if that makes any sense. It is horrible as a coop map pack though.

>> No.3117695

i love the idea that they play differently "today" than when they were made.

>> No.3117696

some maps are easier than others
like astrolab or flesh palace

>> No.3117698

i need ketchup mod update.(not working latest gzdoom)

>> No.3117702

that looks pretty THICK, anon

>> No.3117707

Loading Skulltag data dosen't work.
So much for that mod then.

>> No.3117712

Pirate Doom plays like shit, I blame the weapons.

Will try desu, thanks.

Allow me to add this: it is pretty monochromatic too. A cacoward does not mean that a map pack is good, maybe better than the rest of the released ones in that specific year.

>> No.3117714

>That can also be faked with linked portals now.

not really; we ran out of room on *both* axes, not just one
if I remember correctly my map took up a 20000x20000 box, possibly more, and it could be beaten in 43 seconds.


too bad a stable version of those changes won't hit zandronum for the next two or three years
also if cyberrunner ever gets rebooted, its parkour engine is getting rewritten. parkmore is basically unreadable, no thanks to ACC's bullshit restrictions

I still remember the 19 script variable limit, and what it did to the ledge grabbing code. I seriously never want to look at that shit again.

>> No.3117717

i like real gun hardcore.
but difficulty (rgh much)pretty wad.

>> No.3117728
File: 179 KB, 1280x1080, when the chainsaw cuts the 3d image just right.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117731

not really; we ran out of room on *both* axes, not just one
>if I remember correctly my map took up a 20000x20000 box, possibly more, and it could be beaten in 43 seconds.
Ever thought about shrinking the player to like 1/8 size? Since view height and texture scale is pretty much what determines percieved scale of the game world.

>> No.3117732
File: 200 KB, 1280x1080, just threedee my doompacha up fam.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117738

>Ever thought about shrinking the player to like 1/8 size? Since view height and texture scale is pretty much what determines percieved scale of the game world.
Great idea in theory, bad in execution, especially considering static values like viewbob, fov, and mouselook don't slow down to accommodate.

>> No.3117743

I think Cyberrunner played faster than the engine could actually render the game.

>> No.3117756
File: 2.86 MB, 768x432, bordershotguns.webm [View same] [iqdb] [saucenao] [google] [report]

Been keeping my head down for the last couple of hours to work on this.

The whole system is now no longer based on CVARS & Menus, but is now randomly generated on a per-weapon basis. That means if I throw a weapon it retains its stats if I wanna pick it back up again. For simplicity's sake I've disabled Frame Scaling & Damage Formula modifications. I'll probably make specializations for them instead, as opposed to full exposure.

>> No.3117761

WAD COLLECTED map03 zdoom 281 demos


a curious blend of cutting edge udmf features and mid nineties style theme soup texturing. interesting, like if zdoom had existed when the game first came out and everyone was making MY HOUSE IN DOOM maps. not the first time i played this map, but my first try was terrible and i didn't keep the file. you'd have got bored of watching me push on walls for several minutes straight, anyway.

i thought the shifting flesh and blood maze puzzle where you get the blue key was a good idea but ultimately annoying because you can't see anything and it's quite easy to get stuck in there. i don't mean actually stuck as in a map bug, just stuck as in the way out is really obfuscated and hard to find, and the automap isn't much help.

the chaos symbol room (with the baron, on the way to the blue key switch) is a bit flat, try adding some light into the corners. and the switch itself doesn't make a noise when pressed.

also it is a little unfortunate the level ends so abruptly when the boss monster is killed, i was not expecting this so had monsters still alive. really strange effect with the skybox too, giant monsters running around in the sky.

>> No.3117763

For me the weapons in Pirate Doom are really distracting because they're so different from everything else and it just looks weird.

>> No.3117764

There's no need to change mouse settings and FOV. Viewbob thing is true though.

>> No.3117767

hang on, I'll pomf a higher quality version in a min cause its hard to see what happens properly.

>> No.3117769

that one came out rather well

>> No.3117792

Which Quake has the better scream you make when you're in lava: Quake 1 or Quake 2?

>> No.3117794



>> No.3117797

Try this one.

>> No.3117804

Why do some people still dangle on to Skulltag, even though it's literally dead?

>> No.3117805

It's different. TNT has great level architecture (I think everyone that has played it will remember the "wormhole" level) but combat is meh. Plutonia on the other hand has simpler and uglier maps, but combat is faster and more entertaining.

Both are great.

>> No.3117820

if we're talking about hangman... it was made before skulltag 98d existed.

>> No.3117842
File: 272 KB, 1776x963, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117850

>[04-05] Anon mod release: Liebenberg Arms Bushland Pistol

>> No.3117853

is zdoom any good for multiplayer lads?

>> No.3117856


>> No.3117858


There we go. It's 9MB so its way outside the filesize limit, figured I'd upload it elsewhere.

>> No.3117869


>> No.3117872

Even for LAN ?

>> No.3117883

LAN will probably be fine


>> No.3117885

When will ZDoom get functioning multiplayer?
With how popular it is, you'd think it would have happened by now.

>> No.3117891

it can work
just follow the instructions, and save often

>> No.3117901

Dosen't work either.

>> No.3117916
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google] [report]

>Not even a single bad map
I love TNT, but there's one or two maps that are rubbish, Metal and Habitat come to mind. The music is always great, and perfectly solidifies the atmosphere of the mapset.

Plutonia is also good, but in another way, the fighting is MUCH more intense, it's unplayable without mouse-turning (or freelook, if you're on a modern port), unless you're some sort of keyboard wizard.
The entire base idea with Plutonia was for people who thought all the original maps were too easy (kind of like Thy Flesh Consumed, but WAY longer, more monsters, and in some ways, actually more fair), challenge was the objective, and that they achieved.

TNT is harder than Doom 2 (also better), and Plutonia is harder than TNT.

>> No.3117929

What happened to the anon who was making the point and click mod?

>> No.3117935
File: 190 KB, 1920x1080, Screenshot_Doom_20160405_182534.png [View same] [iqdb] [saucenao] [google] [report]

Was stuck for a day on the one part in Elevator to Hell where there's a room with like 7 Mancubi. I kept rushing in like a fool and dying. Tried exploring and found, oh you are meant to go another way around, kill them from a different angle, then assault the room. made it much easier.

Onto TNT now.

Now is it just me or is the PSX version much easier? I know there's no Arch-villes and they're a chore. Maybe I'm just getting better at Doom? Or maybe the lower enemy variety per level makes it easier?

I'm doing no saves and UV. Death = pistol start, otherwize keep going. So it is kinda hard but not really that hard. Trying to keep it PSX authentic.

>> No.3117937

Just finished scythe, scythe, 2 and Alien Vendetta.

any suggestions for similar pwads?

>> No.3117939


This >>3117652 seems like a good list.

>> No.3117961

Let me add Kama Sutra to it

>> No.3117963
File: 363 KB, 1280x1080, tumblr_nq6n4l9Iba1u0rseao1_500_pngXX0001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117968
File: 16 KB, 512x384, 1452451780629.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3117969

>want to try out PSX Doom TC
>check forum post in DW
>title says latest version is 2.135
>read OP
>"Here's the link to ScottGray's original post containing the most up to date download links related to the project."
>link leads to version 2.134
>read OP further
>"UPDATE: fenderc01 (Who made the original PSX Doom TC) has kindly made a mediafire page which compiles all the files (including the most recent TC update) related to this project on one page. here is the link for those who are interested."
>link leads to version 2.131
>read doomwiki entry
>says it's currently in "Beta 12"


>> No.3117972

i like smoothdoom and smoothed

>> No.3117979
File: 386 KB, 1280x1080, DONOTRIDETHECACODEMON.jpg [View same] [iqdb] [saucenao] [google] [report]


this actually looks pretty cool

>> No.3117983

sorry i tend to newspost almost everything made by anons, i am probably too hasty quite often, but i also think most authors are too modest to reply to the news post with their own stuff. also
>The pistol is done.
seemed to suggest you were finished with it so i am sorry for the misunderstanding

>> No.3117986

Congrats on finishing Master Levels.

>otherwize keep going
That's kind of lame. I'd recommend doing ALWAYS pistol starts, and maybe using saves once or twice if the level is proving difficult. Doom is more fun that way, sometimes starting with SSG, RL, PR, etc. makes levels too easy.

Also you will notice soon enough that levels in TNT are massive (especially from level 20 onwards), and the creators enjoy teleporting the player into deadly arenas at the end of them. Doing a no-save can mean losing 40 minutes of level play for an unexpected 5 seconds fuck up. I'd say it's pretty hardcore for players who are not veterans yet, and it might turn some people off, so don't be ashamed of saving once or twice per level.

>> No.3117991

I don't mind man. I was only messing. I thought myself it was finished to but I thought of some more ways to make it better I just didn't expect it to be posted.

>> No.3117994
File: 45 KB, 600x338, 1453832813496.jpg [View same] [iqdb] [saucenao] [google] [report]

hey Term i don't want to rush you or anything, but is there an ETA on DUMP 2?

here, have a complimentary ad from a popular sandwich chain

>> No.3117998

>Is the JPCP meant to be played pistol start each level?
almost certainly. nearly all community projects are, by their very nature.

>> No.3118000


Their thread is a total mess and the OP is wildly out of date. You have to dig through the thread a bit to find the current version.



I usually suicide with a rocket at levels anyways to keep my ammo low.

>> No.3118003

Never, because the netcode dev is a faggot nerd who thinks P2P multiplayer is somehow reasonable.

Zandronum is your only option.

>> No.3118004

>TNT: Wormhole


Am I a crazy person or does this level look like an identical one from Doom 1 or 2? Maybe I've replayed it before or something.

>> No.3118005

>Is the JPCP meant to be played pistol start each levels is no connection.

>> No.3118010
File: 17 KB, 483x346, 1384919590714.jpg [View same] [iqdb] [saucenao] [google] [report]

>is there an ETA on DUMP 2?

Tonight, assuming nothing explodes--I've been saying that for the past week, but it's really the only answer I can give.
Unfortunately, one mapper in particular took much longer than I'd hoped to do much less than I'd expected, so I've been polishing things up.

Sorry for the delay.

>> No.3118013

this is fine, if you post an improved version, i will update the link. and like i said i have a very low threshold for newsworthiness, more on the order of "here's things from the past few threads you might have missed". it rarely seems to be an issue other than that one time there was a brutal doom promo video linked, i newsposted it and got yelled at a lot for "how is this news". but i've newsposted promo videos for other mods and no-one's said anything so go figure. anyway that has been a hopefully interesting insight into how news posts get written, thanks for reading.

>> No.3118018

i don't think it's that similar to a doom or doom2 map. you may have played it once a long time ago, or watched a video or something, and your brain remembers the images but not the specifics. this happens to me a lot, i'll get three quarters of the way through some pwad map and suddenly realise i've played it before ten years ago, not realising until some minor detail makes a connection form in my mind.

>> No.3118019

Yeah you are crazy. The two halves of the level do look identical though.

A better question is, why the fuck did they make 90% of this otherwise very interesting level unnecessary? Did the mapper think it was some clever "gotcha!"?

>> No.3118028

i expect it was just overlooked. a copypaste error (such "duplicate" style maps are prone to such things) which was never caught in testing. note that the line in the same relative position on the other side of the wormhole opens the door in the same relative position. you can imagine one side was made then copied without due care and attention.

>> No.3118029

hey man don't be sorry, you're busting your ass to get it out

>> No.3118035
File: 1.07 MB, 1280x800, tumblr_o46xogKPhB1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Good megawad, would be nice if someone would upload the ost

>> No.3118041

which wad is this?

>> No.3118048

>upload the ost

just use an editor and rip it out

>> No.3118056
File: 27 KB, 386x530, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>busting your ass to get dump number 2 out

>> No.3118057
File: 1.41 MB, 720x360, it's a feature.webm [View same] [iqdb] [saucenao] [google] [report]

Well, it WAS supposed to home in on enemies instead but this is way cooler.

>> No.3118069
File: 22 KB, 530x555, 1446989458448.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3118079
File: 130 KB, 1280x1080, FUCK.jpgXX0001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3118092

loving the plasma shield

>> No.3118102
File: 21 KB, 500x377, 1453597160415.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3118104
File: 84 KB, 300x300, Doom.jpg [View same] [iqdb] [saucenao] [google] [report]

Any news on the Berserk wad? Been away for about 6 months.

>> No.3118130
File: 95 KB, 228x346, 2016-04-05-16_39_56-Spotify - Chromium.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3118139

Japanese Community Project

>> No.3118154

I tried Doom once. I don't like keyboard only games where you have to aim and shoot in a first person perspective

>> No.3118158

So use a mouse.

>> No.3118160

Doom isn't keyboard only.

>> No.3118162
File: 322 KB, 591x716, 1433476084150.png [View same] [iqdb] [saucenao] [google] [report]

>tfw want to work on my map but too tired and no free time

>> No.3118184


Fun fact: this happens because projectiles, by default, have the actor that fired them stored as their target.

>> No.3118185
File: 19 KB, 516x384, 1455478515630.jpg [View same] [iqdb] [saucenao] [google] [report]

i hear you senpai

i want to work on any number of things right now but i'm sacked from weeks of 10-hour days painting a warehouse

money's good though, gonna use it to maybe start my own small business

>> No.3118189

Fun fact: A_SeekerMissile uses the tracer field

>> No.3118191


You're both right and wrong.
The tracer is the target, you see.

>> No.3118193

If you have GZDoom just go to settings and enable mouse

>> No.3118206

Hey! Good luck to you, I'm about to leave to my second job, also saving to try to start a business.

>> No.3118212


What kinda businesses are you planning to start up? Are they vidjo gaym related?

>> No.3118218
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


I want to make custom desks for synthesizer players that have a midi keyboard built into them, maybe optional modular racks

>> No.3118219
File: 38 KB, 800x600, 1459896470760[1].png [View same] [iqdb] [saucenao] [google] [report]

Someone redraw this as Doom marine and a Revnant.

>> No.3118221

...but that's already what i'm looking at

>> No.3118223


It's a poor drawn version of a scene from True Lies.

But I immediately saw Revnant and Marine.

>> No.3118229
File: 1.10 MB, 835x631, 1451730350218.png [View same] [iqdb] [saucenao] [google] [report]

>that's supposed to be jamie lee curtis

>> No.3118235

That's baller.

>> No.3118285
File: 41 KB, 425x602, cute.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else disappointed with the Imps design? like idk but the more I see the Imp the cuter it gets. Maybe I watch too much anime I don't know.

>> No.3118308
File: 189 KB, 604x694, 52143966_p8_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

At this point I think every Doom enemy is absolutely adorable, with the exception of the mancubi. The Doom 4 mancubi are the absolute cutest, though.

>> No.3118341


He's just not that well drawn. I think he was made entirely from pixel art, rather than based on a puppet like many of the others.

He looks lumpy or made of clay or something.

>> No.3118346

He looks like a Wolfenstein 3D character.

>> No.3118349

>At this point I think every Doom enemy is absolutely adorable
oh god I thought I was alone

wake me up from this nightmare I've become

>> No.3118381
File: 180 KB, 430x408, sad manc.png [View same] [iqdb] [saucenao] [google] [report]

>with the exception of the mancubi

>> No.3118393

>doom enemies are qt across the board
>quake enemies are ugly abominations


>> No.3118397

Dont fat shame him you privileged piece of shit!

>> No.3118403


>> No.3118405

Aubrey Hodges


Robert Prince

Who did the better score?

>> No.3118417
File: 1.74 MB, 640x320, wonderful cartoon gore.webm [View same] [iqdb] [saucenao] [google] [report]

I think he makes a passable stooge monster, the kind you gun down en masse.

His frames aren't all 100% consistent though. His head looks oddly different from some angles.

Funny you should say that, because while the Imp might have been drawn from scratch, many of the monsters are made from clay-sculpts on posable anatomy doll (these would often break and fall apart when reposed, leading to extra labor and inconsistencies, so that's why they began looking at alternatives)

>> No.3118426

>TNT: The Prison

So is this level a luck based mission with pistol start?


I think the zombie guys are also pure pixelart. They look really good though.

>> No.3118446
File: 135 KB, 1280x720, remove imp.jpg [View same] [iqdb] [saucenao] [google] [report]

Shit, I somehow completely forgot about these. I take back my statements about poor abused mancubi.

>> No.3118464


The song is mostly about ranting about Croatian communists. But since people don't speak Serbian, they just assumed it was a Muslim hate song.

>> No.3118478


You asked this last thread.

>> No.3118493

>Just dash past these enemies
>Why am I stuck? I can't move?
>Arg, I'm getting attacked.
>but where
>camera pans to a lost soul just above my head

>> No.3118509
File: 305 KB, 891x712, shambler_by_turisas-d3ivbyj.png [View same] [iqdb] [saucenao] [google] [report]

>implying Shamblers aren't fucking adorable

>> No.3118519
File: 49 KB, 1000x1000, doll.jpg [View same] [iqdb] [saucenao] [google] [report]

Nope, the Zombie Trooper, Sergeant and Doomguy are all based on the same posable clay model, the reason they move a little awkwardly is because quite literally, they have a stick up their bum.

Pic related isn't maybe the exact model, but basically, one of these, covered with sculpted clay, they'd make a pose, then take pics from 8 directions, then make a new pose.
This worked, but as stated, they would often break and parts would fall off.

The Baron Of Hell and Cyber Demon were also done in this manner.
Eventually they hired Mr. Punchatz, who would fashion flexible latex dolls, with steel skeletons, which would allow them to be easily posable and more consistent, without breaking, these were:
>Spider Mastermind

The Caco/Elemental I think was painted from scratch, based on the head of an Astral Dreadnaught, the Arachnotron was without a doubt a scaled down and repainted Mastermind, the Lost Soul was a medical skull, and the Pinkie was painted over a Jurassic Park dinosaur toy they posed (which gave surprisingly good results, given just how rudimentary this was).
The Chaingun Commando I think must be redrawn using the other zombies/marines as referene.

>> No.3118527

The remove kebab thing?
Pretty sure that the guy singing and the guy with the accordion are suspected war criminals, and that they're singing about "fascists" and how Radovan Karazdic is their hero (as in, espousing genocide).

The dissolution of Yugoslavia was such a tremendous clusterfuck.

>> No.3118548

Plutonia is pretty good, but also designed to be hard. Prepare yourself, as Doom 2's monsters get used a lot.

I also reckon you should play Memento Mori and Icarus, as they share some people with Final Doom.

>> No.3118557

Prison has a tricky start from pistol start, but once you're out of there, its not too bad.

>> No.3118584

My dxtory isn't recognizing GZDoom. Anyone else have this happen?

>> No.3118586

any good medieval-themed mapsets?

>> No.3118724

And I want to start a legal distillery.

>> No.3118727

for hexen:
deathkings of dark citadel
scourge of viscerus
serpent: resurrection
wrath of chronos
shadows of chonos

>> No.3118743

Eternal Doom for the most part is medieval. Has a time travel plot.

>> No.3118763

Quake has a vanilla set. Also retro jam 1 of quake. There are many many others.

>> No.3118914
File: 43 KB, 264x263, Map08_Dankmeme.png [View same] [iqdb] [saucenao] [google] [report]

Caldera was one of my favorites on native Hexen. Source ports didn't run it perfectly, if I remember right. Still worth checking out, if only for the laughable Korax impression.


>> No.3118957

Are all the levels as hard as The Prison in TNT? Stuck on this one for hours.

>> No.3118964

Now I might get some flak over this, but would I be entirely wrong if I say that the real reason Hell Beneath and Perfect Hatred are so hard is because there isn't much ammo lying around?

I completed Thy Flesh Consumed on UV last weekend and the only level where I didn't get 100% kills was Hell Beneath, because there's nothing there to kill the Barons with. Never mind the lack of health, it's the ammo you don't have enough. You can expend every round from every gun you have and they're still going strong. Picking up the sargeants' shotguns won't give you enough ammo. Thinking it was a UV-only peculiarity, I tested Hell Beneath on HMP, but it suffers from the same problem. I then gave up on that level and just moved on. I guess one can get 100% kills in HB, but it gets tricky and dangerous. Far trickier I have patience for.

Perfect Hatred is better in this regard, but not much. I could get 100% kills there, but it took a lot of work.

>> No.3119027 [SPOILER] 
File: 50 KB, 1010x1010, 1459924531803.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3119048

Map09 Stronghold is also fairly challenging, making heavy use of hitscanners. Plenty of levels in the second half can be challenging, too.

>> No.3119051

Hell Beneath's difficulty pretty much is entirely thanks to a lack of health and ammo.

Peferct Hatred does have other factors, like the swarm of Cacodemons at the start, Barons in many tight spots, and damaging floors.

>> No.3119056
File: 44 KB, 502x366, GeneralCorrosive.jpg [View same] [iqdb] [saucenao] [google] [report]

Does third person shooter count?

>> No.3119065
File: 129 KB, 900x692, 1455750021699-2.gif [View same] [iqdb] [saucenao] [google] [report]


Here we go! Second test build is ready to go! Only five days after I expected it to be!
I think I've included everyone's updates, fixes, and quotes, and a lot of the credits are implemented too. The hub is implemented as well, as well as the final map and the final battle.

This will be the last test build. If you have any last-minute fixes, make them count. If you have any last-minute criticisms, make them count. If you have anything you want to address or correct, let me know now, before it's too late!

>> No.3119152
File: 9 KB, 176x176, mubp06.png [View same] [iqdb] [saucenao] [google] [report]

Gonna play "Doom the Way Id Did" do I also need to load "DTWID.deh" with the .wad?

>> No.3119165

only if you are playing in Chocolate Doom and you want updated map names on the automap, iirc that's all it does.

if you are using a source port most source ports will read the equivalent DEHACKED lump straight out of the wad so you don't have to care about the separate deh.

>> No.3119168

Yholl kinda screwed himself in the long run with the way he implemented things in his mod.
>I don't want to use ACS because I learned decorate first and ACS seems scary
>Well now I've started to learn ACS but I want to see if I can do the whole mod in decorate
>It turns out I have to use ACS in a non-insignificant capacity because of decorate limits, but now there's too much unmanageable decorate to go back and change it all to ACS anyway
Then there's also the fact that, while it's great that he's integrated his mod with DRPG, he can't make any significant overhauls that DRPG's author wouldn't want to keep parity with.

That said, he's not the first person to do this, and he won't be the last. Decorate is almost a trap for people first learning to code. But then again if you learn that first, you seem to understand it better after a while than those that learned real programming first, and once you get over avoiding acs and/or real programming languages it doesn't really hinder you from understanding those (acs has a couple of really weird things but it's still basically just C) since they are more intuitive and make a lot more sense.

>> No.3119169

It would actually be significantly easier to do in ACS because you could use variables and math for things instead of having to have each thing listed out for each possible scenario. You could also do a mix of ACS and sbarinfo with some scripts and dummy items.

>DECORATE and ACS are not designed in a way that allows you to easily retrieve a weapon's fire rate, potential hitscan/projectile deviation, etc.
ACS (and decorate, just because it allows you to access ACS) are actually pretty easy to use for this, you just need to either use user vars (or pseudo user var dummy items if you really want) or even just variables tied to each player in an array.

>keep in mind that when user variables are defined on a weapon, you have to define them on the playerclass as well.
If you want to use user variables, you just define them on the player and not on the weapon at all, then access them via acs. You actually cannot call user vars from player weapons solely via decorate, the user var as defined on the weapon and the user var as defined on the player are two different user vars as far as decorate is concerned, but a script correctly accesses the user var.

>Multiply that by the over 200 weapons DRLA has, and you have a metric assload of variables to keep track of.
If you work out a good naming system for variables and have them handle the various stats in a way that makes sense then it wouldn't be too hard. I was thinking of perhaps having a tier tied to weapon, then each weapon calls the corresponding stat per upgrade tier. You could even have everything tied into an array for easy modification and handling.

The thing is though, this would've been easiest to do from the start, now it would be a huge amount of work to completely redo.

>> No.3119176

I really, REALLY wish there was a way to access an inventory item's properties even when it's running on the player in DECORATE

it'd make life so much easier on so many fronts

>> No.3119186
File: 171 KB, 1280x1080, 1456108541435.gifXX0001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3119197

I believe that you can have user vars in weapons which can be accessed via decorate (but not acs) but I'm not sure if they can produce wonky behavior, and afaik they don't get preserved if the weapon gets dropped (though they might.)

The only thing that can really be done as of now is player arrays (either user vars or just regular arrays that are tied to the player) that correspond to the item so when you drop it you can apply it to that item.

As for pickups, you have to have it be a non item actor that checks proximity to each player and determines if it should be picked up by the player, because there is no way to access that via the pickup state. Ijon did a quake (2?) backpack for zand that does this, though I think it's a monster (which it doesn't have to be anymore) because back then it was required by zand's outdated code.

Another thing that's worth mentioning is that for accurate pickups you really want it to (probably behind a check for distance, not just every time) interpolate player position between tics based on current player speed to see if the player would be close enough to pick it up between tics and then queuing the pickup for the next tic, rather than just checking proximity each tic. IIRC this is what the doom and zdoom engine do for pickups behind the scenes.

>> No.3119201
File: 257 KB, 550x690, see blaz, see blaz run, run blaz run.gif [View same] [iqdb] [saucenao] [google] [report]


That filename flatters me every time.

I hope you like the new blood in GMOTA

>> No.3119208 [DELETED] 


Fuck off

>> No.3119219

>Ijon did a quake (2?) backpack for zand that does this, though I think it's a monster (which it doesn't have to be anymore) because back then it was required by zand's outdated code.

it was necessary in both zdoom and zandronum at the time (+INVENTORY.TRANSFER is very recent), and it's still pretty necessary today

+INVENTORY.TRANSFER will get you most of the way there, but you still have the pickup message that needs to tell you what you got exactly

the obvious solution would be to replace the pickup message with a blank string and run an ACS script to Log a pickup message, but you can't just look back in time to see what the player's inventory was

you'd have to run a script that constantly updates some arrays with the player's inventory, and have the ACS script use that

and no matter what, since you can't iterate through any actor's inventory, you can only handle items you explicitly define in the ACS, limiting it drastically

also I don't think doom and zdoom do *any* collision interpolation, with the exception of fastprojectile. normal projectiles flying through walls and actors when they go too fast would confirm that.

>> No.3119221 [DELETED] 
File: 125 KB, 491x398, no_U.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3119235

actually no I remember dumb shit with me going at 100000% speed and still running into walls.

it skipped straight over the things though, but I'd have to verify that

I mean I could look at the code but fuck that

>> No.3119286
File: 42 KB, 500x500, name and shame.jpg [View same] [iqdb] [saucenao] [google] [report]

>one mapper in particular took much longer than I'd hoped to do much less than I'd expected

>> No.3119317
File: 399 KB, 1800x880, whathappen.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3119318

Which Doom source port do you think is the best?

>> No.3119323

PrB+ for muh authenticity
GZDoom for muh mods

>> No.3119327

GZDoom is basically the standard these days with Chocolate Doom and PrBoom+ being the "authentic" 90s experience ports.

GZDoom is basically the best port now, but original ZDoom is still pretty good. Zandronum is also pretty great.

>> No.3119348

>why no Crispy

>> No.3119350

>not using Brutal Doom

>> No.3119351

Brutal Doom gives me a headache after a while. Smooth Doom is better.

>> No.3119354

Are you 80 years old?

>> No.3119385

It was a nice map, Though for some reason my doom just lagged beyond hell when all the revenants came out.

>> No.3119389

>not enjoying constant onscreen clusterfuck of smoke and fire particles
>not enjoying script-breaking bugs that make some older maps autofinish in 30 seconds
>not enjoying hitscanners capable of raping your rear across the whole map
>not enjoying constant repeats of same scream sound overshadowing every other sound
>not enjoying blood covering the swithces making them unidentifiable

the list goes on.

>> No.3119395

Works on my machine.

>> No.3119398

Yeah it works. Some maps of Scythe autofinish in 20-30 seconds because some shit happens to the voodoo doll, caused by Mark's scripting. Also on many maps infighting between monsters happens right from the start, without any player's input, which does not happen normally.
Smoke and fire particles cover the place when you fight any decent ammount of monsters, which reders the fight much less manageable than it is supposed to.

BD hinders the gameplay and it's overflashiness makes the mod work against itself.

Simply put: not a good game/mod design.

>> No.3119410

Are there any better alternatives? I really like how powerful it makes the weapons feel.

>> No.3119413
File: 241 KB, 1280x1080, img121.jpgXX0001.jpg [View same] [iqdb] [saucenao] [google] [report]

i regret nothing.

>> No.3119421

What about Faspons? It changes monster behaviour slightly but you can even turn that off.

>> No.3119427

Beautiful Doom.
Accessories To Murder

>> No.3119429


>> No.3119431

But I like my thousands of blood particles :((

Promising, I'll check them out.

What is it aiming to actually do? Looks to me like it just had random changes done just because.

>> No.3119438

Faspons has a Ketchup compatible addon so... there are your blood particles.

Also, you could check Trailblazer.

>> No.3119447

IIRC someone even amde a BD-lite version compatible with Trailblazer

>> No.3119451

Project MSX is pretty cool. Demonsteele is cool too.

>> No.3119469

Doom always had mouse support from the day it was released, probably had it by the Alpha.

>> No.3119470

quite frankly this is what is wrong with Brutal doom in it's entirety, and quite frankly brutal doom is a mod into which you could play for maybe 1-6 hours and then delete it and nothing of value is lost
Fatalities are boring after seeing the same ones after seeing them more than 5 times

Brutal Doom is nothing but a fire cracker, it's shortly lived, loud, and annoying when you set it off repeatedly.

>> No.3119472

I like it.

>> No.3119476
File: 272 KB, 800x600, Screenshot_Doom_20160402_235325.png [View same] [iqdb] [saucenao] [google] [report]

Seconding Accessories To Murder, it does some of the same things but much cleaner looking, much better sound design, and without a bunch of the luggage.

>> No.3119514
File: 136 KB, 800x600, bone titties.png [View same] [iqdb] [saucenao] [google] [report]

here you go anon
probably the least fortunate thing ive ever done

>> No.3119516

Accessories To Murder fucks up my graphics card for some reason. No idea why?

>> No.3119517


I can't stand the changes made to the monsters for Accessories to murder. The sprites of say the zomboman look terrible and the monster sounds are awful (and I recognize them from Area 51).

>> No.3119604

DOOM RETRO is a classic, refined source port that is truly the way it was meant to be played.

>> No.3119607

Could be the voxels, those always eat memory and GZDoom is pretty poorly optimized.
Open the .pk3 in Slade and delete the voxel files, that should cut down drastically on your performance issues.

I like some better than others.
The knight and baron are fine, as are the caco, and pain elemental.
Arachno replacement used to be annoying as shit, was changed in the latest version to something better, the zombies I'm lukewarm towards. I dislike the mancubus, not because of his design, it's good, but because he shoots rockets, and I dislike the rocket launcher in ATM a lot, it's a really boring and iffy weapon.

The Vore I kind of like as a vile replacement.

>monster sounds are awful (and I recognize them from Area 51)
I think most are good, to be honest famicom. Never played A51.

>> No.3119608
File: 198 KB, 882x900, 1458263041759.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3119617 [SPOILER] 
File: 1.92 MB, 400x300, 1459954545653.gif [View same] [iqdb] [saucenao] [google] [report]

And your opinion is wrong!

>> No.3119621


That's fucking cute.

>> No.3119627
File: 59 KB, 768x576, 1459097445095.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3119629
File: 305 KB, 581x542, doom toot.jpg [View same] [iqdb] [saucenao] [google] [report]

new to mapping here
is there anyway to further edit action speeds and such in doombuilder 2? i see some people have that option in tutorials but i only have predefined actions...

>> No.3119631

If you want the most options, map in UDMF format. If you want some options but also demos you'll want to map in Boom format.

>> No.3119639

How does UDMF break demos?

>> No.3119642

UDMF itself doesn't break demos, most (if not all?) the ports that use it, however, do.

>> No.3119645

Is it the reason why most demos don't work properly in anything but PrBoom+?

>> No.3119646

Agreed, the sound replacements for the fodder enemies are just obnoxious and awful, and whenever someone says they like AtM, I always think to myself "how doesn't the sound design bother the hell out of you, Anon".

>> No.3119648
File: 232 KB, 1920x1080, Screenshot_Doom_20160406_162654.png [View same] [iqdb] [saucenao] [google] [report]

>Accurate Flaming Shotgun, eh?

>> No.3119651
File: 339 KB, 1920x1080, Screenshot_Doom_20160406_162706.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3119657

>Cacodemons in Accessories to Murder DEFLATE upon death
>with cartoon-styled air effect and sound

>> No.3119661


>> No.3119662

haha so whacky

>> No.3119667

That's what I don't get, it's just completely out of place.

>> No.3119670

why else do you think they fly with no wings?
They're full of a lighter gas than the surrounding environment

>> No.3119680

hell magic. they need hell's reality warping effect. this is why they don't appear on phobos, because it's not been dragged into hell.

>> No.3119708 [DELETED] 
File: 78 KB, 371x334, Akagi.jpg [View same] [iqdb] [saucenao] [google] [report]


>"We know the DOOM community has always been about great user-generated content, and that’s something we want to continue to encourage with SnapMap"

There's not a single mention of additional singleplayer content or god forbid an expansion pack

I don't think there's been a game in quite a while that kept disappointing me with each new piece of information

>> No.3119712 [DELETED] 

And how many miserable cunts like you would eviserate Bethesda if they DID happen to announce, "Oh, by the way, we'll have additional content on the way for a fee?"

DLC, expansion pack, same shit different name.

>> No.3119714 [DELETED] 

>And how many miserable cunts like you would eviserate Bethesda if they DID happen to announce, "Oh, by the way, we'll have additional content on the way for a fee?"

they did

>> No.3119715


DOOM 4 says cacodemons are psychic and levitate with telekinesis.

Think that's actually kinda cooler than them being bags of gas.

>> No.3119718

>how does the sound design not bother you
It's not Brutal Doom sound design, that's good enough for me.
Personally though, I've changed out some sounds.

>> No.3119721

The gas kind of makes sense to me.
They could still be a decree of psychic.

>> No.3119729 [DELETED] 

>miserable cunts like you
Woah man, the fuck did I ever do to you?

But anyway, I'm annoyed that they're putting all this effort into the multiplayer when Doom's never been about the multiplayer like, say, Quake.

>> No.3119732 [DELETED] 

Doom deathmatching was still incredibly popular back in it's heyday before Quake though.

>> No.3119734 [DELETED] 

back to /v/ please

>> No.3119736 [DELETED] 

Did the original Doom deathmach have a 2 weapon limit, kill streaks and perks?

>> No.3119738 [DELETED] 
File: 677 KB, 640x360, 1446940945793.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3119746 [DELETED] 

Agreed. This shit should be on /vg/

>> No.3119759 [DELETED] 

>Woah man, the fuck did I ever do to you?

Made a really whingy post and implied that giving users (free) map-creation functionality right out of the gate isn't good enough as far as single-player content is concerned, and then opined for more paid single-player content.

>> No.3119771 [DELETED] 

don't worry, they are going to announce a Knee-Deep In The Dead remake DLC at E3

>> No.3119772

So, /vr/oom, what do you do when you've found yourself stuck mapping, as in, just no clue how to proceed?

>> No.3119780

Stay awake until I start hallucinating then go to sleep and hope I have trippy lurid dreams that will give me an idea where to go next.

>> No.3119782

Abandon the map forever. Then start a new one, which I also abandon forever shortly.

I should stick to zdoom scripting where I occasionally finish something once in a while at least.

>> No.3119784

I've been working on multiple levels at once, so I just chop and change. If I can't think of anything for one, I just go to another.

>> No.3119787

>Abandon the map forever. Then start a new one, which I also abandon forever shortly.
a true artist

>> No.3119801

I just start drawing sectors and it evolves from there.

>> No.3119802
File: 7 KB, 675x390, two dicks, four asses.png [View same] [iqdb] [saucenao] [google] [report]

I assumed that both of these guys control their buoyancy via expelling gases through their rear orifices.

>> No.3119803

stare at gzdoombuilder for hours and then wonder what i'm doing

>> No.3119814

Going Down was the most fun I've had in ages.

>> No.3119815 [DELETED] 

Map creation limited to 15-20 basic building blocks (rooms) with no way to produce good level geometry.

Hunted: The Demon's Forge did same thing and heavily advertised it as "end-all solution for all your mapping needs". It could only produce samey-labirinths with no variety and was abandoned a few weeks after the start.

>> No.3119820 [DELETED] 

>calling people who actually produce content "miserable cunts"

Go fuck yourself with a cactus, mate.

>> No.3119827

DLC for the new Doom:

>Throughout the year, multiplayer will also receive content updates in the form of new game modes. Both of these SnapMap and multiplayer updates will be free to use and play.
Three premium multiplayer DLC packs will be released after launch and will contain new maps, hack modules, playable demons, weapons and more.
The first DLC will be available this summer and includes:
Three new maps One new weapon One new playable demon One new armour set One new piece of equipment New hack modules and taunts New customization colors and patterns Each DLC pack will cost $14.99/£11.99/€14.99 each. Alternatively, a Season Pass will include all future content for $39.99/£29.99/€39.99.

Sounds fucking awful.

>> No.3119835

makes sense to me. "hell magic" and "psychic energy" are dumb.

>> No.3119854


>> No.3119873


Never ever progress and find other outlets while the memory of my plans haunt me.

I was two maps complete with a 32 map project. No progress made in like 2-3 weeks. RIP.

>> No.3119874


right back at ya, champ

>using brutal doom

actually it makes me wonder how many actually still play unmodded BD and use one of the many variants out there.

>> No.3119903

Aside from the season pass, that's not really that awful. They could easily throw in 2 or 3 times the new maps for that price though.

I really don't care about multiplayer however, and would rather see more singleplayer content.

>> No.3119913
File: 199 KB, 719x838, whereisit.png [View same] [iqdb] [saucenao] [google] [report]

I take a break and do something else that requires my attention. Sometimes I then suddenly get an idea to continue the map with. Or I freestyle it, I draw rooms as squares and add to them as I think of stuff to put in. All of wheresmyshotgun.wad was made this way.

>> No.3119995


Brutal doom J. He replaced the taunt button with FIGHTING

>> No.3120016 [DELETED] 
File: 1.40 MB, 1920x1080, jpcp_map08.png [View same] [iqdb] [saucenao] [google] [report]

ssssssssssss xD LOOOL!!!wwwwwwwww

>> No.3120060
File: 173 KB, 1366x768, deaf.png [View same] [iqdb] [saucenao] [google] [report]

Forgive me if I'm missing something, but how do you make monsters deaf in GZDB?

>> No.3120065

Ambush Players equals Deaf. (THey get " triggered" by seeing you instead of hearing)

>> No.3120067

It's "Ambush players".

Monsters never were deaf to begin with. They just stay inactive but they can still hear you. If you shoot and then you try to get behind them, they still know you're there.

>> No.3120074

I am now imagining a closet full of imps screaming at doomguy for invading their safe space.

>> No.3120081

you can set ambush players, but they can still hear you
otherwise you will need to decorate an actor with A_LookEx LOF_NOSOUNDCHECK

>> No.3120085


>> No.3120098

i think AtM looks cool (and plays well) but the gurgling zombies and farting cacos are just ridiculous

also, the hitscanners are devastating bullshit

>> No.3120121

The gurgling is annoying, but I can deal with the deflating caco.

The hitscanners are indeed much meaner, but that also means the bestiary is more varied, and forces you to reasses threats.
The moment you turn a corner and see a shotgunner, you shoot first and back off before his buddy can unload at you.

>> No.3120174

>tight space
>baron of hell

Really wish you'd cut this out, Memento Mori 2

>> No.3120183

Where can I get a Doom64 wad for Doom64 EX?

>> No.3120196

lern2dodge famalam

>> No.3120197

You need to LEGALLY PURCHASE the doom 64 cartridge and extract the rom file (totally on your own of course.) Your doom64 rom can then be converted to a wad by the doom 64 ex launcher.

>> No.3120202

You have to download an N64 rom and use WadGen to make it.

>> No.3120210

I can dodge somewhat but it's just really annoying.

>> No.3120214

I meant a monster actor as opposed to just any old regular non-inventory actor; I know inventory is pretty silly with it's pickup state not having any way to self reference.

If ZDoom doesn't do interpolation that makes it even easier then, since most players won't even be going as fast as a fastprojectile.

Actually the fastprojectile bit could potentially be used as an interpolating pickup item for super fast players if one didn't want to write new interpolation stuff, so long as only one could pick up the item (like mariokart pickups.) Maybe something worthwhile for cyberrunner if it ever gets worked on again?

As for the ACS limits thing, that's what I was saying, I just didn't know that I was talking to the guy that did the backpack who already knew about it.

>replace the pickup message with a blank string and run an ACS script to Log a pickup message
I've actually had good results from dummy +ALWAYSPICKUP pickup items being warped and updated to the player's position, since while you can fake everything about the pickup item (including scrolling down for other fake pickup messages so they don't overlap), you can't have the messages play nice with actual pickup messages.

>and no matter what, since you can't iterate through any actor's inventory, you can only handle items you explicitly define in the ACS, limiting it drastically
I don't know if that would end up being a huge limit for most mods, simply because in most cases you'd already have conflicts between stuff that wasn't designed to work together. Exceptions being things like the quake backpack since, counter-intuitively, I think the more limited in scope a mod is the more the limit would affect them.

>> No.3120265

Is there any way to get Zandronum to have co-op mode just like in Serious Sam - with common pool of lives for all players, and with every player having their own set of items?

>> No.3120272

>[char limit...] Maybe something worthwhile for cyberrunner if it ever gets worked on again?

actually that never came up, because the pickups are 96 units wide and 48 units tall (IIRC just so it was easier to grab them, but the "you can't go too fast to pick them up" part is also nice)

and yeah if cyberrunner gets worked on again, it'll be from the ground up and taking full advantage of GDCC, since GDCC is compatible with zandronum 3, but that's neither here nor there

>Exceptions being things like the quake backpack since, counter-intuitively, I think the more limited in scope a mod is the more the limit would affect them.

yeah, funny that - the less you do, the more you have to be compatible with

it's my huge frustration with zdoom modding in general - due to its lack of any sort of iterators, it's impossible in many cases to have true, generalized mod compatibility, and it's so damn frustrating

it especially chaps my ass because after messing with lua, which easily allows for iterators, first-class functions, key->value tables (in fact that's the only sort of table it has), and a bunch of other fun stuff, there's just so much cool stuff that could be done elegantly

but zdoom can't do any of it, and what it can do is made into a huge mess.

hell, with dakka, I ran into a map variable limit with its ACS. a fucking map variable limit. it's at 128, and 95% of those map variables are already arrays. so now I have to hack around basic fucking data storage if I want to extend it any further, which invariably means cramming arrays into other arrays, which just tacks on the cycles, often in places that can't afford it like the arc code.

pisses me off, just endlessly running into limitations.

>I just didn't know that I was talking to the guy that did the backpack who already knew about it.

gotta be sneaky

>> No.3120298

Holy shit the music in Doom64 is creepy.

>> No.3120316
File: 297 KB, 1920x1080, Screenshot_Doom_20160405_203520.png [View same] [iqdb] [saucenao] [google] [report]


The weapon sprites, sounds and animations are nice. But the rest is a mess. It's too much.

Although there's some blood, Doom isn't the super gore fest that Brutal tries to be. The original game, and epsidoe have a more low key horror feel.

>> No.3120327

>so now I have to hack around basic fucking data storage if I want to extend it any further, which invariably means cramming arrays into other arrays, which just tacks on the cycles, often in places that can't afford it like the arc code.
>pisses me off, just endlessly running into limitations.
You could always use the super intuitive and rational workaround of having dummy actors with user var arrays on them and passing their tids. Slow everything else down with them so the sardine can arrays seem fast in comparison! I messed around with that trying to replicate pointers and structs before I realized that while it would ""work"" it was the most retarded thing ever and I should just use GDCC.

>since GDCC is compatible with zandronum 3
I didn't know that it had been confirmed by someone that knew zandronum well. It gives even more reason to have GDCC be the way forward.

>> No.3120335
File: 44 KB, 500x500, can't wake up.jpg [View same] [iqdb] [saucenao] [google] [report]

>You could always use the super intuitive and rational workaround of having dummy actors with user var arrays on them and passing their tids.
>passing their tids



how the fuck has zdoom gotten this far

>> No.3120373

No, you see, it's perfectly fine because you make sure everything in the game has a tid with uniquetid, including things your mod doesn't have any need to access but you give it a tid anyway, then check all the tids from everything to make sure they don't conflict with your pointer actor tids, then change them back (after making sure the change back doesn't conflict) because if you don't it'll fuck up certain zdoom maps, and then you can be reasonably sure that your tids probably won't be overwritten maybe, especially since your mod is compatible with absolutely nothing else by this point, and also you constantly update the actors tids every tic with new uniquetid tids so that actors getting tids after them that you can't account for don't end up sharing the tids, and of course you need an array to keep track of these dummy actor tids and then and only then you can have your dummy pointer actors who you can finally pass around and store and retrieve information on so you don't have to run the same function eight times when you should be able to run it once and be done with.

Like I said, super intuitive and rational workaround!

>> No.3120376

>common pool of lives for all players
Load this was in a server and use the survival game mode. (In Zandronum, "survival" means coop with lives)
...I actually haven't tested this in survival, just TLMS - but I've heard it works.

About the players having their own set of items... I don't think that exists in Zandro yet, unfortunately.

>> No.3120383
File: 270 KB, 600x580, 1418935043401-4.jpg [View same] [iqdb] [saucenao] [google] [report]

I laugh because it's true

it hurts because it's true

>> No.3120384


How are they dumb explanations? They're fucking supernatural beings. I think the gas explanation is dumb because it makes them seem more... "natural" when they're supposed to be demonic beings from another plane of existence. I don't like scientific explanations for my demons.

>> No.3120389


gif or webm plz?

>> No.3120390


and it also hurts when you laugh

>> No.3120392

Sorry this post was for


>> No.3120397


And I was referring to this post


Jesus Christ I need to go to bed.

>> No.3120405

>They're fucking supernatural beings.

There's no evidence that Hell is super natural. it's another dimension and the demons are just aliens.

>> No.3120409


I'm going to punch you through the internet. Get ready, here it comes.

>> No.3120410
File: 6 KB, 380x210, 1414113529349.png [View same] [iqdb] [saucenao] [google] [report]

>and the demons are just aliens.

>> No.3120413


>demons are just aliens

I'm so fucking triggered right now.

>> No.3120414

I'm a different anon but hey, that would really boring.
I'd love if they were mixing science and supernatural stuff, though. They're, like, the two faces of Doom.

>> No.3120417
File: 233 KB, 1280x960, on the internet, no one knows you're a skeleton.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3120420

Supernatural or not, you can kill them with a pistol. They're obviously subject to physical laws, and thus it follows that they function according to physical principles.

>> No.3120423


Counterpoint: No matter what set or laws of physics you follow, getting shot fucking hurts.

>> No.3120434
File: 79 KB, 720x479, fite me irl.jpg [View same] [iqdb] [saucenao] [google] [report]

hell magics ain't gotta follow every bullshit rule of your bullshit physics


>> No.3120441

Plutonia has shit maps.

>> No.3120472

Needs a better sound.

>> No.3120482

where do I get the latest psx doom LOST LEVELS?

Is the one on the top of their thread up to date?

>> No.3120514

>Holy shit the music in Doom64 is creepy.

Have you played the Playstation version?

>> No.3120516
File: 521 KB, 1920x1080, Screenshot_Doom_20160406_192649.png [View same] [iqdb] [saucenao] [google] [report]

>PSX Revnants now move as fast as imps
>their rockets are 50% as fast
>but this means their rockets can do 180 degree turns now and follow you more

Overall more easier, but I get hit by rockets I swore I dodged around corners.

>> No.3120523

They bleed and have organs, that means they have a physiology, that means that they function, and that damaging their organs with weapons killing them, means their organs do things, so really, there isn't anything actually wrong with detailing or explaining parts of their physiology, that doesn't take away from their demonic nature or supernatural abilities and origins, or their occult behavior.

I mean, if they're going to be invading our plane of existence, the creatures would reasonably have to function in it too, right?
They'd need to take in oxygen and pump blood to work their muscles, at least some of them.

Don't be THAT guy.
Although I'll admit that the way the novels framed it wasn't terrible, even if I think straight up hell is better.

>> No.3120549
File: 2.50 MB, 720x360, blackholes and beams oh my.webm [View same] [iqdb] [saucenao] [google] [report]

Not sure if I should stick with the black hole effect.

>> No.3120571


>> No.3120575 [DELETED] 

So was anyone else just given a warning for mentioning that DOOM 4 is a thing that exists?

>> No.3120623
File: 2.40 MB, 480x360, 1458774105130.gif [View same] [iqdb] [saucenao] [google] [report]

it's fuggin huge

loving the hub

>> No.3120624
File: 2.30 MB, 800x450, DOOM Beta_20160401174235.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3120628


I don't get why you'd use futuristic power armor and then wield a 19th century double barrel shotgun.

>> No.3120634

That's doom in a nutshell

>> No.3120638


The sci-fi elements are kept pretty low usually. It's a far off space base on another world, but everyone uses shot guns, and low tech weaponry.

>> No.3120640 [DELETED] 

Posting Halo here is not okay anon.

>> No.3120641

Hey, it's dated, but it's still a functional weapon.

Also, both barrels actually make sense for big nasty demons.

>> No.3120648

Holy hell, Arcane Dimensions is goat.

>> No.3120651
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]


I think this looks fun

>> No.3120653

I love how you replaced the regular old F_SKY1 texture.

>> No.3120659
File: 2.26 MB, 800x450, DOOM Beta_20160401171848.webm [View same] [iqdb] [saucenao] [google] [report]

it's pretty good for new game

this is all on ps4 btw

>> No.3120665


>not jumping up and punching the revenant for a mid air glory kill

Other than that, goddamn that was cool..

>> No.3120667

Whoops, I meant to say skybox, not texture.

>> No.3120683


Can't take credit for that, unfortunately, that's cc4-tex.

>> No.3120687

Sounds like 10 81. Like those radio station bumpers?

>> No.3120736

>TNT: Steel works

Died 10 times here.

Something I'm missing? I just can't make it across in time. Doesn't seem to be anything to do with timing.

>> No.3120748
File: 489 KB, 1920x1080, Screenshot_Doom_20160406_205845.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3120835
File: 355 KB, 800x600, Screenshot_Doom_20160407_032405.png [View same] [iqdb] [saucenao] [google] [report]

This is my very favorite map of this set.

>> No.3120881

>want to play coop
>coop servers empty
>fucking prop hunt server is full of people

who the fuck plays prop hunt on doom? take that shit to gmod I want to slay some fucking demons

>> No.3120895 [DELETED] 

Oh cool, so Mr. I Want More DLC is a janitor, then.

>> No.3120907


Chain gunners

One wrong move and BAM dead.

>> No.3120919

Imagine being Doom guy in Plutonia and having to be all like "damn, Revenant, you fuckin' tough, all challenging with your homing missiles and horrific demonic skeleton face. I would totally enjoy fighting you, both my character and the human player." when all he really wants to do is berserk punch some 16 imps in a hellish marble castle. Like seriously imagine having to be Doom guy and not only strafe run in circles while the Revenant springs it's annoying ambushes in front of you, the favorable reviews barely concealing the dull looking and misaligned textures, and just strafe run, map after map, hour after hour, while it perfected those ambushes. Not only having to tolerate it's obnoxious fucking rockets but it's haughty attitude as everyone on Doomworld tells it it's STILL GOT IT and DAMN, FINAL DOOM LOOKS LIKE *THAT*?? because they're not the ones who have to strafe run and avoid it's infuriating fucking homing rockets twist in directions and angles you didn't even know existed before that day. You've been fragging nothing but a healthy diet of pinkies and mancubi and later alleged impse victims for your ENTIRE CAREER coming straight out of the techbases at UAC. You've never even seen anything this fucking tiresome before, and now you swear you can taste the blood that's leaking out from it's dimpled armor as it stumbles awkwardly to swing skeletal punches at you, smugly assured that you are enjoying the opportunity to get gud at strafe running and revel in it's "Agitating (for that is what it calls itself)" strategy, the agitation it worked so hard for with professional mappers in the previous months. And then the linedef opens another monster closet, and you know you could rip and tear every single demon in this room before the Cyberdemon could put you down, but you just strafe and endure, because you're fucking Doom guy. You're not going to lose your future pro-skater career over this. Just bear it. Hide your face and bear it.

>> No.3120930 [DELETED] 
File: 275 KB, 1920x1017, WoWScrnShot_040616_222722.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone want to do a heroic :^)

>> No.3120939

The furthest I've got in one of the levels is the swamp castle. The levels feel so incredibly long, but I love all the little changes to the engine they've done and all the enemies they've added.

>> No.3120976
File: 340 KB, 605x965, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3121021

i like it
maybe it should have a few electric/plasma effects when it "grabs" something (just like when you put a finger on one of these neat plasma light)

>> No.3121026


The level is obscenely long and all the backtracking for the tomes just kills me on it, which is sad because it's really impressively large and good-looking. AD is cool but I wish it had more levels that weren't 500-enemy death marches, Quake isn't really well-suited to such things imo.

>> No.3121031

tried straferunning?

>> No.3121052


straffing is faster than normal running!?

>> No.3121065

SR50 (or 40) at least

to keep it short, you go forward and strafing (at a 45 or so angle from where you want to go) and because of math, you go faster!

>> No.3121068

>step one
>play scythe map 28
>finish it
Congratulations, you've now mastered Doom movement

>> No.3121071

that's the point, they're aim check. Besides what are you doing going into a room without your chaingun equipped?

>> No.3121083


There's supposed to be more remixed maps in the next version so I expect more stuff along the lines of ad_dm1, ad_e2m2 and ad_e2m7

>> No.3121086

I played through the first handful maps. Was going to play more, but MAP07 fucked my shit up.


>> No.3121090

>The level is obscenely long and all the backtracking for the tomes just kills me on it, which is sad because it's really impressively large and good-looking.
Crucial Error is by the same author and follows the same problems. If you want a smaller, more linear map that's even better looking, try Necromancer's Keep, it's my personal favorite.

>> No.3121096

Well, what you're supposed to do is__________________________________________________________________________________________________________________________________________ git gud[/spoilera]

>> No.3121101
File: 15 KB, 292x257, 140.jpg [View same] [iqdb] [saucenao] [google] [report]

Not him but chuckle/10

>> No.3121119
File: 60 KB, 532x640, 1457003996198.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3121132

I like them, nothing is more fun than a 30 minute slog through 500 enemies in a tronyn map complete with hordes and ptsd.

>> No.3121134

Looks exactly like Halo.

>> No.3121210


>> No.3121219


>"hey bro, can we change the way this is---"
>"wait, wait, allow me to elab--"
>" [ N O ] "

>> No.3121239

<cue random notes for 10 minutes>

>> No.3121248

Nice bait senpai.

>> No.3121256

I can't believe I've never tried Strife before. It's pretty fun.

>> No.3121260

I can't go back to ACC now. GDCC has won me over.


Shit that ACC could never do that's in there:



****FUCK ACC****

>> No.3121282

Why has no one made a fist-only wad where you play as Jeremy Clarkson punching out various producers (imps), late night talk show hosts (shotgunners) and BBC execs (mancubuses)?

>> No.3121284

What are some PWADS similar to scythe and AV in terms of gameplay, but more so similar to DOOM episode 1 in terms of aesthetics?

>> No.3121298
File: 145 KB, 962x590, shit.png [View same] [iqdb] [saucenao] [google] [report]

I'm new to Doom Builder 2. I'm retarded and have been trying to make this door work for a couple of hours. Doomguy doesn't UNPH up against it, but the door doesn't go up either. It only works with the basic door opening action, but any other doesn't work.

>> No.3121301

So I made a very simple sound replacement wad for the player death and pain sounds. What do you guys think? http://www.mediafire.com/download/fqbpf73xt3sprl5/gachigasms.wad

>> No.3121314

make sure the door is tagged, and that the line is marked as "player presses use" and "repeatable" and make sure the line triggers the right sector tag.

>> No.3121325
File: 33 KB, 540x714, FB_IMG_1460012053422.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3121329

RIP Doom Episode 1.

>> No.3121338

>Scientists expect the moon to be pulled apart in 30 to 50 million years.


>> No.3121340

Thank you

>> No.3121346 [DELETED] 

>doom shitters

>> No.3121350

>quake douchers

>> No.3121351


>> No.3121352 [DELETED] 


>duke pricks

>> No.3121356 [DELETED] 

>marathon maggots

>> No.3121358 [DELETED] 


>Wolfenstein weenies

>> No.3121359 [DELETED] 

>blood faggots

>> No.3121365 [DELETED] 

>mfw none of these have the ring of doom shitters/babbies

Only true things ring true 2bh

>> No.3121367 [DELETED] 

hey hey hey
only games with avaliable source codes

>> No.3121368 [DELETED] 

>blood faggots
>not blood summoners
You disappoint me, anon.

>> No.3121374 [DELETED] 
File: 32 KB, 591x275, nightmare vision.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3121386 [DELETED] 

of course you do, shitter doom babby

reminds you of your og halo days eh?

>> No.3121390 [DELETED] 

There is literally nothing worse in the history of 4chan than Doombabbies. Not even furries. Fact. Shit, not even neo /v/ COD maggots are as bad as you guys... though I suspect there's a large overlap between these two groups.

>> No.3121393

Fuck off, they're still great to play.

>Eternal Doom isn't even especially good
Eternal Doom isn't for everyone, thanks to its puzzly elements and somewhat confusing layouts at times, but there are plenty of people who love that kind of stuff.

>> No.3121395

/v/ shitposting again.

>> No.3121410

What (canonical) Doom level would you want to live in?

>> No.3121416 [DELETED] 

>pathways plebs

>> No.3121420 [DELETED] 

>descent dumbasses

>> No.3121421

None of them look particularly livable. Maybe the first map of Doom 2? Could make the big open area with the exit a sick living room with a big TV.

>> No.3121426
File: 2.34 MB, 320x240, works.webm [View same] [iqdb] [saucenao] [google] [report]

here's a demo (-complevel 4, nomonsters), i tried to do this with no straferunning, you can just make it if you run at full speed.


>> No.3121442

>That's kind of lame. I'd recommend doing ALWAYS pistol starts, and maybe using saves once or twice if the level is proving difficult. Doom is more fun that way, sometimes starting with SSG, RL, PR, etc. makes levels too easy

Not him, but the idea is that you are rewarded for surviving, and punished for dying. I get a greater sense of emotion playing this way, and I find it more fun because of it.

Pistol Starting every map regardless makes surviving and dying meaningless now, and makes me feel like I'm playing singular maps, rather than having a playthrough of a mapset. I don't really understand how this is more fun, but thats me.

>> No.3121445


>> No.3121450
File: 2.16 MB, 640x480, Doom 64 - The Spiral [Watch Me Die] 0'20.webm [View same] [iqdb] [saucenao] [google] [report]

heres a doom 64 webm

>> No.3121454

What the fuck.

>> No.3121457

good question, i can't think of any. nobody seems to do E1-style maps that aren't as easy as the original. the classic episode (class_ep) - especially the original release (the one competn uses, not the rerelease which was made easier) can get quite difficult at times, but it also is not a pure E1 wad.

>> No.3121461


It's because they give you too much ammo and weapons so if you survive too long, you end up having max ammo of everything. So every encounter is shoot them til they die.

Pistol starting means each map is a puzzle. Find the shot gun. Find the ammo. Avoid that enemy. Avoid those encounters you can't win right now. You die a few times and work out the path you need to take.

>> No.3121467


Capture from a real console it seems.

Visually I don't care for Doom 64 at all. The environments are just shades of brown. The monsters are just awful.

>> No.3121469

this contains three DS* lumps that replace player pain/death sounds. they all sounded like low pitched white noise that went on for half a minute. what's the point?

>> No.3121480

I'm surprised at how fast this is. WHy did Doom 4 have to be so slow?

>> No.3121483


Gotta love how tiny the collision size of the projectiles is in Doom 64

>> No.3121493
File: 168 KB, 1882x1300, file.png [View same] [iqdb] [saucenao] [google] [report]

its funny, the N64 input range is a 255x255 unit square box but a typical control stick can only access a circle with diameter of about 174 units around the center point. if you access beyond that limit by setting the neutral position of the stick to down and then holding up, you move significantly faster. doom 64 is the only N64 game I know of that does not have a hard limit on how fast you can go after exceeding typical control stick input range

after changing neutral and strafing at max speed, you can achieve almost exactly the same speeds (in units/second) in PC doom.

>> No.3121523

That's strange, it works fine and does not sound like white noise when I use it in-game (though SLADE does not seem to properly play the sound files). Maybe the file got corrupted when I uploaded it to mediafire?

>> No.3121530

>It's because they give you too much ammo and weapons so if you survive too long, you end up having max ammo of everything. So every encounter is shoot them til they die.

Keeping items from previous maps can indeed reduce the challenge of the next map. But, surviving an entire mapset through keeping items isn't anywhere near as easy as you're making it out to be. Especially when playing a hard mapset. When I was playing BTSX E2 recently, I was still dying quite a lot with my method.

>> No.3121535


That'd be rad if I could figure it out

>> No.3121542

... oh my fucking yes gdcc allows you to use function pointers.


man gdcc was a bitch to set up but holy fuck was this worth it

>> No.3121557 [DELETED] 


Fuck off

>> No.3121560 [DELETED] 

Make us.

>> No.3121562

The Factory from Doom II looks comfy

>> No.3121563 [DELETED] 

>heretic heretics

>> No.3121571

Would you prefer to be a high HP or a high damage monster?

>> No.3121575

i always found glass cannons more fun to play than hp tanks

>> No.3121581

E1M7: Computer Station. must be possible to run Doom on one of them. plus some nice outdoor views. and i could plant a garden in the nukage.

>> No.3121586


>> No.3121590

3DO Doom overclocked. Pretty smooth.


>> No.3121591


>> No.3121593

Feels tanky as fuck

>> No.3121594

Should have been called "Let's Get Romerotic"

>> No.3121602

Did you notice that no id game has female enemies? Even Duke has chicks and stuff but no female monsters.

>> No.3121604

first lost soul of doom 3

>> No.3121605

Cacodemons are canon female

>> No.3121609

citation needed

>> No.3121612

>what are iron maidens

>> No.3121613

Shadow Warrior has female ninjas

>> No.3121616
File: 9 KB, 495x660, cybrf1.png [View same] [iqdb] [saucenao] [google] [report]

i don't think most of doom's monsters really have a specific gender. i guess they're only male by default. who knows, i've not particularly thought about it, i just shoot at them.

>> No.3121619
File: 176 KB, 1280x960, Elite_guard_RTCW.jpg [View same] [iqdb] [saucenao] [google] [report]

return to caste wolfenstein has female nazis
quake 2 has iron maidens

>> No.3121621
File: 385 B, 48x58, Vorticon_Woman.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3121629

>man gdcc was a bitch to set up but holy fuck was this worth it
are you on windows? if so would you mind uploading your setup (unless it's not portable, or that's otherwise not feasible)

>> No.3121632

reminder that

>> No.3121634

nope, linux

have you taken a look at this though? http://forum.zdoom.org/viewtopic.php?f=19&t=49820

>> No.3121635

I had not. That link looks to be exactly what I need. Thanks a ton.

>> No.3121636

Has anyone made a "Don't talk to me or my son ever again" edit with Doom?

Maybe with a Baron and Hell Knight?

>> No.3121637

Mastermind and Arachnotron

>> No.3121640

Chaingunner and Shotgunner

>> No.3121641


I bet Blood fans all have bad teeth.

>> No.3121643

>not having a headcanon

>> No.3121645

RtCW wasn't made by id

>> No.3121682
File: 72 KB, 250x250, 1455567009023.png [View same] [iqdb] [saucenao] [google] [report]

So, what's the best music quality for Chocolate Doom?

>> No.3121740

I use the default quality. Sounds DOSy enough to me.

>> No.3121746
File: 534 KB, 1152x864, Screenshot_Doom_20160318_191042.png [View same] [iqdb] [saucenao] [google] [report]

the result of fucking around with xscale

>> No.3121748


>> No.3121749

I think the other Baron should be red too. This is based on that picture of the sausage dog right?

>> No.3121750

pc speaker

>> No.3121752

Doesn't Chocolate Doom support soundfonts yet?

>> No.3121760

no, I was just trying to find a way to use translations to make a decent looking hell knight

>> No.3121767

Made me laugh, good job anon

>> No.3121772

>This is based on that picture of the sausage dog right?
i don/'t know, i'm not down with the latest memes.

>> No.3121795
File: 64 KB, 775x172, spiderdemon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3121796

But you meet the SM before you meet the Arachnotrons, so it makes zero sense??

>> No.3121860

You meet the arachnotron first if you play on HMP or lower

>> No.3121861

Doom 1 doesn't have arachnotrons

>> No.3121872

Doom 1 does not have Spider Masterminds in the manual.

>> No.3121876

You can't spoil the last boss

>> No.3121879

Yeah, no shit. I think you missed the point, here.

>> No.3121881
File: 17 KB, 719x123, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3121889

What does meeting someone first have to do with anything?

>> No.3121894

>I think the other Baron should be red too

But it's his wife's son

>> No.3121895

>you figured X had to come from somewhere
>X comes from Y
>you meet Y before you meet X

>> No.3121897

I've always wondered what it'd be like if they could give birth to arachnotrons.

>> No.3121905
File: 67 KB, 778x626, MP01.png [View same] [iqdb] [saucenao] [google] [report]

Where do Mancubuses come from??

>> No.3121910

ur mum lol

>> No.3121930

What about the type? Midi and such

>> No.3121936

MM feels almost like an iwad to me, so can't agree here.

Requiem is a bit hit and miss, but its hits are really great.

>> No.3121937

90s megawads are best megawads.

>> No.3121940

>Nice, Back to Saturn is kinda good too, the problem is that all levels looks the same and tries too hard to have the same gameplay as vanilla doom
It's X19999 times more difficult though

>> No.3121943

Yeah, stuff like the MMs, Icarus, and Eternal Doom hold a special place in my heart. They always felt nicely varied in how they challenged the player.

>> No.3121952

My problem with BTSX is that it goes a little too heavy on the Revenants at times

>> No.3121953

>Monster Condo
>monster living in a condo
What the fuck this is some engrish-tier shit

>> No.3121957

>the problem is that all levels looks the same

I still think this common complaint is a massive overstatement. E1 does sorta repeat a lot of its textures, but most of its layouts were pretty varied and distinguishable. And E2 was varied, even with its texture usage.

>tries too hard to have the same gameplay as vanilla doom
Say what?

>> No.3121958

Really? Its usage of revenants didn't seem any different to most megawads.

Its liberal use of Arch-viles, especially in E2, is particularly interesting, though.

>> No.3121959
File: 39 KB, 540x393, tumblr_inline_nuad5nFiIC1r95fgm_540.gif [View same] [iqdb] [saucenao] [google] [report]

>too heavy on the Revenants

>> No.3121965

does anyone have a link to the webms of the weapons in d44m?

>> No.3121968 [DELETED] 

i think it's goatse .x

>> No.3121994

They have to make Gachi doom first.

>> No.3121996

What is the most /pol/ monster?

>> No.3122000

>baddies trying to move and aim with a controller
It hurts to watch

>> No.3122010


>> No.3122020

I'm trying to find the original release of Doom, aka v1. The one with the swastika on E1M4. Does anyone know where I can find it? My google skills are apparently failing me.

>> No.3122027

That exists? I thought the doom with swastika was cut.

>> No.3122032
File: 426 KB, 480x270, jonathan does a magic trick.gif [View same] [iqdb] [saucenao] [google] [report]

Pretty bizarre to see 3DO Doom run at an acceptable framerate.

It's a condo where monsters live, what's so hard to understand?

SS Trooper

>> No.3122042

you can get all the old shareware releases from idgames, in the historic subdirectory. shareware means E1 only of course, but that shouldn't be a problem since you want E1M4

>> No.3122058


>> No.3122121

wasn't the original level hosted on romero's site somewhere?

>> No.3122190
File: 107 KB, 192x192, latest[1].gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3122194


I bet he's feeling pretty silly now.

>> No.3122205

I fucking hated the whole quantity over quality mentality in the 90's, and how all the commercials and adverts were just them trying to get people to buy their product by seeing how hard they could kick the other company in the dick.
Not to mention that trying to shit all over DOOM is just a fucking dick move.

>> No.3122210


The irony of the games shitting all over Doom in the 90s is that Doom is the one that's stood the test of time.

>> No.3122214

I used to have distinct memories that Quake 2 had multi-breasted Strogg enemies but the internet has apparently decided I'm not living in that timeline anymore.

So what's the FPS with the multi-breasted enemies now? I need to know because...well you don't need why. Reasons.

>> No.3122217 [SPOILER] 
File: 1.16 MB, 1600x900, 1460056408441.jpg [View same] [iqdb] [saucenao] [google] [report]

this is the only enemy like that i can think of off the top of my head

>> No.3122219
File: 72 KB, 738x849, FKVNPN9HJ602TAR.jpg [View same] [iqdb] [saucenao] [google] [report]

The Skaarj Queen in Unreal?

>polygon boobs

>> No.3122240

Quake GOG version vs Steam Version. Which is better /vr/?

>> No.3122241


yo you could play the playstation with her nipples

>> No.3122246

>paying for DRM
Unlike Steam, GOG actually sells games.

>> No.3122248
File: 1.65 MB, 800x3848, 1405272990521.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3122253


It's an apartment building that monsters have now infested. So it's called Monster Condo. Remember Doom 2 takes place on earth during a demon invasion.

>> No.3122257
File: 19 KB, 350x300, cacodemon computer.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3122259

Episode 3 is somewhere in Hell though

>> No.3122262


I recall it looking like a hybrid Imp/Strogg with three breasts, I first saw it in an ad for what I thought was Quake 2 (obviously not). The ad was like a page ripped from a journal with little factoids the hero had learned and one of them was "Don't sleep with a (whatever), no matter how many breasts she has."

>> No.3122263


Is it? I always thought that it was the more hellish and corrupted part of earth where the source of the invasion and leader was coming from.

>> No.3122265

Racist desu

>> No.3122270

>Spirit World
It's also implied you need to go to the "other side" to close the portal.

>> No.3122271
File: 85 KB, 480x600, SON.gif [View same] [iqdb] [saucenao] [google] [report]

>not Cacomputer

>> No.3122273


What does the intermission text say ?

>> No.3122279


>> No.3122289



>> No.3122290

All that for a bunny

>> No.3122292
File: 203 KB, 750x479, ?fname=http%3A%2F%2Fcfile7.uf.tistory.com%2Fimage%2F167BA24A5093C5640E0462.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3122298

"You are at the corrupt heart of the city, surrrounded by the corpses of your enemies.
You see no way to destroy the creatures' entryway on this side, so you clench your teeth and plunge through it.

"There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it?"

This plays between Gotcha! and Nirvana.

>> No.3122301

And all of humanity, whatevs.

>> No.3122304

Demons have feelings too bro

>> No.3122305

I will never accept that as canon

>> No.3122306

They can feel my hot bullets of shotgun to die.

>> No.3122307

It was referenced twice in official releases. Lighten up, a little gallows humour doesn't ruin the game.

>> No.3122308


>> No.3122313

>pastes from the source code
>googles a screenshot
>typed it out from memory by the looks of it


>> No.3122314

You want a smack in that smart mouth of yours?

>> No.3122315

*unzips dick*

>> No.3122327

what is your problem.

i found the contrast of different ways the question was answered interesting.

>> No.3122328

So what? Doesn't make it any less dumb. Like Midichloreans or whatever.

>> No.3122329

that's because you're bad.

>> No.3122339

Midichlorians were awful because they took a fancy mystic force that was essentially space wizardry and reduced it to pseudo-scientific nonsense.

Daisy is just a joke that doesn't hurt anything.

>> No.3122350

How would you incorporate a super strong monster that's only capable of hand to hand attacks into Doom gameplay?

>> No.3122360

well, there's not a great deal of difference if the map starts you off with a megasphere and all the guns. like Hell Revealed 24, the only thing you don't get immediately is a BFG.

a map which contains a battle that is hard enough that the mapper felt it necessary to give you a megasphere weapons and ammo right from the start will be just as hard as if you brought those resources with you from previous maps.

in short there is still some balance from the fact that your health armour and ammunition quantities all have an upper bound. you can't get more powerful than that certain level.

>> No.3122367

>in short there is still some balance from the fact that your health armour and ammunition quantities all have an upper bound. you can't get more powerful than that certain level.
Which is why I hate the backpack and how it screws up ammo balance.

>> No.3122369

that download link doesn't work

>> No.3122370

Okay so you are fine with the rabbit. I still think it's dumb. We're not likely to persuade each other otherwise. Now what?

>> No.3122371

Why aren't my shots hitting anyone in Wolfenstein TC? the fuck? Anyone else ever have this issue?

>> No.3122372

Oh yeah, we wouldn't want anything stupid in a game where the final boss is a giant brain with tiny arms that shoots a minigun at you

>> No.3122374

It's a spider bruv it doesn't have arms only legs

>> No.3122376

Anyone have a scan of the Doom Playstation manual?

>> No.3122379
File: 126 KB, 640x480, spiderdemon.png [View same] [iqdb] [saucenao] [google] [report]

Uh, excuse me but she's a brainkin, you insensitive shitlord

>> No.3122380

Please consider suicide

>> No.3122385

fight to the death

>> No.3122387

wew lad

>> No.3122391

Joke's on you anon
I already do

>> No.3122393

You want to talk about it?

>> No.3122395

I don't know, I think it fits quite well. It just needed to be a bit harder to kill, you shouldn't be able to get close to it and BFG it so easily.

>> No.3122402

All Doom 1 monsters are easy as fuck one on one, it's either circlestrafe or stay away.

>> No.3122405
File: 13 KB, 400x400, qvake.png [View same] [iqdb] [saucenao] [google] [report]

Eh, probably not here, I already got one warning yesterday for posting D44M stuff.

I'd rather talk about Doom.

>> No.3122406

Well, circlestrafing isn't so effective against hitscan attacks.

That said, E2M8 is harder, even pistol starting both. Because there is the risk of splash damage and errant lost souls. And E3M8 gives you plasma as well as rockets. E2M8 is easier with a plasma gun I find.

>> No.3122407

Is this logo real
Because if it is I might kill myself

>> No.3122409
File: 281 KB, 640x480, kHAwOY0.png [View same] [iqdb] [saucenao] [google] [report]

Less dark thoughts, more making Doom maps.
Or just play really cool ones.

>> No.3122412

you forgot to post the name

>> No.3122415

>Overdose 2: Comatose (COMATOSE.WAD)
wow image search worked for once.
never mind.

>> No.3122417

Nah, some anon made it a while back and I liked it.

Currently playing through Memento Mori 2
It's pretty cool, but I feel like MM1 was more ... cohesive? I dunno, some maps in MM2 have been a confusing or frustrating to navigate, and I've had a few instances where enemies just appear out of nowhere, no teleport sound, nothing.

Still, it's pretty fun, MM1 is one of the rare wads I actually finished

>> No.3122424
File: 31 KB, 320x240, d64-32s1.gif [View same] [iqdb] [saucenao] [google] [report]

So which items/monsters/powerups does Doom64 do better than Doom 1/2?

Personally I really like the Soulsphere and the minigun.

>> No.3122426

i know what you mean, mm2 looks better but i don't enjoy replaying its maps as much as those in mm., they're fiddlier and don't flow as well or something.

>> No.3122432

You not liking it is not the same as it not happening.

>> No.3122438


Medkit and most of the power ups look better.

Most of the weapons look really good. But they're very futuristic. I like the less flashy Doom look. Also the 64 pistol is kinda crappy.

Monster srpites are just awful.

>> No.3122440

By giving it lunge attacks and placing it in some kind of arena.

>> No.3122449

I thought all of them looked better than their Doom 1 counterparts except for maybe the shotguns, but that's probably because there's no reload animation for either of them.

The Plasma rifle is pretty sweet though, I love that glowing tube in the middle.

As for the monsters, I think the zombiemen and imps look fine, Pinkies look a bit better (even though I'm fond of their original goofy look) and the Arachnotron looks pretty cool even if his death animation is lame. Cyberdemon, Cacodemon and Mancubus look terrible though

>> No.3122452

>I thought all of them looked better than their Doom 1 counterparts except for maybe the shotguns, but that's probably because there's no reload animation for either of them.

Yeah that bugs me. It's just a floating gun. You can't see your hand gripping it. And you never reload.

I want a nice "Boom. Recock. Boom. Recock" flow.

>> No.3122456

[notretro]Is the FPS genre dead? [/notretro]

>> No.3122458
File: 432 KB, 715x1000, 02ff52d9bbad84b5bdb0f2dd7e9d3525.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3122462


Maze FPS are very dead.

Cinematic fps, military fps, etc are alive.

>> No.3122463

Why the fuck is he talking about id Software
Why would any of these semen demons care about the developer of the game

>> No.3122468


Doom is pretty unknown in Japan. I think it only got a Playstation and Saturn release. The DOS versions were never released there. And FPS have never been popular there.

>> No.3122471


It's a pretty common mistake to show the Doom Marine as having an exposed abs as part of his uniform. That's actually a part that's torn off by a demon, not something that's part of his design.

>> No.3122472
File: 37 KB, 640x640, 1249163-spasim.png [View same] [iqdb] [saucenao] [google] [report]

Why do people say the first FPS is Maze War when it's actually Spasim?

>> No.3122474

I don't know about all that. I just saw and decided to share here a picture that combines two of my greatest loves: Doom, and cute anime girls.

>> No.3122475

This is correct and it actually triggers me quite a lot.

>> No.3122478

Wouldn't call it dead since we have stuff like Serious Sam 4, Doom4 and Shadow Warrior 2 coming out.

That being said there's definitely a lack of creativity out there, with all the recent reboots and whatnot.

And I wouldn't mind the reboots if they were closer to the original, but they're fucking not. Looking at you, Shadow Warrior

>> No.3122491

Huh, didn't know that, I thought the first FPS was Hovertank 3D

>> No.3122494
File: 89 KB, 560x800, P_doom_tn.jpg [View same] [iqdb] [saucenao] [google] [report]


Even id made that mistake.

>> No.3122501

Maybe he was transported to the Arena straight from his Phobos-Deimos adventure and didn't have time to repair his apparel.

>> No.3122507

I think they made it like that because a lot of people didn't realize his shirt was just torn

>> No.3122508


This is what I've always assumed.

>> No.3122525

>And I wouldn't mind the reboots if they were closer to the original, but they're fucking not. Looking at you, Shadow Warrior
No, you don't want that. Look at Rise of the Triad. It's pretty accurate to the original game and it blows.

>> No.3122527 [DELETED] 


>> No.3122528

>man, y'know what would be awesome? if zdoom had lua!
>oh, hey, randy was going to implement it, yay
>... oh, graf shot it down because he doesn't like languages without braces.
>this was back in 2007


how the fuck do you ruin everything so goddamn consistently

>> No.3122530 [DELETED] 


>> No.3122549 [DELETED] 

i dun gedit

>> No.3122554

it apostrophe s true though full stop any language that spells out its punctuation comma like lua comma or ruby comma is hard to read full stop

>> No.3122570


compared to C++? hell no

>> No.3122601

Is there a zandronum compatible alternative to smooth doom?

>> No.3122607

oh well. i much rather have braces than "do", "then" and especially "end" sprinkled all over the place, cluttering everything up. it's punctuation.

>> No.3122618
File: 79 KB, 600x356, WW1B.jpg [View same] [iqdb] [saucenao] [google] [report]

Ever since I played Darkness 1 and saw gameplay of Verdun and watched some WW1 documentaries. I've been wanting to create a map that looks like a WW1 battlefield, burnt/destroyed tree's, muddy as fuck, pools of dirty water, barbed wire hell, trenches, it'll be wide open. I just wanna know if people here would actually enjoy this? I'd go about adding in WW1 weapons and player skins etc eventually to. Fuck it basically a WW1 mod. Sound good or nah?

>> No.3122623

Make it multiplayer oriented and lower player speed and we're good.

>> No.3122628


>> No.3122639
File: 2.45 MB, 640x400, mosin.webm [View same] [iqdb] [saucenao] [google] [report]

I would play Doom Orchestra.

just add manual bolting/loading

>> No.3122646

that's such a non-issue compared to how much more lua can do compared to ACS and DECORATE, and it's still speedy and small

anonymous functions in particular, the "..." parameter letting me easily make wrapper functions, and functions returning other functions, are just the fucking best

>> No.3122650

Woah. What's that from?

>> No.3122665

Why does my blue door work in Zandronum but not in GZDoom?

>> No.3122669

I've heard from the DoomRPG dev that latest builds of GZDoom tend to be unstable.

>> No.3122675

Looks cool but it's too dark to see anything.

>> No.3122681
File: 1.25 MB, 299x162, xtro.gif [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever made a monster from the ground up based on something from a horror movie?

I think this freaky thing from Xtro would be spooky

>> No.3122684
File: 2.90 MB, 640x400, gotta go fast.webm [View same] [iqdb] [saucenao] [google] [report]

MP project I'm working on, it's a remake of Space Station 13 for Z&. I'm honestly surprised by how functional it is myself, even though there's still a bunch of quirks that need ironing out. The rifle is loaded and bolted manually, and keeps track of the chambered round, which is meant to lay the groundwork for stuff like revolvers and magazines.

That's because there are no lights, the new station was thrown together in three hours and hasn't been furnished yet.

>> No.3122691

>it's a level that throws you into a death trap that is impossible to avoid unless you know about the trap beforehand level

>> No.3122697

>it's a level level

>> No.3122703

Fucking keen, son.

>> No.3122704
File: 98 KB, 936x250, level level.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3122709

>it's a level level about a level
>it's a level level level

>> No.3122715

Looks good.

>> No.3122734

that byond game?

>> No.3122754

I really appreciate it, thanks.

The very same. I have a couple of different forks of the BYOND codebase as a reference, so most of the work is restructuring and redesign to make things work with Z&. There's a bunch of things that can't really be replicated 1:1, so I'm going through things in order of least to most complexity and seeing where it ends up.

>> No.3122760

good luck man, that sounds cool

>> No.3122769

if you play enough maps you can build up an intuition for these, and avoid them even without not having hindsight. the same way you can get a "nose for secrets"

>> No.3122772

Might not be enough to fully re-create the game in 3d but it sounds like an awesome project all the same. Could be really cool.

>> No.3122794

give a concrete example

>> No.3122795

Yeah, the first bunch of releases are going to be lightweight compared to the original - one comparison I made earlier was "multiplayer System Shock 1". You can't spell SS13 without SS1 :^)

>> No.3122797
File: 222 KB, 883x587, ss (2016-04-07 at 07.25.19).png [View same] [iqdb] [saucenao] [google] [report]

Durex Waste Disposal Update:
Final section is still WIP
As mentioned before, feedback and commentary are more than welcome
Also GZDoom may have issues with the blue key like I asked about in >>3122665

>> No.3122834 [DELETED] 
File: 399 KB, 2592x1456, PSYCHOACTIVE.jpg [View same] [iqdb] [saucenao] [google] [report]

That's fucking rad as shit.

>Weaknesses: HAR, Chaingun
Holy shit, that's actually accurate to the original games.
Cacodemons got fucked by anything rapid fire, due to their pain state chance. That's awesome.

>> No.3122837

This level took a while.

>> No.3122847

Pretty sure the new Doom doesn't even have pain.

>> No.3122920

Anyone else hate it when mods with new guns use sprites from call of duty games or games with realistic graphics? it just ain't right man.

>> No.3122925 [SPOILER] 
File: 895 KB, 1161x646, 1460075508225.png [View same] [iqdb] [saucenao] [google] [report]

It's a real pain to play

>> No.3122928

Yeah, if you gotta use model rips, you really should redraw them to make them not look like model rips.

>> No.3122931


>> No.3122937

It probably does, but it's handled differently.

>> No.3122965

it's awesome how precisely wrong you are on that statement

>> No.3122969

Something is wrong with the iwads link, it never fully downloads. It stalls at one spot and the download speed becomes worse than dial-up.

>> No.3122972

i just downloaded them yesterday

>> No.3122980

Is there a mirror of all the iwads in the op?

>> No.3123013

Beyond the obvious "stop the demons" what the hell is the plot of Final Doom?

>> No.3123015

Stop the demons, break the machines they corrupted and are using to get into this dimension.

It's not hard to look this up anon, there's really not that much plot and you can get this from the game itself as well

>> No.3123016
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google] [report]

isn't that the plot of every doom?

>> No.3123028

>somewhere in there a changeling is hiding


>> No.3123030

TNT is set on Io, one of Jupiter's moons, and hell attacks. Plutonia, hell attacks earth once again, and hell has a gatekeeper or whatever.

>> No.3123084

what is/how do you get ep in doom rpg?

>> No.3123093

>You are missing obvious megawads on this list. Among them are, Holy Hell, Drown in Blood, Evil Star, Chillax and I know there is more. As far as I can tell there is no complete listing of megawads anywhere. This seems to be just your friends on the doom community.

Was this one of you guys?

>> No.3123095


also holyhell isn't a megawad, it's one map that got split up into four, so I have no idea what that guy is talking about

>> No.3123098

Someone with no account added it to Doomwiki's Megawad talk page.

>> No.3123103


Why anyone would think thats notable is beyond me. Its literally just a bunch of stolen maps with extra monsters mindlessly added in.

>> No.3123135

TNT: Portals were opened but the invasion was contained so the demons used a spacecraft instead.

Plutonia: Some devices were intented to close portals but the demons just opened even more and one of them couldn't be closed.

>> No.3123139

>so the demons used a spacecraft instead.

Demons can use a space craft? Are they from another planet?

>> No.3123145

Is Dxtory working for anyone on GZDoom? please help

>> No.3123149

They stole/corrupted it obviously

>> No.3123204

>Final NeoDoom
goddamn if 'meh' could morph into a .wad form and distribute itself on /idgames, this'd be the shape it would take.

>> No.3123206

that's it, i'm off to bed

>> No.3123291
File: 374 KB, 1396x848, PC9800_Doom_3.5.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom is pretty unknown in Japan. I think it only got a Playstation and Saturn release. The DOS versions were never released there.
You are right about FPS not being very popular, but Doom actually has quite the cult following in Japan.
And both the DOS and Windows 95 versions were released boxed over there, as well. Doom 1.2 and Doom II 1.666 were released in both 5.25" and 3.5" diskette versions. 1.9 for both were released on CD-ROM.

But shortly before they got those versions, it was also released for the NEC PC-98xx computer systems over there. There was a variant of the Sound Blaster that used C-Bus instead of ISA that worked with it, but you could also use your own external hardware synth via MPU-401, or the many hobbyist music boards made for the system like the Spark Board, which did some badass FM music. From what I remember, the SETUP program was entirely Japanese, but the ingame menus were still English. I want to say the pickup/hud messages were translated. Don't remember if the endgame text was. I think it was.

>> No.3123324
File: 120 KB, 1023x800, temp.png [View same] [iqdb] [saucenao] [google] [report]

I'm pretty close to the point where it might be appropriate to ask for additional help on this.

The sprites -weapons and monsters- are so far largely unpolished (some are more finished than others, but most are in, anyway.
All the guns work, and only 1 still uses doom sprites.
All the monsters except the final boss are functional. Might make one additional monster.
Have some textures done, and some variants of each - Most can/will be made to order for mappers.

There's still a lot to do, but I'm curious if anyone here is any good at sound or music? There are some player grunts and stuff in that sound pretty okay, but weapons and effects are a bit beyond me. I know diddly tits about music as well... Any music-anons out there?

Once I get sprites a bit more polished, and the player portrait done, we can open it up to mappers as well.

>> No.3123334
File: 67 KB, 132x146, huge ducks big.gif [View same] [iqdb] [saucenao] [google] [report]

Wow, that's pretty sexy honestly. I've seen so much of vanilla doom textures that any new colors, textures, and sprites always jump out at me.

>> No.3123340

is there an updated download for quake? can't torrent on uni wifi

>> No.3123350
File: 132 KB, 1023x800, temp.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. This is my main test area. I've posted it before, but this time it has flags.

>> No.3123351

I always loved how the barons just kinda fall apart when they die.

>> No.3123357
File: 39 KB, 640x400, np20000.png [View same] [iqdb] [saucenao] [google] [report]

>I want to say the pickup/hud messages were translated

I was right, they were.

>> No.3123362


I like working with sound effects.
I'm working on my own game as well, but I wouldn't mind doing little bit of stuff for someone else. Sound design for me really isn't that time-consuming, depending on what kind of sound design you want.

I can't do music, though. Sorry.

>> No.3123372
File: 408 KB, 1600x900, Screenshot_Doom_20160407_232803.png [View same] [iqdb] [saucenao] [google] [report]

Okay guys, because I'm an idiot that doesn't know when to quit, I'm gonna make the big beam attack trigger these bombs in a third way.

I could do with some ideas, though I already know what I'm gonna do for the plasma bombs: orbiting beams that do ripper damage for even more ridiculous shredding.

So I need to think of some neat shit for the other three bombs, may as well go over what they do right now:

Normal bombs blow up in a star shape when the fuse runs out, and if you shoot it with the pistol it does a big explosion that does a disc of repulsion effect

Ballistic slugs scatter bullets when they explode, and if you shoot it, it jumps up and flies forward at a higher speed, detonating on impact with more shrapnel

fire bombs send out cluster bombs, and shooting it with the pistol makes the cluster bombs leave fire behind.

>> No.3123385

Cool. You on the IRC at all?

>> No.3123398


Yup. Or if you have Steam, you can add me.

>> No.3123404
File: 576 KB, 1920x1080, Screenshot_Doom_20160403_034238.png [View same] [iqdb] [saucenao] [google] [report]

Neat. Kinda makes me want to spruce up my test area. I'd offer help with sprites, but I'm barely able to keep up with my own project due to work schedules.

>> No.3123412


Thanks I just emailed you a bunch of pizzas.

>> No.3123415


>> No.3123416
File: 256 KB, 571x381, ng10.jpg [View same] [iqdb] [saucenao] [google] [report]


Awesome. I love pizzas.

>> No.3123443

I plan on polishing the sprites myself, anyway, but thanks all the same ;-)

The only reason my test area is detailed at all is for texture testing.

>> No.3123447

you wouldn't download a pizza

>> No.3123453

It has ID in the credits, and on the case. It says ID had a part in the developed as well as producing it. so yeah, it was made by ID.

make it really fast.

sounds amazing. would play. have fun with all those slopes!

looking good, but it feels weird that he reloads with palm down. Most people work a bolt with the palm up.

>> No.3123474

fuck you yes i would

>> No.3123497

save the world. Same plot as every 90s action film.

Don't you know Carmack's thoughts on story?

>> No.3123509

This looks helluva rad. Is it going to be a separate IWAD thing?

>> No.3123513

>it was made by ID
More like "id looked at it and sait it was okay"

>> No.3123518

>188% health

>> No.3123520


That's 100% you KNAVE

>> No.3123525

I know that. However, the zeros look like eights. It's bad design.

>> No.3123526

you can clearly see an '8' on the left in the 48.

please be having a giggle.

dost though not know ye olde 0?

>> No.3123527

I thought it was cool as fuck, and the element that really jumped out at me in the HUD. keep them!

>> No.3123529

i don't think you need restrict your statement to those particular examples. any one graphic that clashes with the style of the rest of the game is an eyesore.

>> No.3123540

Instead of horizontal - in the middle, I think / wouldve been much better.

>> No.3123560

>you can clearly see an '8' on the left in the 48.
Hmm, I didn't notice that, it looks normal.

>dost though not know ye olde 0?
Not sure what you mean. Was zero historically written ⊕?

I think the horizontal bar is far too thick. The result is sufficiently 8-like to trip up the mind and become a distraction. That it really jumped out at you demonstrates this.

>> No.3123568

maybe you could have the plasma bombs polarize monsters in a certain radius

i don't know if that's even doable, just a random thought

>> No.3123581

Back when Battlefield 3 and 4 had been released, EA ran some various "This is Battlefield" contests where (IIRC) you'd send in gameplay clips and the best ones got featured in some promotional supercuts.

So what mods and wads would you guys showcase in a "This is Doom" promotional video?

>> No.3123597

"This is Doom": TNT, BTSX 1/2, Valiant, Alien Vendetta, Realms of Cheogsh, Going Down, Speed of Doom, Requiem, Hell Revealed, Unloved, Hell Revealed.

"This is Doom Modding": Pirate Doom, MSX, Trailblazer, Dreadnought, Demonsteele, GMOTA, Russian Overkill, DoomRLA+DoomRPG, Reelism, Adventures of Square, Project Brutality.

>> No.3123605

The original RoTT wasn't that good to begin with

>> No.3123612

Looks great friend

What kind of music are you looking for? Do you have any references you can link to?

It read like 100% to me at first sight, seems pretty clear

>> No.3123618

>func_water isn't a vanilla engine thing until quake 2
>can't flood an area with actual water


>> No.3123623


has anyone just made doom mods in quake engines?

>> No.3123626

Possibly, but what's the point? Different games with different engines that play to different strengths- something super complicated and impressive in Doom might be five minutes to make in Quake, or it might be totally impossible without extensive QuakeC editing.

Making new stuff for Quake is also a bit harder in general due to the lack of sprite-based objects meaning you can't just use an editor and MSPaint to make new enemies/pickups/weapons/HUDs/etc.

Remaking E1M1 in Quake seems to be popular, though, lots of people have done it themselves and Arcane Dimensions includes a version.

>> No.3123664

It was alright. Don't h8.

>> No.3123669

Thanks buddy
Kinda hexen/heretic-ish I think is probably what I'm looking for. Not so much doom. I'll see if I can find some decent examples tomorrow after sleep and work.

vanilla compatible dehacked doom pwad. Assuming choco-doom is vanilla enough. I haven't patched an exe in dosbox yet. probably should at some point.

solar crosses. same thing diablo did (though it does muddy their text a bit more imo), and it fits with my theme. I think it's clear enough, but you can't please everyone, and I don't intend to try.

>> No.3123671

I guess, but I would have rather seen a Heretic reboot

>> No.3123678

ROTT is an entirely different beast. it was made using the Wolfenstein 3D engine if I remember correctly.

>> No.3123680

Yes but the reboot has verticality so it doesn't matter.

But then again it'd be weird playing a modern game with only horizontal mouselook

>> No.3123701

You can make it an IWAD then.

I don't remember what you have to do for that though,but iirc Adventures of Square did it, making it a standalone freeware game.

If you suddenly decide to use GLOOM you can even attempt to sell it to indie-loving newfags

>> No.3123704

Original ROTT had some verticality via jumppads
Remake is pretty faithful in that regard.
Also I quite enjoyed it.

>> No.3123709

I also enjoyed it but the platforming really killed it for me.
I just don't like platforming in a fast paced shooter like this.

>> No.3123717
File: 1.19 MB, 720x360, homing beamu.webm [View same] [iqdb] [saucenao] [google] [report]


alright fuck it that was a bad idea, let's do THIS instead

>> No.3123740

So I replayed through the entirety of Heretic and I have to say I'm pretty surprised at all the hate the level design gets. I've seen lots of people saying the level design is boring as fuck, but I honestly think it's very pretty and the levels are interesting to explore.

I had fun.

They're way better than Sandy Petersen's DooM II offerings at the very least.

>> No.3123742
File: 2.89 MB, 720x360, oh no it's trash.webm [View same] [iqdb] [saucenao] [google] [report]


So there's a problem with the plasma bombs

they're garbage against hardier monsters.

>> No.3123748

Level design in Raven games was always good, the problem is that Heretic has less textures, and as a result less variety in map design.

>> No.3123751


>> No.3123759


I dunno man I don't want to dip into that if I can avoid it. I mean yeah I want to alter monster behavior a little but...

>> No.3123760



>> No.3123762

It's just that there isn't many textures and levels start looking samey enough that I just don't wanna play anymore. I do love the dungeons and dragons style fantasy take on Doom though.

>> No.3123901

I never had a problem with Heretic's maps, my main gripe is how the weapons feel

>> No.3124006

Generations 2 could count; it got Foxed because of the translation of non-Q2 enemies and levels into Q2.

>> No.3124203
File: 279 KB, 500x432, e62[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3124276

Hey you, the guy who was gonna mesage you about the stealth system here. I didn't forget you, I just caught a terrible cold which combined with a manual labour job means I've felt like a "former human" every afternoon this week

I know virtually nothing about sounds, but might I suggest this pack:
and also check out OpenGameArt. You'll probably want to look into some kind of batch downsampling program if you want the sounds to be muddy like back in -93.


>> No.3124919
File: 113 KB, 388x345, jason_glare2.png [View same] [iqdb] [saucenao] [google] [report]

>Romero praises the design of Dead Simple

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