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3123756 No.3123756 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3117479

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.3123758


[04-08] Durex Waste Disposal updated

[04-07] 3DO Doom overclocked

[04-07] Anon mod release: gachigasms.wad

[04-06] DUMP 2 Test Build 2

[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


To submit news, please reply to this post.

>> No.3123764

First for Heretic is pretty cool.

>> No.3123767

Second for memory management is pretty NOT cool.

>> No.3123775

fifth or so for Hexen needs to be remade in HL engine asap

>> No.3123778


>> No.3123783


>> No.3123784

is your anus even ready for hexen with 3D level design and 'intelligent' enemies?

Imagine the underwater mazes and endless valves and multiple directions. also NPC peasants who say "greetings!"

>> No.3123785

Hearing Doom music through actual instruments is cool.

>> No.3123786

Why do we all have to wear these ridiculous ties?

>> No.3123787

Doom II had goofy af soundtrack

>> No.3123794
File: 45 KB, 439x197, nodes.png [View same] [iqdb] [saucenao] [google] [report]

Well node linking works. Man, GDCC made this a lot easier than it ever would've been with ACS. Don't even need to sort this shit, since each node stores the linked nodes as pointers.


>> No.3123795

Does HL1 even count as a retro FPS? I mean, I'd say it would be due to year of release, engine, and playstyle, but some people might not agree.

>> No.3123807
File: 49 KB, 640x480, 1460110545.png [View same] [iqdb] [saucenao] [google] [report]

wtf in jenesis map26

>> No.3123808

Came out four years after Doom 2, so sorta? 1998 is the same year the Dreamcast came out.

>> No.3123812

Of course it does. It was made from a highly modified Quake 2 engine after all.

>> No.3123815

I thought it was Quake 1?

>> No.3123816

tf2 is made from a highly modified quake engine

>> No.3123818

Well makes sense cause it was a mod of Quake 1 at first.

>> No.3123820

tf2 ain't retro tho, so the "based off a quake engine" criterion is wrong

>> No.3123824


>> No.3123826

How to win the Spider demon??

>> No.3123831

It is, GoldSRC is so similar to the Quake engine most mapping tools will work interchangeably between the two with little if any modification (other than GoldSRC's extra stuff like rotating walls, breakable props, colored lighting, etc).

TF2 is on a descendant of a modified version of the Quake engine and is also much newer. GoldSRC is almost a reskin of the Quake engine it's so close.

>> No.3123832

Pretty sure it was modified Q1 engine.

>> No.3123836

Nah, Quake 2.

>> No.3123840

You're an idiot.

>> No.3123841

>GoldSrc (also known as Goldsource) was a game engine used internally by Valve Corporation. It was a heavily modified Quake engine that debuted with the release of their science fiction first-person shooter video game Half-Life.

>The engine also reuses code from other games in the Quake series, including Quake World, and Quake II, but this reuse is minimal in comparison to that of the original Quake.[2]

>In 1997, Valve hired Ben Morris and acquired Worldcraft, a tool for creating custom Quake maps.[3] The tool was later renamed to Valve Hammer Editor and became the official mapping tool for GoldSrc.

>> No.3123846

goldsrc is the best fps engine ever made

fight me

>> No.3123847

Would you look at that, it appears that I am wrong.

>> No.3123848

It's a nice engine.

>> No.3123851

But can we talk about how nice it is

It's just Quake

but with more possibilities

and you don't need to use them, you can remake Quake if you want and it'll be just fine, or you can make your tacticool squad based shooter and it'll be just fine, or you can make a different game entirely

and it'll be just fine

GoldSrc is the Bob Ross of engines

>> No.3123860

Thinking simply being mistaken means they are idiots makes you the idiot.

>> No.3123878
File: 17 KB, 278x221, scared.jpg [View same] [iqdb] [saucenao] [google] [report]

>E1M9 in DooD

>> No.3123891

Unreal is better.
It can into fractal portals. With minimal shader support it would've been possible to make Portal work on Unreal Engine, with all the features.
And multilayered detail texturing. Even many modern engines do not support that.

>> No.3123902

meme level

>> No.3123904

Damn right son

Heretic reboot when?

>> No.3123907
File: 126 KB, 640x480, E1M4_Swastika.png [View same] [iqdb] [saucenao] [google] [report]

What did Romero mean by that?

>> No.3123909

>spess nazis from hell

>> No.3123910

It's in episode 1 though, i.e still in the moon base. Does it mean Doomguy is working for space nazis?

>> No.3123912
File: 766 KB, 1920x1080, who could be behind this wad.png [View same] [iqdb] [saucenao] [google] [report]

What did Memento Mori mean by this?

>> No.3123917

How come you meet Mastermind and Barons of Hell before you meet Arachnotrons and Knights, respectively? It makes no sense.

>> No.3123918

>from hell

>> No.3123921

Because shut up nerd

But in all seriousness id probably got lazy in the sequel and just said "fuck it, recolor the Baron and scale down the spider mastermind - boom, two new enemies!"

>> No.3123924

Is it just me or is the first game more survival (especially the first ep) and the second more action-platform?

>> No.3123925

So whatever happened to Kaiser working on Blood?

For that matter, are Night dive studio gonna re-release Powerslave?

Is Turok 2 gonna get an HD treatment?

I just want old FPS games to get more love

>> No.3123926

I think that turning a previous boss into a regular enemy is a great idea. It makes the player feel like there is real progression, a good difficulty curve, as yesterday's biggest challenge now becomes a regular one.

>> No.3123927

I don't care what anyone says, I think Doom 2's level design is for the most part terrible looking and not fun. Most user-made WADs are better then Doom 2.

All it's good for was for introducing the SSG.

>> No.3123928

I think it's just you.
Doom 2 has more platforming but the focus is still very much on the combat.

>> No.3123929

>Is Turok 2 gonna get an HD treatment?
Was this a thing?

>> No.3123930

>implying someone can't take down a Baron of Hell in seconds after gettin gud

>> No.3123931

When I saw that the guy that did Doom 64 EX was thinking about doing Powerslave as well, I was pretty excited. I don't think much has come out of it though.

I wish there were Blood and Redneck Rampage sourceports

>> No.3123934

>For that matter, are Night dive studio gonna re-release Powerslave?
Holy shit this. I can't even imagine what is taking so long, especially since Kaiser already did 90% of the work with EX.

>> No.3123935

The first Doom is more labyrinth-like, very similar to Wolfenstein. The second has sprawling, open spaces and more vertical environment. The second also uses hazards more frequently as a central level-building element (Map 23 is a case in point).

>> No.3123936

Agreed, Doom 2's biggest pro is the modding capabilities.

Well they studio got the rights to both Turok games, IIRC, so it would make sense to also make the second one

>> No.3123937

Everyone would love a Blood sourceport anon

I just hope it's one of the console versions and not the PC version. Also fucking manual saves

>> No.3123939

The PC version has amazing level design though, and it's the one which would benefit the most from a sourceport considering it runs on an old version of Build which can only go up to 640*480 and a couple of glitches regarding controls need fixing.

>> No.3123943

>The PC version has amazing level design though
I always vastly preferred the console levels, especially in EX. The tricky platforming is a million times more fun with a mouse and keyboard.
That said there's no reason they couldn't include both in a potential re-release.

>> No.3123949

The console versions have a completely different progression since they force you to go back to old levels and go through different paths that you can access with powerups. The saturn version also has rocket jumping iirc which opens up the game even more in some fun ways, especially when it comes to secrets. Compared to that the pc version plays like a somewhat standard egyptian themed build game, a good one at that but loses some of the charm.

>> No.3123951

I actually really like the way Powerslave controls with a console controller.

>> No.3123953
File: 70 KB, 360x357, arevenantwasbehindeverything.png [View same] [iqdb] [saucenao] [google] [report]

What did Sandy Petersen mean by this?

>> No.3123969


But SSG is easy modo.

>> No.3123975


For me, it's the new monsters too. I don't care if they get abused in some wads, I think the Arch-Vile, Revenant and Mancubus are excellent additions to the roster, their quirks make for excellent new challenges.

>> No.3123982

The music was a bit of a surprise

What's with all the extra maps DooD puts in?

>> No.3123986

>Omitting the Chaingunner cause no one likes them

>> No.3123992

Eh, I think the Mancubus and Archvile are okay, but the Revenant has too much health for my liking and there's no way to tell what kind of rocket he's gonna fire until it's already been fired. I think they could have made it so if the left cannon lights up, then it's a straight shot and if it's the right - homing it would really help fighting those assholes in close quarters.

Because they're fucking horrendous and whoever thought they were a good idea should be shot by a chaingunner 10'000 miles away

>> No.3123998

zdoom 281 demo for durex waste disposal aka closetv3.wad.

this isn't a first demo, i had already recorded a lot of it in boom compatibility until i got stuck at the blue door. in fact this would be a boom map if you set the passuse flag on lines 475 and 971 (assuming there was a version of prboom that could do mixed flats and textures)

i realise the last area is work in progress, but some remarks anyway. the teleporter into it is single-use: i suggest making the lines repeatable, as you can teleport back and forth a few times, use up all linedefs and end up stuck. also, the yellow door has unpegged doortracks and there are a good few stuck monsters (the arachnotron on the pillar in particular was amusing).

>> No.3124009


I actually like them. I also like the Arachnotrons and P.E..
I just didnt want to list every new monster.

>> No.3124021
File: 93 KB, 1600x900, JCP.jpg [View same] [iqdb] [saucenao] [google] [report]


Been playing the japanese community project. Can anyone read moonrunes?

>> No.3124026

it says "it's not like i made this map for you, doomguy, don't get the wrong idea"

>> No.3124054


>> No.3124062

Ok, post em

1) btsx
2) jenesis
3) tvr!
4) zone300
5) epic2

>> No.3124068

Uuh ...

1) Memento Mori
2) BTSX Episode 1
3) ... Alien Vendetta?

I need to play more wads

>> No.3124071

The Memento Mori duology will always be one of my favorites.

>> No.3124074
File: 151 KB, 640x480, Twrbuild.gif [View same] [iqdb] [saucenao] [google] [report]

Holy shit I never realized this

>> No.3124080
File: 48 KB, 512x382, cafe3.gif [View same] [iqdb] [saucenao] [google] [report]

Phobia: The Age
Phocas Island 2
Community Is Falling 3
Dawn of Reality

>> No.3124103

Who builds the tower? Are there demonic construction crews?

>> No.3124105 [SPOILER] 
File: 5 KB, 215x215, 1460125811911.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know anon, may be it just a coincidence.

>> No.3124107

That or it magically constructs itself with pure unbridled hell magic.

>> No.3124113

are those "real" nodes or fake confusingly named nodes

>> No.3124114
File: 16 KB, 217x230, 1447131813512.jpg [View same] [iqdb] [saucenao] [google] [report]

>Imagining imps with tools and hard hats

>> No.3124125
File: 60 KB, 700x635, Thumbnail.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder what next Doom will be playable on.

>> No.3124147

Is that a english word?

>> No.3124149

For some fucked up reason, I had a thought of maps giving you health and ammo depending on their anime archtype.


>> No.3124154

why, my peanus weenus of course :)

>> No.3124158

Is it playable on the Ouya yet?

>> No.3124173


That's even smaller than that fingernail! :^)

>> No.3124187

>I don't think much has come out of it though.
you'd be surprised
kaiser did it, i think the only thing that got released is a public beta (fully functional game) and a hotfix before he had to pull it because of rightholders

i'm sure you can find links somewhere

>> No.3124196

I've seen japanese doomers say the word "hoppishi" a lot. Its meaning is still a mystery to me.

>> No.3124224
File: 140 KB, 725x558, 1459615383506.jpg [View same] [iqdb] [saucenao] [google] [report]

wow fast monsters makes chaingunners fucking op

>> No.3124230

Most mods are really just lazy reskins

>> No.3124236

Anyone still play metroid dreadnaught?
or is zandronum still megaman only

>> No.3124237


Hoppishi is what they call a Revenant, over there.
It's their version of "agitated skeleton".

>> No.3124274
File: 492 KB, 1366x768, Screenshot_Doom_Dark_Side_of_the_Mind.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3124275

Because it makes you hopping mad?

>> No.3124280

repostan' from old thread:

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.3124283


It's an onomatopeia for their melee. Whap-psh.
Say it with an accent, and you get Hoppishi.

>> No.3124285
File: 382 KB, 1366x768, Screenshot_Doom_20160408_132250.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3124290
File: 10 KB, 200x315, gay.jpg [View same] [iqdb] [saucenao] [google] [report]


Is DoomRLA, DoomRPG, and Colorful Hell compatible with each other?

And if so, what is the best way to play them together? What maps are best?

>> No.3124292

>demonic construction crews

so, Mexicans?

>> No.3124303
File: 18 KB, 276x230, 1456995698987.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3124321

Let the demons enjoy their giant croissant.

>> No.3124340

>demons with builders' bums

>> No.3124342

So I downloaded Quake GOG version and I don't hear any music despite the CD music volume being all the way up. What do I do?

>> No.3124343


Made me lel

>> No.3124349
File: 1 KB, 96x132, Tom Servo2.png [View same] [iqdb] [saucenao] [google] [report]

I really wish they hadn't skipped over this neat detail in Doom 2. I loved the maps in Doom and Heretic. It was just a nice little attention to detail that gave you a bit of an idea of where you were in the world and how you were progressing.

>> No.3124351

Take your ID1 folder and move it into a folder which contains Quakespasm which is one of, if not the, best Quake source ports.
Download the Quake campaign OST from this link (https://steamcommunity.com/sharedfiles/filedetails/?id=119489135) then make a folder called music in your ID1 folder.
Place the music tracks in this folder, You can remove either the OGG or MP3 as you please.

Now run Quakespasm, and your Quake should now have music.

>> No.3124363


>> No.3124369
File: 79 KB, 271x269, 1460131407545.png [View same] [iqdb] [saucenao] [google] [report]

No probs

>> No.3124373

How do you run DooD?

>> No.3124378

I just group selected all the wads for whichever Doom and dragged them to GZDoom. Worked fine for me that way.

>> No.3124387

It is not working for me. I must be over looking something.

>> No.3124396

Try ZDoom or maybe try running it in EZDoom

>> No.3124398

holy shit

>> No.3124412

Would anyone be interested in a launcher that basically allows you to organise a library of "loadouts"? Like pick iwad, plus custom wads with customizable distinction between level wads and gameplay mods? Then a few manageable field for each loadout like a rating, comment, "completed" checkbox, etc.?

Am I just being autistic and should enjoy playing .wads? I feel the need to get organized with my .wads.

>> No.3124413

Got it working. Do not know what I missed before.

>> No.3124415

Sounds good to me. Good luck.

>> No.3124416

Main way I organize my WADs is just with some folders, mostly sorted by date they came out. I also have some Cacoward folders with the winners ready for playing.

>> No.3124419

Sounds like a fine little hobby project you got there. I say do it cause why not.

>> No.3124432

That sounds neat

>> No.3124434

If you include screenshot previews, I would let you fuck my wife.

>> No.3124437
File: 17 KB, 128x121, 12780793871.png [View same] [iqdb] [saucenao] [google] [report]

Imagine if berserk packs were additive. You pick up another before the previous one wears off and you just get stronger. Each pack makes you punch harder and harder. You punch and kick the enemies and they fly backwards in ten-meter arcs. Eventually you could kill Cyberdemon with just one punch. Or grab him by his leg, spin him in the air and throw him away. And at some point you could just punch locked doors broken and go through.

I'd imagine the crash would be quite horrible, though. You'd have to keep finding more berserk packs just to stay alive. Poor Doomguy.

Wait, let me guess. There's a mod for this already?

>> No.3124438

Sounds great as long as you make an OSX build too please

>> No.3124442

Which is better, Doom or Quake? Vanilla vs Vanilla.

>> No.3124447

out of curiosity

for those of you who played Doom as a kid when it first came out, did you actually play it WASD + mouse, or did you play it another way? I never discovered that control method until HL1 came out and I used either a joystick or arrow keys/ctrl/space for FPS until then.

>> No.3124452


sometimes dad would let me sit on his lap and let me control the mouse while he did keyboard

>> No.3124453

Personally I played all FPS keyboard only until HL and than had to adapt quite difficultly.

>> No.3124458

I didn't play doom or wolfenstein that way, but I was introduced to the wasd format during the dos days when 2 player games used wasd for p1 and the arrow keys for p2

>> No.3124469

oh yeah i forgot about that. my buddy and i used to bro-op Lode Runner like that all the time.

>> No.3124470

I played keyboard only until after finishing quake.

mind you as a kid I mostly played on god mode with all weapons.

And then yeah hl switched to WASD and mouse, and went back and played quake and doom properly with WASD, mouse, and no cheats.

>> No.3124492
File: 796 KB, 500x275, 1445681011210.gif [View same] [iqdb] [saucenao] [google] [report]

sounds like a fucking cool idea, anon

>> No.3124552



>> No.3124562

I was aware that mouse turning was smoother, but I felt comfier in my keyboard with classic arrow controls than using both keyboard and mouse at the same time. I guess it was because I was used to play most videogames with keyboard only.
One day I noticed my sister was using both keyboard and mouse in Quake 3 so I tried that and it was alright. Since I started using the mouse to turn, eventually I decided to use my left and right keys to strafe instead of using comma and period.
So basically now I still use arrow keys but also a mouse.

>> No.3124563

Doom?? it's gay..

>> No.3124564


If DOOM is gay, then what is HDoom?

>> No.3124571


>> No.3124581

i bet you kiss girls, faggot

>> No.3124590 [DELETED] 

It's just banter.

>> No.3124595


>j-just a prank, bro!

>> No.3124603 [DELETED] 
File: 1.10 MB, 835x631, 1451730350218.png [View same] [iqdb] [saucenao] [google] [report]

>getting this butt-flustered about low-level bantz

calm down you mean bean machine

>> No.3124607


>assuming that I'm mexican

whatever helps you sleep at night, /b/ro

>> No.3124612

was the source of goldsrc ever released?

>> No.3124614

why not directly add tagging to the wads? i can see that being pretty useful

>> No.3124630

Rate the following mapping elements/choices
>Sectioned floor moving up/down
>Monster closet opening behind you (not hitscanners)
>Monster closet opening behind you (hitscanners)
>The illusive pickup (I remember several wads where specifically red key keeps floating away/whatever when you get close)
>Mazy-room reshaping when you reach the centre/object, by moving a shitton of walls down into new openings, and a shitton of openings up into walls.

>> No.3124634

>>Sectioned floor moving up/down
>>Monster closet opening behind you (not hitscanners)
use sparingly
>>Monster closet opening behind you (hitscanners)
literally shit
>>The illusive pickup (I remember several wads where specifically red key keeps floating away/whatever when you get close)
never encountered it but it sounds retarded
>>Mazy-room reshaping when you reach the centre/object, by moving a shitton of walls down into new openings, and a shitton of openings up into walls.
mite b cool

>> No.3124642

>Sectioned floor moving up/down
if you mean things like the one on E2M3, those are annoying as heck
anything that makes you wait constantly is annoying, lifts you have to wait for, slow doors you keep having to re-open

>Monster closet opening behind you (not hitscanners)
>Monster closet opening behind you (hitscanners)
depends on what else happens at the same time. probably fine by itself

>The illusive pickup (I remember several wads where specifically red key keeps floating away/whatever when you get close)
hilarious but if every wad started doing it it'd be annoying as heck

>Mazy-room reshaping when you reach the centre/object, by moving a shitton of walls down into new openings, and a shitton of openings up into walls.
there was one in a /vr/ wad i did the other day where you couldn't see shit because of all the middle textures, that was annoying.
mazes in general are fine in small doses, but don't overdo it.

>> No.3124645

They aren't nodes in the sector-partitioning sense - they're for enemy pathing. So maybe?

>> No.3124657

What does this mean and what can be done with it?

>> No.3124660

I played the SNES version first so joystick. Then Keyboard on Doom 95 when I got a PC

I didn't used WASD+Mouse until I got a decent internet connection and met online multiplayer. I was pwned hard in D-Day

>> No.3124668

I'm gonna use it for enemy movement that isn't A_Chase, basically.

I guess you could kinda use it with A_Chase but that's not what I'm going for.

>> No.3124708
File: 210 KB, 1366x768, Screenshot_Doom_Europe.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3124757
File: 120 KB, 600x450, 600px-Sw_riot_gun_equipped.jpg [View same] [iqdb] [saucenao] [google] [report]

Man Shadow Warrior's shotgun is so much wasted potential.

It looks cool but it's really underwhelming

>> No.3124760

Weapons in SW are broken as fuck in general. I think it's by design, too.

>> No.3124764

I dunno, the Rocket Launcher was pretty good, even if it did look like a weird microwave

>> No.3124825


Nope. Yholl's Legendoom is compatible with Colorful Hell, however

>> No.3124829

>Is it just me or is the first game more survival (especially the first ep) and the second more action-platform?

Doom, especially Episode 1 has a focus on horror. Then they saw that it was the action people liked and they didn't find it scary, so they focused more on big action.

This is one reason I like Doom 1 MUCH more. And Thy Flesh Consumed is my favorite Episode.

>> No.3124865
File: 61 KB, 1024x768, HorribleM202A1PS.jpg [View same] [iqdb] [saucenao] [google] [report]

SW Rocket Launcher was based on a real one, the M202A1 F.L.A.S.H (FLame Assault SHoulder Weapon), a four-barreled 66mm launcher designed to launch incendiary munitions, meant to replace WW2 era flame throwers during Vietnam

Crazy shit, the payload would burn HOT once set off (on impact), to the point that just being close enough could give you burn injuries from the heat radiation alone, a shot could easily melt a truck to scrap or boil the inhabitants of a bunker/pillbox.

>> No.3124869

Is there any documentation or examples around on how to do custom AI/pathfinding?

>> No.3124887

>Crazy shit, the payload would burn HOT once set off (on impact), to the point that just being close enough could give you burn injuries from the heat radiation alone, a shot could easily melt a truck to scrap or boil the inhabitants of a bunker/pillbox.
Even stronger searchlights can cause burns, and a 66mm rocket can absolutely not "melt a truck to scrap"

>> No.3124891

Is it mesh or pseudo mesh dependent though? Would it require maps specifically made for it (or maps with added data, at least?)

I considered making an alternative to A_Chase, but it would basically be a script that pushes the enemies in certain directions or sets goals to move to sometimes, since I wanted it to be universally compatible with all maps.

>> No.3124905

>TPA is triethylaluminum (TEA) thickened with polyisobutylene. TEA, an organometallic compound, is pyrophoric and burns spontaneously at temperatures of 1200 °C (2192 °F) when exposed to air. It burns "white hot" because of the aluminum, much hotter than gasoline or napalm.

I don't know if it'll turn it into a pile of slag, but I'm pretty sure it'd ruin most motor-vehicles.

>> No.3124910

the nodes need to be added to the map manually, which was gonna need to happen anyway for a good few other reasons

ain't no way I'm probing doom maps and adding nodes programmatically, especially not with the damn instruction limit, and anything polygon-based ain't happening either

it's just point-based, but I'd be implementing a 'fuzz' that pushes out the exact point pathed towards by a random amount, to avoid dudes looking like they're obviously on rails

I also pre-calculate the minimum distance it takes node A to get to nodes B, C, D, etc, to make sure that things stay speedy

the AI won't be a huge step up from doom, but it won't endlessly run into a corner trying to get to you with any luck

>> No.3124917

It's not hot enough to melt steel. I bet the projectile is pretty good at setting fire to a barrack or residential building and making life unpleasant in a bunker though.

>> No.3124929
File: 268 KB, 489x399, notcoolman.png [View same] [iqdb] [saucenao] [google] [report]

>playing through Memorial
>having tons of fun
>suddenly The Pit is flipped
NOT cool man.

>> No.3124931

>m202 can't melt steel beams
But seriously though, does it have to melt to be ruined? Doesn't it have to get hot enough to just weaken it and ruin heat-treating?

>> No.3124937

>the nodes need to be added to the map manually, which was gonna need to happen anyway for a good few other reasons
Since I'm assuming you're ijon (from your mention of GDCC and typing habits) and could do this: what about making a program to run a .wad through to add the nodes into the map automatically? Or is placement of nodes outside of a feasible program?
What about adding nodes placement into a program like OBLIGE? In that case the program should be "aware" of where the monsters are intended to be able to walk without having to interpret existing map data to make that determination.
>ain't no way I'm probing doom maps and adding nodes programmatically, especially not with the damn instruction limit, and anything polygon-based ain't happening either
Yeah, there's really no feasible way to do it. I think Sarcose was working on something like that with his bossifyer, but he mentioned that there was a problem with scaling.
>it's just point-based, but I'd be implementing a 'fuzz' that pushes out the exact point pathed towards by a random amount, to avoid dudes looking like they're obviously on rails
Have you considered using Bezier curves in between points before applying the fuzz? They're easy curves to implement and very cheap to do.
I would also recommend (if you hadn't planned this already) making the "not following a rail" behavior only apply when the player can see the monsters, and perhaps adding a way to have them go back to a_chase behavior with certain flags from movement determining if something done fucked up.
>the AI won't be a huge step up from doom, but it won't endlessly run into a corner trying to get to you with any luck
From what I've seen the AI is not terrible at finding the player, and most issues stem from map design restricting them or monsters causing roadblocks and the monster AI treating a monster blocking its way the same as if there was an impassible wall there which it could never ever pass.

>> No.3124938


>Imagine if berserk packs were additive. You pick up another before the previous one wears off and you just get stronger. Each pack makes you punch harder and harder. You punch and kick the enemies and they fly backwards in ten-meter arcs. Eventually you could kill Cyberdemon with just one punch.

This is all quite doable, but keep in mind this won't mean much to you if you don't know DECORATE. You'd just need to:

'''1)''' Replace the Berserk inventory actor with a CustomInventory item that checks for how many replacement Berserks you've already picked up.

ACTOR ZerkStack : Inventory
Inventory.Amount 1
Inventory.MaxAmount 5

ACTOR Zerker : CustomInventory replaces Berserk
Inventory.PickupMessage "You got a cumulative Berserker Pack!"
TNT1 A 0 A_GiveInventory("ZerkStack")

>> No.3124941

It'll set fire to all the plastic and rubber inside the vehicle and probably turn it to a burned out wreck after a while like with any car fire. I was just objecting to your exaggeration.

>> No.3124942

Also, have you considered forking or re-writing a new a_chase that could be used in ZDoom or one of the child ports?

>> No.3124948


...For fuck's sake, code tags aren't supported? Well, whatever.

2) Create a replacement fist weapon that, when it calls A_CustomPunch, checks for how many Berserks you've picked up.

ACTOR BerserkerFist : Fist
PUNG A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("ZerkStack",5,"Lv5Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",4,"Lv4Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",3,"Lv3Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",2,"Lv2Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",1,"Lv1Punch")
Goto Lv0Punch
PUNG C 4 A_CustomPunch(70*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
PUNG C 4 A_CustomPunch(60*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
PUNG C 4 A_CustomPunch(50*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
PUNG C 4 A_CustomPunch(40*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
PUNG C 4 A_CustomPunch(30*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
PUNG C 4 A_Punch
PUNG B 5 A_ReFire
Goto Ready

>> No.3124952


3) Now, the important part; in order to do any kickback, we need the melee attack to spawn a puff that actually causes kickback. Above, you may have noticed that the calls to A_CustomPunch specify a ZerkerMelee; this is the puff that the attack will spawn. Note that you won't actually see it if the attack hits a bleeding actor. It's still there though.

ACTOR ZerkerMelee : BulletPuff
ProjectileKickback 200
DamageType "ZerkerMelee"

We'll come back to that DamageType "ZerkerMelee" line in a moment.

>You pick up another before the previous one wears off
Note: Berserk Packs, at least by default, never wear off, at least until you leave the level. Despite the red screen effect wearing off after a few seconds, your punches are still supercharged.

>You punch and kick the enemies and they fly backwards in ten-meter arcs.
This is a bit harder to accomplish. But the best way is to do something like this, using the Imp as an example.

ACTOR DoomImp2 : DoomImp replaces DoomImp
PainChance "ZerkerMelee",256
TNT1 A 0 A_LowGravity
TNT1 A 0 ThrustThing(0,2,0,0)
TROO H 16 A_Pain
TNT1 A 0 A_LowGravity
Goto See

>> No.3124954


Above, we specified a DamageType for the ZerkerMelee puff used by our replacement fist. Now, because we specified painchance to 256 for the associated damagetype, this Imp has a 100% chance of being pained when it is hit by that damage type, and when it does, it will go to the linked pain state. Then, the monster sets its gravity property to less than normal, then thrusts itself up, then waits a bit, plays its pained sound, then resets its gravity to normal, at which it returns to the See state.

>Or grab him by his leg, spin him in the air and throw him
...Now you're getting into Brutal Doom levels of complicated. This would need some ACS magic to pull off.

>And at some point you could just punch locked doors broken and go through.
And for this, you'd need to design the map specifically to "break" doors when you hit them with the appropriate melee attack.

>> No.3124973
File: 106 KB, 640x360, 198zglhv7cfp0jpg.jpg [View same] [iqdb] [saucenao] [google] [report]

I think Romero is a pretty cool guy. Eh makes levels and doesnt afraid of anything.

>> No.3124975

Does doomguy have a gf?

>> No.3124980

Guy had a pet rabbit. I wouldn't think so.

>> No.3124984

I think he did in the books.

>> No.3124985

Is Crash Doomguy's gf?

Bitches love rabbits. Shows he has FEELINGS.

>> No.3124989

Doomguy is meant to be you, the player.

So, no.

>> No.3124992


Romero got blacklisted after Daikatana. This is one of the biggest flops in gaming history. I havne't read Masters of Doom in a while, but how much of Eidos' money did he end up wasting? 20 million?

But I still think it was a total over reaction. As a game and level designer he's great. He should never, ever bet put into any kind of upper management position.

>> No.3124995



>> No.3124997

You better hope you included func_water because that's a SICK BURN

>> No.3125004
File: 86 KB, 500x393, chaingunner fun box.png [View same] [iqdb] [saucenao] [google] [report]

The fuck you say?

>> No.3125005


>what about making a program to run a .wad through to add the nodes into the map automatically? Or is placement of nodes outside of a feasible program?

I dunno how easy it'd be to add nodes automatically in an outside program - probably a lot easier than doing it within ACS since you can actually access the friggin' walls - but it's certainly possible

although if I was worried about that, I'd implement one-way nodes so that sheer drops could happen without the pathing running into a wall thinking that the floor 500 units up is 100% walkable
(in other words, I'd comment out one line that automatically connects node B back to node A when connecting A to B)

I was planning on adding patrol nodes that you could assign dudes to manually but would never be chosen for pathing, but that's later


>Have you considered using Bezier curves in between points before applying the fuzz? They're easy curves to implement and very cheap to do.

probably not gonna use bezier curves because then the dudes will clip corners even more often than I foresee them doing
maybe when they get within the fuzz radius, because theoretically everywhere in the fuzz radius should be walkable area, but that is *also* later


>I would also recommend (if you hadn't planned this already) making the "not following a rail" behavior only apply when the player can see the monsters, and perhaps adding a way to have them go back to a_chase behavior with certain flags from movement determining if something done fucked up.

actually, for what I'm doing, once they see the player for long enough (I'm gonna say 12-18 tics) they'll either just rush straight towards him or stand their ground and murder you to death with guns


>Also, have you considered forking or re-writing a new a_chase that could be used in ZDoom or one of the child ports?

eh, my needs for this project probably won't mesh with anyone else's needs, as seems the case with damn near everything I make

>> No.3125008

After the ion storm debacle he quietly just did his job and made games. Not particularly interesting ones, but the kind that safely earn money. I can respect that. I also appreciate his endorsement of Masters of Doom, despite it making him (and Carmack as well) seem like a dick in late chapters.

>> No.3125009

So... Will I be able to set up monster patrolls with that thing?

Would it be possible to make them stand on certain spot, look at predetermined directions for a set ammount of time then move on? (I can see this working if you make additional states for patrol mobs that makes them look into certain direction, then make Node feed them the tokens to switch between states)

Will this make Stealth-based Doom mods/maps possible?

>> No.3125010

Did Daikatana made John Romero its bitch?

>> No.3125013

Other guy here: Have you checked out "Autodoom" on the doomworld forums? It seems highly relevant to the subject at hand.

>> No.3125016


I was definitely planning on implementing patrolling and delays for this, but because my system is going to be specific to my mod only, you should probably take a look at this


>> No.3125017


>> No.3125018

>actually, for what I'm doing, once they see the player for long enough (I'm gonna say 12-18 tics) they'll either just rush straight towards him or stand their ground and murder you to death with guns

If they're doing the 'fuzz' outside of player sight, wouldn't that mean they'd get there slower and be more prone to issues like clipping corners then? It seems like you could optimize them out of sight (unless somebody idclips through the walls) and they'd work the same otherwise.

>eh, my needs for this project probably won't mesh with anyone else's needs, as seems the case with damn near everything I make

I meant in addition to the nodes thing, since you'd be more able to write a better-functioning chase than from inside a mod; if nothing else you could get Marrub to put it in GLOOME.

>> No.3125020

>not realizing he was talking about basically anyone in this thread including you

>> No.3125023

>implying I'm not a quakefag

>> No.3125024

ZDooms patrol points do not allow to make things turn and look in a direction for a set time tho.

>> No.3125027
File: 50 KB, 883x613, something something forks.jpg [View same] [iqdb] [saucenao] [google] [report]

all the more reason to believe so.

>> No.3125028

It can with PatrolSpecial

>> No.3125035

the point of the fuzzing is so if you fire a gun then round a corner, you won't see five dudes bunched up together from them all pathing to the same node

it's to keep things more natural-looking

incidentally I haven't decided if I want to +THRUSPECIES the dudes or not

>> No.3125040

here it is with those fixes + boom demo

>> No.3125041

I get that, but you could add both a line of sight and distance check, so that they do the fuzzing if the player can see them or if they're close enough that the player could soon see them. Set the distance check high enough so that they have time to start fuzzing before the player turns and sees them.

IMO don't +THRUSPECIES because monsters quickly become an unpassable hp wall boxing the player in on all sides and it looks really weird with things that should be solid just walking through each other. There's also the issue that you'd have to make any projectiles go through them as well cause otherwise a monster could walk through another and block the projectile it just shot at the player.

>> No.3125043

Can you describe what are you trying to achieve with this? Im always interested in new features.

>> No.3125046

>IMO don't +THRUSPECIES because monsters quickly become an unpassable hp wall boxing the player in on all sides and it looks really weird with things that should be solid just walking through each other.

HP wall's not an issue - everything here is dying in one, maybe two hits, and numbers are going to be relatively low


i'm ripping off hotline miami

>> No.3125047

that doesn't devalue the zing, anon

>> No.3125049

>I also appreciate his endorsement of Masters of Doom, despite it making him (and Carmack as well) seem like a dick in late chapters.

There's no nice way to spin it. They were dicks at that point.

Romero played the Rock Star life, and bought into his own hype. No modesty at all. And when he goes on his own, he fails and has one of the biggest thuds in gaming history.

>> No.3125053

Well it'll still look funny, and if you're wanting to make them more maneuverable then you could always set their radius smaller while giving them a hitbox that spawns and stays on them (update it to the position every tic in addition to warping, because for some reason warping acts funny sometimes when collision is involved) that is larger but that they can all pass through, that way they're not harder to hit. They'll maneuver easily but still sometimes show that they have to walk around one another, and they won't just directly walk through the middle of each other, so it won't look dumb.

>> No.3125061

actually yeah that'd work pretty well

+QUICKTORETALIATE *instantly* sets the dude who shot the actor as its target, right?

>> No.3125087

Carmack isn't a dick because Carmack doesn't technically understand human feelings. Would you call a robot a dick?

>> No.3125094


>Is Crash Doomguy's gf?

She was supposed to be his "mentor" or some shit, so I guess it isn't out of the question but he just doesn't seem like the "hot for teacher" type to me.

>> No.3125098

Wait who? who's Crash?

>> No.3125103


She's the character who helps you through Quake III's tutorial, "canonically" she's the one who trained the Doomguy if I recall correctly.

>> No.3125168

What's your doom auto-load?

>> No.3125176


Jokes on you, I have a waifu!

>> No.3125185

and your waifu is doomguy

>> No.3125192


NERVE.wad for Doom II, that's pretty much it.

>> No.3125202
File: 17 KB, 188x266, 00001279.jpg [View same] [iqdb] [saucenao] [google] [report]

>male character
something's not quite fitting here, anon

>> No.3125206

Cool to know there's interest. I will definitely post it here once I get something.

Would anyone be mad if I made it in Java? It's my primary language and would make cross platform compatibility easy. It'd be open source of course and I'd host it on github.

I can see how that would work out but I would have issue with modifying the original files if only because it would change the hash sum. Not that it would be a huge issue but it could cause someone a headache at some point. That and I've never done any work with file tagging and I'd like to keep it simple.

This was how I was doing it. I'd create a folder for every .wad I play. It got confusing because I'd forget which additional files (like a .deh) were part of the wad. Or I'd have multiple of the same .wad because I decided to play a wad with brutal doom or demonsteele or something. I too downloaded every .wad in the cacoawards and the lack of organization was driving me nuts.

More thoughts
>Design it to primarily take .wads from idgames archive
>Easy import by dropping a .zip into a specified folder
>Auto parse .txt files to pull Wad name + other details
>Some kind of system for keeping save files unique to the loadout

>> No.3125217
File: 69 KB, 573x645, doon2.jpg [View same] [iqdb] [saucenao] [google] [report]

don't discriminate

>> No.3125253
File: 95 KB, 1000x1000, chainsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

They have one... two things in common.

flashlight.pk3, it's just really useful in case you're playing some unnecessarily dark levelset.

>> No.3125304


That helmet looks fucking cool

>> No.3125307
File: 352 KB, 1920x1080, Screenshot_Doom_20160408_205817.png [View same] [iqdb] [saucenao] [google] [report]



I got your flashlight right here.

>> No.3125310

Looks like Ant-Man.

>> No.3125315

your flashlight sucks

>> No.3125319
File: 353 KB, 1920x1080, Screenshot_Doom_20160408_205816.png [View same] [iqdb] [saucenao] [google] [report]


It works.

>> No.3125320



>> No.3125324
File: 344 KB, 1920x1080, Screenshot_Doom_20160408_205819.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3125361
File: 57 KB, 456x502, 1459477870777.jpg [View same] [iqdb] [saucenao] [google] [report]


This made me laugh way harder than it should have

>> No.3125362
File: 3.52 MB, 406x339, j0EAi4Y.gif [View same] [iqdb] [saucenao] [google] [report]

>Pym-Particle Doom

>> No.3125369
File: 303 KB, 280x220, IM6kNdq.gif [View same] [iqdb] [saucenao] [google] [report]



Why though? Serious question.

>> No.3125404
File: 610 KB, 720x360, I just keep finding new and inventive ways to break shit.webm [View same] [iqdb] [saucenao] [google] [report]

I broke something again.

>> No.3125406

Has anyone made Nightmare versions of Imp, Hell Knight, etc?

>> No.3125412


>> No.3125413

Look at Realm 667

>> No.3125424
File: 100 KB, 338x241, PSXNightmareImp[1].png [View same] [iqdb] [saucenao] [google] [report]


I'm thinking of a KISS mindset.

Just a darkened version of them set to Fast with x2 HP.

>> No.3125431

Yes I believe so.
Sorry about late reply, left literally right after I posted.

>> No.3125475
File: 1.27 MB, 720x360, NOW THIS IS PODRACING.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.3125476


Why aren't you playing Doom the way it was meant to be played?

>> No.3125480

what a beautiful filename

>> No.3125496

>literally geysers of blood erupting from zombies and imps

Do people really find this appealing?

>> No.3125498


how "classic"

>> No.3125502
File: 86 KB, 640x1656, 2013-07-25-brutal-doom.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3125506


Any downside to using voxels?

I mostly detest how lame certain features look, like the candles and so forth. They always face you and it's really distracting. Monsters at least have multiple views so you can see them from different angles.

>> No.3125508


>> No.3125510

Framerate killer. Also What's with the texture replacement? It looks like that HD one, but scaled down to original res.

>> No.3125516

>Framerate killer.

how bad we talkin' about?

>> No.3125517
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google] [report]


what further madness does the future of Doom hold

>> No.3125523

We all are playing Doom the way it was meant to be played.

The thing you linked is how retards play Doom in a way that breaks the game.

>> No.3125527

wait is this all just TEXTURES still

>> No.3125528


It improves and builds upon it. Removing the technological barriers for a more modern experience.

>> No.3125535


Yeah, that's just a BFG ball recolored blue using translation.

>> No.3125545

So what are the improvements then? Headshots, blood splatter and ability to cuss do not count as improvements in my book. Broken balance does not count for much of an "improvement" either.

What do you mean by removing technological barriers? I dont think you understand what those words mean.

Also MSX is best for "Modernized Experience"

>> No.3125546

Can you please release it in the state it is now, just so we could have a litle bit of fun

>> No.3125549

once self-damaging projectiles hit zandronum, we're going to see some wild multiplayer mods

because i'll make them

>> No.3125552

Yeah, MSX is fun in the sense of it being a bastard child between doom and halo.

I like it

>> No.3125558
File: 11 KB, 320x200, Shivers drew this on a whim and I think it's neato.png [View same] [iqdb] [saucenao] [google] [report]


Only because you said please.

Make sure to go into options and bind those keys


Chainsaw, SSG, BFG, and a bunch of other powerups and items aren't implemented right now.

>> No.3125576
File: 807 KB, 1280x720, haha best mod ever!.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3125579

What's the imp saying in the last two panels?

>> No.3125594

Who knows, we're all getting warned for talking about it.

>> No.3125617

Ijon, why haven't you been updating Dakka ;_; Is it done to you? Please, let me know. I'm dying inside waiting for new shit (or coming to terms)

>> No.3125621

Early (94-00)
1 Memento Mori Duology
2 Icarus
3 Eternal Doom
4 Hell Revealed
5 Requiem

Middle (01-10)
1 Scythe 2
2 Speed of Doom
3 Alien Vendetta
4 Kama Sutra
5 Plutonia 2

Modern (11-present)
2 Valiant
3 Resurgence
4 Unholy Realms
5 Reverie

>> No.3125631

Headshots are a gameplay element, ideally, I think that it can be something that can add to a gameplay mod in ways (altough I feel that for a Doom gameplay mod, it's kind of a tacked on gimmick).

Blood effects can be a nice visual additive (though I'm not fond of the way Brutal does blood).

Cursing I'm not opposed to, though I'd rather prefer that with characterization, than just "lol so badass" as BD does it. The taunts and middle-fingers in BD feels kind of quaint and juvenile (which isn't to say I'm above juvenile things, but it feels like it lacks substance, the voice doesn't help either)

>> No.3125638
File: 28 KB, 1635x816, muh bfg.png [View same] [iqdb] [saucenao] [google] [report]

>id is giving away a 1:1 scale of D44M's BFG
>start drawing
>read the rules
>Only available to UK participants

>> No.3125645

there's like one last thing that needs to be added (impaler alt-fire), and then at that point it's feature complete

and I'm dragging my feet on that last thing because, well, I don't want to sprite out the frames it needs, and I don't know what sound it'd use anyway

there's a couple other ideas I had for dakka (along the lines of a whole new class with a whole new arsenal), but they're huge and I don't think I'd actually keep motivated long enough to get them anywhere near finished

and since I made a compat patch for colorful hell (the v82 version should work with v83, since v83 didn't add new monsters), I don't even think dakka needs a monster redo either

so yeah, dakka is... one feature away from done. I got something new I want to work on, partly because I really want to see hotline miami style gameplay in doom (and not hotline 666), and partly because it poses new coding challenges that interest me

and also because it uses actual C and I enjoy using an actual fucking programming language for a change

>> No.3125660


My heart is broken right now. Well Dakka is fucking amazing, and if you ever want to test out new ideas I would be more than enthusiastic to try them for you. Seriously though, thank you for making something fucking crazy enjoyable. I was the dude who bugged you a month (maybe 2) ago to even start this shit back up. You're the best. I love your fucking mod...

>> No.3125673
File: 201 KB, 354x367, 1453219126621.png [View same] [iqdb] [saucenao] [google] [report]

i said the future of Doom not the future of D44m, motherfucker

>> No.3125676

Guys I... I just played Brutal Doom. I thought it was fun.

Have I brought shame upon my family? Should I commit sudoku?

>> No.3125680


BD is just too busy, with too much going on and too much blood.

There really is the saying "less is more".

Really, BD should just make a stand a lone spin off game, call it Brutal or something. New assets, new sprites. Could be sold on Steam.

>> No.3125682

It is fun at first. Enjoy it because you'll get over it.

>> No.3125718

I dunno, in the future I could get a couple dudes to help me out with sprites and sounds, and fit that playerclass in, and it'd focus on magic, melee, and burst damage instead of DPS, bullets, and rockets. but right now I just don't see the need. and besides that playerclass, I can't really think of anything else that would fit into dakka.

so I figure it's time to move onto a new mod. and hopefully, technical issues won't kill it before it gets off the ground.

if I can get a tech/gameplay demo going (a tech demo, like 80% of the shit I've ever released), and get some people on board to contribute sprites, textures, whatnot for it, that'd be grand.

but first I gotta prove that it's fun.

>> No.3125728
File: 350 KB, 999x1454, PSXDoomBoxArt[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone have a scan of the manual for this game?

I'm curious how they explain the plot. the plot is quite different based on the in game text.

>> No.3125732

Enjoy your warning, motherfucker.

>> No.3125739

Enemy reaction to headshots and damage by various means is a clear improvement, sure, but if that wouldve been just a visual effect, it wouldve been fine - headshots doing more damage break the balance for Doom

BD is an example of overabundance of effects - in the heat of batle screen becomes too busy with useless clutter and makes the flow of battle harder to understand.

>> No.3125759

>headshots doing more damage break the balance for Doom
Well that depends on what you're doing, some gameplay mods look to radically change how the game plays, and I don't see a problem with adding advanced features like that, you can balance beyond that.
Brutal Doom featuring headshots isn't something I can fault it for, because Brutal Doom so radically changes how everything works, it doesn't have the same balance as OG Doom, and that's intentional.

>BD is an example of overabundance of effects - in the heat of batle screen becomes too busy with useless clutter and makes the flow of battle harder to understand.
I fully agree with that.
I also think the visual design and sound-design is sub-standard and unpleasant.

>> No.3125804
File: 101 KB, 940x529, skullile.jpg [View same] [iqdb] [saucenao] [google] [report]

>BD is an example of overabundance of effects
Ditto. But if a map pack were made just for brutal you could clear up a lot of those issues. It doesn't work super well with vanilla maps though.

I like brutal, but like another anon said, it loses it's appeal after a bit. It's cool, but comparing it with vanilla doom is kinda stupid. Wish it had never been labelled as "more doom than doom" or whatever retarded journalists/kids were saying.

>> No.3125815

Does dxtory work with GZDoom for anyone?

>> No.3125832

Fun for a bit, then it just gets headache inducing.

>> No.3125864
File: 1.29 MB, 1280x720, how to give vr a heart attack.png [View same] [iqdb] [saucenao] [google] [report]

I don't think anything can top this

>> No.3125865


Never understood the idea of having health/armor bonuses glow. Why would they?

>> No.3125868

because they have m a g i c a l healing powers or some shit

>> No.3125869


>> No.3125872

Goddamn it hurts my eyes looking at that.

>> No.3125897

>But if a map pack were made just for brutal you could clear up a lot of those issues.
It was.

It's pretty bad, desu.

>> No.3125901

Where is the link for the most up to date doom psx lost levels?

>> No.3125918

for the record, brutal doom allows you to change the amount of blood that comes from the enemies, and geysers of blood is not the default option.

>> No.3125923
File: 65 KB, 900x900, Anger frog.jpg [View same] [iqdb] [saucenao] [google] [report]

>Most sources, including interviews with the various developers, indicate that the primary reason for the game's cancellation was a perception that "Doom had seen its prime"[2] and that its engine was too dated compared to rivals which featured advancements such as three-dimensional character models.


>> No.3125939

>It was intended to be multiplayer-oriented, possibly excluding any single player elements altogether.

Meh, not much of a loss, IMO

>> No.3125960

i know it's not really what's being discussed here, but i just love how enemies explode in blood when you shoot them with the overcharged blaster in doomRLA (before it got nerfed)

>> No.3125980
File: 410 KB, 512x384, spookybloodshedder.png [View same] [iqdb] [saucenao] [google] [report]

This is a story about the most infamous member of the Doom community: Bloodshedder.
One day, I was going to upload a WAD to /idgames, when I found out I was banned! I was furious. I was just going to send an email, when I discovered an email from [email protected] It was completely empty except for a "bloodshedder.exe". I opened it, and it extracted into a WAD called "super sexy bloodshedder hentai xxx gone sexual.wad". The title sounded intriguing. So I opened it in GZDoom 2.1, and the WAD started with a screamer, with the picture I posted flashing. Then it blue screened my computer. I opened my computer back up, to discover all of my pictures were replaced with the image, and so was my desktop background.
So I'm warning you, if you ever get sent a "bloodshedder.exe", don't click on it. You will be scarred for life.

>> No.3125990



>> No.3125991


>> No.3126009

I couldn't handle more than a couple of levels.

>> No.3126012

>whatever retarded journalists/kids
That's an interesting way to spell "Slavs".

>> No.3126013

Hope you enjoy a mod made by a guy who talks about "plasma magic turning your average white guy into a nigger faster than rap", and who also encouraged a kid on ZDoom forums to kill himself.

>> No.3126026
File: 150 KB, 1010x403, it's probably more like RGB displacement but whatever.png [View same] [iqdb] [saucenao] [google] [report]

It just needs a little bit of chromatic abberation and it'll be complete.

Try not to open this image

>> No.3126038
File: 40 KB, 225x215, jesus christ how aberrating.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3126042

Yes, blood, but not smoke, flames, gibs and screams

>> No.3126043

Slavs here.
You mad bro.

>> No.3126045

Why aren't you working on your map, anon?

Yes, you.

>> No.3126047

what map?

>> No.3126050

Your map.

>> No.3126051

but my map is done

>> No.3126052

No it isn't.

>> No.3126054

fite me

>> No.3126059
File: 540 KB, 318x174, giphy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3126060

1v1 me faget

>> No.3126062

when and where

>> No.3126075

right here

right now

>> No.3126085

i'll throw down on one of my maps

>> No.3126092

you have to finish it first

>> No.3126093

>>"super sexy bloodshedder hentai xxx gone sexual.wad"
>The title sounded intriguing
i laughed way too hard at that

>> No.3126094

>first panel
to win this game, you must kill me
>second panel
John Romero ~

>> No.3126096

Gives it that authentic late 90s/early 00s feel.

>> No.3126110
File: 85 KB, 640x480, Screenshot_Hexen_20160409_201226.png [View same] [iqdb] [saucenao] [google] [report]

I'm getting there... Abandoned uranium mine is pretty much finished. I'm glad I went with a mine at the center of the exclusion zone instead of a power plant. Mines are far spookier.

Imagine, everyone so far has told you you will only die if you go to the mine. Then you get there, see pic related, and this plays:
Your Geiger counter is screaming, but apart from that, its dead quiet... no enemies.... nothing but corpses. All the doors are locked in the main mine buildings, so you venture into the surrounding area to try to get to the bottom of this... knowing it will probably be the last thing you do.

a Morte nears completion, get hype friends

>> No.3126112

That silhouette with the fog works really fucking well.

>> No.3126115

>that riff around five minutes onwards

I don't think I've ever actually heard that song all the way through, or that's cut off ingame

>> No.3126119
File: 12 KB, 215x215, pithead.jpg [View same] [iqdb] [saucenao] [google] [report]

Taken from a real image of a pithead.

I have to say researching locations is extremely fun and rewarding. I watched a lot of amateur footage of people exploring old mines to get a feel for this map.

We used to use this as the intro music for our death metal band. stick it on while we were setting up. Excellent ambiance. The mouth/sucking/slurping noises in the background later on in the track mesh perfectly with the monsters in the area... who I wont spoil.

>> No.3126123

>tfw have tons of reference photos of STUFF of all sorts but not creative enough to make a good map

>> No.3126125

I fixed up my map, was gonna throw up a server

but by now I figure you're too much of a doom babby :^) to throw down

>> No.3126129
File: 349 KB, 1238x1223, 1459325817233.jpg [View same] [iqdb] [saucenao] [google] [report]

Just tried out the first couple maps of that Valiant megawad and I gotta say it's pretty great. I love the music, though the beefed up imps are kinda kicking my ass sometimes.

>> No.3126131

Don't laugh at other's misfortune.

>> No.3126134

>figure out how to make new brush models for ammo in quake... somehow
>editor automatically loads the new models
>game loads the defaults


>> No.3126156

Often you need a good story to start with. Once you have a reason for a map to exist, it becomes much easier! plus I usually just draw random rooms and somehow fudge them all together and make the flow/keys/enemies later

>> No.3126158
File: 70 KB, 640x480, YES.png [View same] [iqdb] [saucenao] [google] [report]

although I did skip to it
Also, beat the other hidden level
I swear this level wasn't even hard, just time consuming.
I think I did pretty good for doing this on a laptop with no mouse.

>> No.3126178
File: 515 KB, 1920x1080, Screenshot_Doom_20160409_052736.png [View same] [iqdb] [saucenao] [google] [report]

Oh man I hate this level. Only a SS then they throw enemies at long range. And then I run around for 15 minutes in the same empty hallways.

I try not to since it feels like cheating, but a lot of times I just get stuck on levels and can't figure out what to do next. I really shouldn't, and promised myself I wouldn't but I'm going nuts.

And I know it's something god damn stupid I missed.

I'm 32 yet I can't figure out a level in Plutonia.

>> No.3126191

Is that well of souls?

>> No.3126196


Yes, and I missed the STUPIDIEST of things. Only one of the hallway switches can be activated at a time, and I missed when I did my wall grunting.

Though TNT had some shitty levels it also had some nice ones. Plutonia in contrast seems to be Chaingunners: The 32 Mission Campaign.

>> No.3126204

So you're complaining about an easy level. hmm.

>> No.3126212

I'd throw out zdl for this

>> No.3126229
File: 308 KB, 2137x557, GGL16.png [View same] [iqdb] [saucenao] [google] [report]

But I did work on it, anon. Around 1000 lines of ACS code for the credits roll transition.

Everything is finished, the problem being that the writing is too damn edgy if you decide to Loop. It's very hard to downplay the looping concept of Nuclear Throne when the whole idea is the damnation of an entire dimension everytime you want to have fun in that game.

>> No.3126239

Looks neat. What's the deal with the huge number of subsectors? I'm guessing some kind of scripted 3d floor dynamic architecture.

>> No.3126243
File: 602 KB, 640x360, It's over.webm [View same] [iqdb] [saucenao] [google] [report]

Close. Scripted credits sequence akin to the original.

>> No.3126247

Understandable, a 3d multiplayer Doom with chunky models would have been fun, but they would've had to make/borrow an entirely different engine to achieve it. Besides, a year later Midway released Quake 64.

>> No.3126252

I don't see how that needs the sectors to be hundreds of tiny squares.

>> No.3126253

Meant for >>3126243

>> No.3126254

Oh. I think you could have used 8 polyobjects instead - 1 transparent and one opaque for each side.

>> No.3126258

>I watched a lot of amateur footage of people exploring old mines to get a feel for this map.
Please tell me you saw this one.

>> No.3126259
File: 142 KB, 629x629, 1413998311206.jpg [View same] [iqdb] [saucenao] [google] [report]


Will it work for multiple light changes? I kinda need those for the scripts handling an increasingly corrupted level.

>> No.3126272


>> No.3126293

I didn't watch that specific video, but I recognize the guys voice from one of his other videos. Watching now. fuck yes spooky mines

>> No.3126308

/r/ing gfx.wad

>> No.3126382
File: 1.05 MB, 1366x768, Screenshot_Doom_20160409_153351.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3126384

Truly a masterpiece, to know that I will only see it for only a fraction of my life makes me feel a great loss.

>> No.3126450
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

>Those sudden radio voices

>> No.3126454
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google] [report]

Zandro 3.0 when

>> No.3126461

When you code it

>> No.3126490

Is ZDaemon still alive?

>> No.3126504


If "alive" means "people flat out refusing to reject closed-source software fueled by inane prejudices of classic gameplay", then maybe.

>> No.3126521

Just use Zandronum already m8.

>> No.3126536
File: 104 KB, 190x263, potrock.png [View same] [iqdb] [saucenao] [google] [report]

>reloading the shotgun in doom 3 puts in 2 shells at a time no matter the difficulty even though the animation shows the marine putting in one shell at a time

fucking what

>> No.3126537

Why so?

>> No.3126538

>Implying Doom 3 is actually good and not just an engine test with a game attached to it.

>> No.3126540

>implying you can even see shit in Doom 3

also not retro brah

>> No.3126545

I never could properly discern if he put in one or two, I mean, he could be holding two and you only see one.

I think it's ok with a flashlight mod.

>> No.3126569
File: 120 KB, 247x309, annoyed01.jpg [View same] [iqdb] [saucenao] [google] [report]

>Romero praises the design of Dead Simple

>> No.3126571

Well considering it's one of the only memorable levels not designed by him I'd say he's obliged out of politeness.

>> No.3126576

Well, it's memorable at least?

>> No.3126583
File: 106 KB, 363x297, smug piece of shit pewdiepie.png [View same] [iqdb] [saucenao] [google] [report]

more like alive complex

>> No.3126592

Is his how he looks now? Jesus

>> No.3126595

Monster Condo is an amazing name for a game/mod/band/movie/book/condo.

>> No.3126598

Naw it's just some generic LPer with a highly punchable face.

>> No.3126604

So which level designer from Doom 2 had the most good levels? Romero, McGee or Peterson?

>> No.3126613

Romero (11, 15, 17, 20, 26, 29) and McGee (2-7, 14, 22) are all pretty good IMO. I'd say Romero's were most fun.

Shawn Green's map (25) is kinda decent. Petersen's maps (everything else) are all over the place in quality.

>> No.3126616
File: 271 KB, 1366x768, Screenshot_Doom_20160409_132455.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3126618

Romero definitely had the best level designing style. It's what makes Doom Episode 1 so memorable aside from being shareware.

>> No.3126619

Romero is either god-tier or needlessly complex (also rather difficult relative to their respective progression level)
McGee is genericland
Peterson is the most consistent in quality
So I'd say Peterson, gameplay-wise

Romero has the most aesthetic levels in Doom 2 though

>> No.3126623
File: 146 KB, 380x540, poor little doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3126625

Next thread OP pls

>> No.3126628

It's kinda sad/weird/whatever how the best and possibly most challenging map in Doom 2, The Living End, is rendered easymode due to the adding of jumping in the source ports.

>> No.3126632

>Peterson is the most consistent in quality

Say what?

>> No.3126638

This. Peterson's quality is all fucking over the place. Sometimes they're fine then sometimes they're horrible blocky nightmares that look awful and are awful to play.

>> No.3126639

Well statistically speaking larger N implies smaller distribution.

>> No.3126640
File: 265 KB, 1366x768, Screenshot_Doom_Europe.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3126645

Where's the king?

>> No.3126664

He's dead can't you see the skull?

>> No.3126667

I'm looking at Petersen's list of levels and I can't think of a level I really hate or really really like. They're all fairly linear, except for the urban levels that aim for more exploration and the few meme ones (12 and 13 for the former; 7, 8, 30, and maybe 23 for the latter).

Romero's submission on the other hand are either extremely straightforward (20) or bighuge (15, 26), and are way less linear. As such you can easily get bogged down in them.

>> No.3126669

That's a key though. Don't you know what a key looks like??

>> No.3126673

Romero really likes circles too for some reason.

>> No.3126712
File: 362 KB, 1366x768, Screenshot_Doom_20160409_140639.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3126745

it's a memorable design

>> No.3126750

I always liked Dead Simple. It's a good arena map.

>> No.3126767
File: 21 KB, 202x330, Doom_novel_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here has read that?

>> No.3126770


I have. Got it when I was a wee lad.
First book was okay. The rest spiraled downwards very, very quickly.

>> No.3126779

I love how those novels were basically bad fan fiction that they got kids to spend money on.

>> No.3126781

The second book is Mormon propaganda.
I'm not joking.

>> No.3126782
File: 6 KB, 300x300, stupid imp.png [View same] [iqdb] [saucenao] [google] [report]

So, I tried to play some custom wads for the first time and keep running into a weird bug. I wanted to play Hideous Destructor, problem is my mouse view 'teleports' to look at the ground if I look upwards, past the center of the screen. It makes the game basically unplayable.
Happens in Crossfire as well, at least after a map or two.

This doesn't seem to happen in the base game and I've googled the issue with no success. Any ideas?

>> No.3126786

That Dafydd ab Hugh faggot is a legit writer (unlike his name). Even won a Hugo.

>> No.3126790
File: 93 KB, 594x1003, infernal sky.jpg [View same] [iqdb] [saucenao] [google] [report]

First book is good and worth reading, it's way better than a novelization of Doom has any right to be.

Then after the first book, with each volume, it's like a 10% drop in quality, a 20% increase in weird, and a 30% increase in "This isn't really Doom anymore"

Like, I won't say that the other books AREN'T worth reading, or that they're outright BAD, but it pretty much is another story after the second one.

>> No.3126793
File: 2 KB, 466x18, pol is always right.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3126797
File: 69 KB, 500x750, pol being right intensifies.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3126801

No it isn't.

He's a libertarian though, hardly the forced meme /pol/ always imagines.

>> No.3126805

2016 /pol/ is Trumpist and pro-protectionism and welfare state for whitey.

>> No.3126808

Is The Pit taking the piss? This level is absolutely terrible. It's like Doom 2 goes on a nosedive of level quality after Dead Simple.

>> No.3126809

I never said /pol/ wasn't a collective of retards.

It gets better after that.

Then it gets worse at around Map 12

>> No.3126810

The Pit is notorious for the dearth of ammunition. If you start pistol only it can get ugly. It does improve from that point though.

>> No.3126816

I really wish that "Into Sandy's City" got played on good levels.
It's one of the best DOOM II songs.
The two that it actually plays on are shit, and neither of them have anything to do with Sandy's City.

>> No.3126817

It's just that the geometry and texture work is just atrocious. It's like some 16 year old's my_first_map.wad from the 90s.

>> No.3126827
File: 45 KB, 600x463, graph-1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3126834

What's the other one it plays on except for The Pit?

>> No.3126835

The trick teleporters are annoying.

>> No.3126842

>once self-damaging projectiles hit zandronum
They are already in. Spawn a projectile with acs and don't make the player the target, it will damage them.


Use A_ClearTarget in its decorate.

>> No.3126852
File: 99 KB, 346x1600, 4802997+_a09357721f0ff468d1b5178d0ac9bf62[1].jpg [View same] [iqdb] [saucenao] [google] [report]

They're canonically artifacts from hell, like the various spheres (forget if Blur Sphere is artifact or UAC thing though.)

It's also why it makes no damn sense when mods like BD make the armor bonuses marine helmets. They're supposed to be magical hell things, and it kinda makes sense that picking up another magic helmet would increase your armor somehow, whereas the marine helmets implies the Doomguy is stacking them like pic related.

>> No.3126853

do people here ever DM ?

>> No.3126856

Then how come episode 3 and the latter levels in D2 don't have way way more powerups?

>> No.3126857


>> No.3126858 [SPOILER] 
File: 2 KB, 25x25, 1460225714751.gif [View same] [iqdb] [saucenao] [google] [report]

Nom nom nom

>> No.3126861

How did the mancubro get there

>> No.3126863

Doom is love


>> No.3126864

Because level design is not the same as story.
How come there are still switches that are UAC switches in Episode 3?

>> No.3126867

an unfortunate accident with an hypodermic syringe. he doesn't like to talk about it

>> No.3126869

Cultural appropriation.

>> No.3126878
File: 1.50 MB, 370x288, when it hits too hard.gif [View same] [iqdb] [saucenao] [google] [report]

Even the simplest of DOOM trivia blows my mind sometimes, like how "Waiting For Romero to Play" was originally supposed to be used on E1M3, but got shoved back to DOOM 2.

Anybody here know any fucking wacky or MUH DEEP LORE style trivia that most people don't have any clue about?

>> No.3126881

There's plenty of stuff but I'm not sure what parts of it I made up in my years of playing the game and what's legit.

>> No.3126892
File: 840 KB, 1366x768, this fucker took ten minutes to kill.png [View same] [iqdb] [saucenao] [google] [report]

>playing colorful doom with guncaster

op weapons for op enemies. interesting.

>> No.3126898

There's a 0.005% chance in DOOM 2 that a Golden Imp will spawn that can climb walls and shoot four fireballs at once in a horizontal spread.

>> No.3126902

Shoot at the Icon of Sin EXACTLY 6667 times to see a Baron's tits.

>> No.3126903

are you an asshole IRL too? or does 4chan bring it out

>> No.3126909

if u play the gibberish at the end of doom 2 backwards you hear: "Hi, i'm john romero the head inside the demon you have to shoot. And you have to shoot me to win the game"

>> No.3126910

In the Doom Manual they were referred to as "Health Potions" and "Spiritual Armor."

How come there are more stimpacks and medikits in e3 than any previous episodes, and how come the BFG is only found in episode 3?

>> No.3126914
File: 2.08 MB, 360x270, butwhy.gif [View same] [iqdb] [saucenao] [google] [report]

What the fuck?

>> No.3126917
File: 67 KB, 239x267, joakim.png [View same] [iqdb] [saucenao] [google] [report]

Well, you can see a Baron's tits without having to do that. Just gotta play the right wad.

>> No.3126918

>How come there are more stimpacks and medikits in e3 than any previous episodes, and how come the BFG is only found in episode 3?
The demons jacked the BFG from the Phobos Lab and brought it to Spidey. It was later used to engineer the Arachnotrons.

>> No.3126921

The animations for the bonuses (especially the armor bonus with its green glow) also give the impression they are glowing.

>> No.3126923

>It was later used to engineer the Arachnotrons.
Then how come they shoot green plasma rifle shots instead of BFGs?

>> No.3126924

Rapid fire is more tactically beneficial than huge ass projectiles, also allows for more maneuverability, etc. Keep in mind hell forces already have heavy artillery in the form of the Arch-Vile and Mancubus.

>> No.3126927

Because Doom Babbies have never played the game without brightmaps.

>> No.3126934

here's a good one: the numbers of the levels included in the press release beta seem to imply that episodes 2 and 3 were swapped late in production

>> No.3126937

> The lost soul is gray and has alternating yellow and blue energy around the skull instead of flames. They attack from afar with an invisible hitscan effect rather than a charging attack.

Fuck me.

>> No.3126945

The movie The Revenant was originally about the monster.

>> No.3126949

I never heard that before.
I remember hearing that some of E3's levels got swapped around with E3's levels and were hastily retextured, which explains the shitty texturing of some levels, and that one room where corpses are literally hanging from the sky.
That, and that the Spider Demon and Cyberdemon's roles/areas in the game got swapped around, with the Tower of Babel originally being the last level, where you fought the Cyberdemon.

>> No.3126951

I meant to say that E3's were swapped around with E2's. Fug.

>> No.3126954


It has nothing to do with brightmaps, dumbass.
You're as retarded as the people you supposedly crusade against.

>> No.3126957

So is Romero going to release an entire iwad now or what?

>> No.3126965
File: 42 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

I've found 50's or earlier sci fi/fantasy movies to be very good inspiration for doom map architecture.

>> No.3126970
File: 158 KB, 640x480, 1460228583.png [View same] [iqdb] [saucenao] [google] [report]

anybody else see this and think "why is there a table stuck to the ceiling"? took me years before i realised it was a chandelier

>> No.3126972

He's making a new FPS game entirely.
Said it'll be revealed soon.

>> No.3126974

doubt it. there's no money in doom wads.

>> No.3126975


90s megawads are great in how vaguely their architecture can mimic IRL things.

>> No.3126976

Playing Doom now.

When does it get fun?

>> No.3126978
File: 19 KB, 346x284, 1421102525050.jpg [View same] [iqdb] [saucenao] [google] [report]

>wake up
>lying in bed
>don't want to get up yet
>suddenly have great idea for a secret
>jump out of bed, grab notebook and pen and start scribbling


>> No.3126983


>> No.3126989 [DELETED] 
File: 29 KB, 452x280, weliketoworkhardandhavefun.png [View same] [iqdb] [saucenao] [google] [report]

On May 13th, my friend!
Pre-Order your DOOM™ Collector's Edition and Season Pass today.

>> No.3126995
File: 88 KB, 960x665, MIDSEPN.jpg [View same] [iqdb] [saucenao] [google] [report]

the revenant was originally supposed to be some sort of undead marine

>> No.3126997


>> No.3126998

What are some good maps to play Russian Overkill on?

>> No.3127000


>> No.3127002


>> No.3127003 [DELETED] 

>the revenant was originally supposed to be some sort of undead marine
Holy shit.
DOOM 16's Revenants are actually undead marines.
I kinda like that the new game is taking so many pages from the DOOM Bible and the original concepts for the games.
That, and the DOOM 64-esque atmosphere is nice.

>> No.3127007

I'm really excited for it

>> No.3127008 [DELETED] 

>DOOM's Spider Mastermind was originally planned to have psychic powers
>DOOM 16's Spider Mastermind has several different psychic or "Psyonic" attacks

>> No.3127010

>"Spiritual Armor
That even sounds like something from a Bible game.

You know it occurs to me that for all the Satanism hubbub the media moral guardian types made in the 90s, Doom is the probably one of the most Christian games ever made. You're donning the Spiritual Armor of God and descending into Hell to combat the legions of Satan. If they threw in some Bible verses or just made the Megasphere or something into a crucifix or a Holy Bible it literally would just be an unusually gory Bible game.

>> No.3127017 [DELETED] 
File: 399 KB, 2592x1456, PSYCHOACTIVE.jpg [View same] [iqdb] [saucenao] [google] [report]

Huh, neat.
That, and the Sargent's ripped off hand being used on the scanner are both carry overs from the original design docs and the Bible.
Really like the bits of lore they've added to the enemies too, like the organic Mancubi literally flinging flaming shit and organs at you, and the Cacos literally belching their fucking PSYONIC bile at you.

>> No.3127019

Okay, that's pretty fucking cool

>> No.3127020

>tfw you will never have a pet pinky demon
>tfw you will never play tag with a lost soul
>tfw you will never be spooked by a specter
>tfw you will never debug an arachnotron
>tfw you will never laugh with the archvile
>tfw you will never do experiments at the Phobos Lab
>tfw you will never climb the Tower of Babel
>tfw you will never travel through the Underhalls
>tfw you will never work at The Factory
>tfw you will never hang out in Downtown
>tfw you will never live in the Tenements
>tfw you will never go on excavations at the Abandoned Mines

>> No.3127021
File: 8 KB, 250x227, cackledemon.png [View same] [iqdb] [saucenao] [google] [report]

that icon looks like a cacodemon in a tuxedo

>> No.3127026


>> No.3127027

>tfw we'll never see the sketches Adrian made for Quake

>> No.3127028
File: 30 KB, 254x238, HM_A.gif [View same] [iqdb] [saucenao] [google] [report]

Here is a gif I made of what I said here >>3126921 since apparently this didn't exist already.

But then who made the first brightmaps??
Or is it just Doombabbyturtles all the way down?

>> No.3127032

>If they threw in some Bible verses
Episode 4 map titles!

>> No.3127034

>Doomguy's helmet design fits the beta-like HUD design
it's the little things...

>> No.3127035

>HAR and Chaingun
Does this mean the new game has painstates?
Because it matches up perfectly with the Cacodemon's weakness in DOOM 1/2 being rapid fire weapons, therefore Chainguns absolutely slaughter them.
That's pretty nice.

>> No.3127038

Any reason for this?
I didn't even know that there was planning or concept art for Quake.
I thought it was just slapped together as they went along.

>> No.3127040
File: 193 KB, 877x960, mmmmm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3127041

Someone still had to make the concepts.

>> No.3127047

I want to see John Carmack wrestle Gabe Newell in some sort of VR fighting game.
Carmack using his Oculus with the motion controllers, and Gabe using his Vive.

>> No.3127070
File: 82 KB, 480x640, DooM seat.jpg [View same] [iqdb] [saucenao] [google] [report]

Been playing that as well.

Also Polished Skull is fucking awesome. Love how it just kinda 'updates' all the guns but doesn't really change anything.

>> No.3127092

Try http://www.replacementdocs.com
They might have it

>> No.3127128

That's a great idea anon, man, I love that movie but this never occurred to me. Now I want to watch it again.

>> No.3127145

Silly question, does anyone have a link to a program/hack for Explorer to show .tga thumbnails? It's a pain in the arse having to open everything when trying to find one texture and every link I've found that would work leads to fucking Megaupload or other dead filehosting sites.

>> No.3127146
File: 1.67 MB, 3600x2622, 300007-metropolis_productionstill_300dpi_09.jpg [View same] [iqdb] [saucenao] [google] [report]

I haven't watched Forbidden Plannet yet but I'm planning to. From what I've seen the visual design/effects are great and the plot seems to be fairly original and free from cliches (at the time it was made, like any highly influential work)

>> No.3127159

It was actually meant to be the science fiction version of The Tempest, a Shakespeare play, also some Jung/Freudian stuff in there too. Also a younger Leslie Nielsen in a more serious role. it's a really good movie, I've loved it since a little kid.

>> No.3127160

That is actually a very nice texture replacement.

I agree with
It does looks like the HD ones rescaled to original res.
Do you know where it can be found?

>> No.3127173

>Framerate killer

Blood was doing this 20 years ago

There shouldn't be any drop in performance if done correctly

>> No.3127176
File: 121 KB, 1152x720, 1407583573427.webm [View same] [iqdb] [saucenao] [google] [report]

it's onomatopoeia for the sound of a revenant punching, which is a japanese doom meme

>> No.3127178

GZDoom is terribly optimized, go figure.

>> No.3127181

that's fucking adorable

>> No.3127182

Voxels are fine in the zdoom software renderer, but gzdoom renders each single voxel as a 3d model cube. Which is pretty retarded.

>> No.3127252
File: 165 KB, 1024x768, imperial_guard_marksman_by_hrvojesilic-d88hbc0.jpg [View same] [iqdb] [saucenao] [google] [report]

>What for?
I need someone to draw sprites of a fictional weapon called the Lasgun. From Warhammer 40k. I've put together an album of pictures of lasguns and different patterns of them and Imperium soldiers equipped with them to give you the sense of size and whatnot. http://imgur.com/a/JfpeH be sure to read the text at the bottom of the album it's important. Thanks to whoever helps.

>> No.3127264

Doom has always had brightmaps.
So in a way, you're right.

>> No.3127267

For Doom*

>> No.3127295


I love The Pit. Nice music, nice gimmick. Just be smart with ammo. Search everywhere. Do a lot of monster in fighting.

>> No.3127306


See the INTERIOR of the helmet seems to glow. But Doom mods just lazily has the whole damn thing glow.

>> No.3127328

Japanese people actually care about Doom?

>> No.3127335

is there anyway to randomize the monsters in a level after dying & restarting?

>> No.3127337

dude, they have public high school courses in which they build Doom levels.

>> No.3127339

That doesn't mean anything. There are high school courses for literally everything, no matter how trivial or useless in the real world.

>> No.3127343

I had a dream where I was fighting (and getting beaten by) a revenant in Super Punch Out
If only it was possible to make that dream a reality

>> No.3127346


How long have you been under a rock?

>> No.3127354

there are zdoom mods that do this aren't there?

>> No.3127376

They've got an entire category: randomizer wads, or R667 shitfests depending on who you ask.

>> No.3127385
File: 36 KB, 640x480, 1460242086.png [View same] [iqdb] [saucenao] [google] [report]

i find it easier in prboom than zdoom but i'm more used to the former. why does jumping make it easy mode?

>> No.3127425

You could rip the one in Fire Warrior (2003) from a screenshot or otherwise. There are also mods for source engine games that has them.

>> No.3127435

I hate model rips personally. If model rip has to be done it should be drawn over in Doomish graphics. I ain't skilled in that though.

>> No.3127447

Of course you'd need to downscale it (make a 320*200 photoshop document and use "Bicubic Sharper" for your resampling mode. Then just paste the cut out weapon sprite into it and scale it down.) and apply some levels and hue layers and then convert it to the doom palette in slade. Those aren't very hard things to learn.

>> No.3127448

>possibly most challenging map in Doom 2, The Living End
It's a great map, but I don't get why you thinks it's exceptionally challenging. It's very straightforward.

>> No.3127450

Anyone know which QuakeC script controls player bounding box size? Google is giving me files that don't exist.

>> No.3127457

There's also this sprite by "Sgt. Shivers". If you use it make sure you credit him

>> No.3127464

Holy shit. Thanks.
Hmm I see.

>> No.3127490 [DELETED] 

Someone dug out some of DOOM 16's bestiary.
These aren't all of the demons in the game though, as Lost Souls aren't mentioned, but are confirmed to be in the game.
They are as follows:
>Balgaar (Hell Variation of the Cyberdemon/Is totally organic, with no tech)
>Wraiths (Not much is known about what they look like, or what they are like to fight, but their log mentions that before they enter battle, they release a shriek so loud and terrifying, that it sent an entire civilization into panic)
>Hell Knight

As said before, this is only a small portion of enemies.

>> No.3127510 [DELETED] 
File: 703 KB, 3456x2109, DOOM-4K-1.jpg [View same] [iqdb] [saucenao] [google] [report]

i'm very excited for this game

>> No.3127513
File: 136 KB, 325x325, 498ed76be651cffb6bb9bac6a9bb75c3.png [View same] [iqdb] [saucenao] [google] [report]

>Wraiths (Not much is known about what they look like, or what they are like to fight, but their log mentions that before they enter battle, they release a shriek so loud and terrifying, that it sent an entire civilization into panic)

>> No.3127519
File: 32 KB, 500x553, 1440089997835.jpg [View same] [iqdb] [saucenao] [google] [report]

>Wraiths (Not much is known about what they look like, or what they are like to fight, but their log mentions that before they enter battle, they release a shriek so loud and terrifying, that it sent an entire civilization into panic)

ok now i'm interested.

>> No.3127529

>three posts almost exactly one minute apart

>> No.3127532
File: 139 KB, 943x619, proof.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3127534
File: 7 KB, 383x145, (you).png [View same] [iqdb] [saucenao] [google] [report]


>> No.3127550
File: 14 KB, 483x136, (you).png [View same] [iqdb] [saucenao] [google] [report]


>> No.3127552
File: 249 KB, 1130x900, I can't get these friggin demons out of my starbase.png [View same] [iqdb] [saucenao] [google] [report]

>Wraiths (Not much is known about what they look like, or what they are like to fight, but their log mentions that before they enter battle, they release a shriek so loud and terrifying, that it sent an entire civilization into panic)
Why are Zenimax doing such a shit job with advertising with cool stuff like this?

These leaks have consistently made my far more hyped than anything official since E3

>> No.3127556
File: 309 KB, 1536x1083, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Those are the Chinese m8

>> No.3127561

>two posts 3 seconds apart
>still accusing samefag

>accused samefag for two earlier posts less than a minute apart

Your detective skills suck.

>> No.3127563

nice shop refamant

>> No.3127597
File: 75 KB, 142x208, Iamnowamatureman.png [View same] [iqdb] [saucenao] [google] [report]

I've been going through some John Romero interviews on YouTube and taking notes pertaining to level design. I think this is some pretty neat, insightful stuff that will hopefully help me learn the craft better, so I'm sharing.
So here are some of the main caveats of good video game level design.

>Design the first level last! As you are designing multiple levels for a wad, you are going to learn a lot and discover (or rediscover) what it is exactly you are doing or trying to convey with your levels. You're going to improve, so save the first levels for last and they will be the best to hook the player into continuing to play your wad.

>Show the player something really cool at the beginning of your level, something that will hook their interests. The first level of Doom II has the player facing those diagonal, arrow-shaped steps. I didn't realize at the time, but I think that was the reason that I didn't even know there's a chainsaw behind you for a very long time. The interesting shape draws in your eyes and the inactivated enemies tempts the player forward.
>"U" shaped levels is the most basic way of doing a non-linear path through the level. It's a little more interesting, and with windows you can show the player the exit that he doesn't have access to yet, so he has a clear goal in mind and knows where he's going.
>The most major game play element in Doom is that of skillful movement. Players like large areas in which they can move, they generally do not like small rooms and skinny hallways; tight, cramped spaces take away the player's agency to decide how to react to scenarios in different ways.
>Level "hubs" are great to let the player explore. E1M2 starts this way, and E1M7 is a really good example. Give them a choice which way they want to go and let them explore.
>No level symmetry. Having one side of your level being identical to the other is lazy and could confuse the player.

>> No.3127602

>High contrast areas. Having contrast across spaces keeps the player engaged and leads them to the next area. Bright areas should touch or lead to dark areas, and showing the player big variations in height makes it dynamic. Hallways and wide, open areas can lead to tight spaces; tiny rooms should feel like you're inside the "guts" or inner-working of a structure.
>No branching paths, whether or not they lead to the same place, the player will end up regretting his choice and want to double back just to try out the other paths. You want the player to feel like he's exploring so don't force him to choose one path because he won't stick with it. You're supposed to feel confidence in hitting the exit switch, knowing that the level behind you is fully explored and conquered.
>Putting in little areas that are unnecessary and you don't need to go to in order to complete the level can be rewarding for the player because it will make him feel like he's exploring, but be careful to not overdo this one.
>Windows into other rooms slowly reveals the layout to the player and tells him what he needs to do. It's a handy trick to making the level seem much more complex than what it actually is. Look at E1M7, there's a lot of windows in that level.
>Changing shapes in intentional ways to sort of guide the player through a concept of some kind. Romero put a lot of thought into E1M1: First room is very simple and square-shaped with all straight lines. Then there's a diagonal hallway which is something that at the time hadn't been done before in Wolfenstein, it was supposed to be noticed by the player. Then in another room you are shown a zigzag walkway and that was meant to show the player that this really is NOT Wolfenstein anymore. There was thought put into each part of it. If you are creatively struggling, I would suggest establishing some shape or idea for a room, and then design the next rooms similarly but with growing layers of complexity and variations.

>> No.3127605

I got more, but I don't feel like writing anymore, maybe tomorrow I'll continue.

>> No.3127679

What are a few maps that show maximum of GZDoom's mapping/scripting possibilities?

>> No.3127684

Mind linking the interviews you're getting these from?

>> No.3127689
File: 3 KB, 64x72, WALL03_3.png [View same] [iqdb] [saucenao] [google] [report]

Was this texture used anywhere in the original Doom?

>> No.3127701


>> No.3127703

I only saw it once in E2M3's cacodemon cage.

>> No.3127710

you damn well better.
that's good stuff. thanks.

>> No.3127731

Anyone know how to install Roland SC-55 soundfont on GZDoom?

>> No.3127748

I'm no fan of BD, but this is a stupid fucking reason to shit on it. If you're going to forgo media created by anyone who expresses "problematic" views, you'll find yourself bereft of the bulk of classic literature. Art should be judged on its own merit, not by the character of the artist.

>> No.3127764

In the .ini set fluid_patchset= to the path to your soundfont. Then in the sound options menu in game, set the midi device to fluidsynth. I am Linux so your mileage may vary.

>> No.3127774

I sorta new to adjusting Doom, where is the .ini?

>> No.3127845
File: 507 KB, 599x891, doomguy figurine.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3127851

>ages 5 and over
Max kekles.

>> No.3127853

Its a decent map, I'd say.

My only dislike is that its been imitated way too much in megawads.

>> No.3127873

Guys, what if instead of DUMP, it was called:

Learners' Ongoing Adventures in map Development

aka LOAD

>> No.3127874

>People pretend to dislike Dead Simple now
It's a great one-off map.

>> No.3127881

It's kind of plain, but it passes as sort of a boss encounter.

>> No.3127884


DUMP is better because thats what you're getting when you play those maps.

>> No.3127887
File: 245 KB, 345x422, DEALWITHIT_1.png [View same] [iqdb] [saucenao] [google] [report]

It's a dumb, annoying, frustrating slaughter map that was made in less than an hour. Deal with it.

>> No.3127893

>19 monsters is a slaughtermap

at this rate map01 is going to become a slaughtermap

>> No.3127912

It's a "slaughter map" because there is literally nothing else to do but wipe everyone out. The big caveat of level design is, EXPLORATION FIRST, killing second. The level overall is cheap, and annoying.

>> No.3127916

guess that makes e1m8, e2m8, and e3m8 slaughtermaps, since that's the only thing to do there too

>> No.3127919

I would love to see something like this in doom4

>Pull one last lever
>Camera pans out of the camera and gives a bird-eye view of the level with monsters crawling around the area, maybe some marines still alive getting slaughtered.
>Level finish screen

Why will I never be satisfied

>> No.3127920

Link pls

>> No.3127926

Read the OP, feget

>> No.3127961


>> No.3128042

ZDoom Community Map Project 2?

>> No.3128056

>The first level of Doom II has the player facing those diagonal, arrow-shaped steps. I didn't realize at the time, but I think that was the reason that I didn't even know there's a chainsaw behind you for a very long time. The interesting shape draws in your eyes and the inactivated enemies tempts the player forward.

That part is really subtle genius. The player sees inactive enemies so the first instinct is to go attack. It's one of my favorite levels of Doom II.

>> No.3128089

>slaughtermap is defined by monster count
>not even ribbiks, a slaughtermapper, agrees with this

>> No.3128106

well what would you define it as? because I'm having a really hard time defining map07 as "slaughter" without cheapening the usage of "slaughter"

you fight up to seven dudes, then you fight up to 12 dudes, then the map's over. it's not hard at all - hell, the map gives you a super shotgun, plasma rifle, rocket launcher, megasphere, 10 backpacks, and plenty of ammo for everything. if you grab the rocket launcher, the fight's over in no time.

if it doesn't have difficulty or monster count, then what does it have that'd make it "slaughter"?

>> No.3128142

Dead Simple is LITERALLY not slaughter.
Go 2 It is a textbook example of what slaughter actually is.

>> No.3128148

Yeah I'm sure Ribbiks agrees with you and thinks Dead Simple is slaughter.

>> No.3128157

Do you think Doom II should have tried harder to make it feel like you're on earth? It's mostly the same enemies from 1 plus more extreme ones. Without seeing the title of the leve, you'd never know most of these are supposed to be part of some city or star port.

They could have added zombie civvies, scientists, soldiers, etc.

>> No.3128164

I don't really like Doom 2 in the slightest cause the levels are mostly not very fun. Making sure you actually knew you were on Earth half the time might've improved it a little, but not very much.

>> No.3128175


Well, I agree that about 50% of the maps are boring slogs.

But Doom and the expansions do feel kind of samey. Adding different kinds of enemies would differentiate them a bit.

The Former humans you see in Doom, I think are technically supposed to be UAC Marines on Phobos and Deimos. It's a bit weird that every other former human you see looks exactly like those guys. They could have reskinned them for certain areas.

>> No.3128180

Nothing really noteworthy but I saw this just now: http://attackofthefanboy.com/news/new-doom-2016-details-revealed-esrb/

>The ESRB rated DOOM as M for mature players over the age of 17. The content descriptors are: Blood and Gore, Intense Violence, Strong Language. They rated the game on PC, PS4 and Xbox One.


>> No.3128202

I'm a different anon to the guy whos saying Dead Simple is slaughter. I agree that it isn't slaughter at all.

I'm simply saying theres a lot more to Slaughtermaps than x amount of monsters. Unless you want to say Vela Pax is slaughter because it sports thousands of monsters per map, even though they're just really big maps.

>> No.3128203

Not sure if this comes up often in these threads, but would you ever consider getting a doom tat? I might if it were subtle, small but proportionate with decent symmetry. Something like >>3127028 might be cool.

>> No.3128215

No, and not a Quake tattoo either.

Maybe Carmack's smirking face, though.

>> No.3128217


>> No.3128220

just on your buttcheeks, carmack staring into your soul, going "MMMMMMMMM"

>> No.3128224

One of my favorite mods.

>> No.3128237
File: 51 KB, 467x353, enougha this bullshit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3128238

Every time you poop you get to mentally hear his soothing technobabble.

Lots of poop means you have to use a tighter compression methodMMMMM, especially if the throughput of the waste pipe lacks the quantum defibrilation required to extrapolate the fecal data plane on the X/Z axisMMMMM.

>> No.3128270

Back in the day it felt very "earthy". I remember me and my buddies were hyped about levels like Downtown that try to mimic an urban setting.
Remember where 1 left off: a complete hellish, fantastical environment with nothing resembling anything human at all. In 2 all the sudden you get apartment buildings n shit.

>> No.3128296
File: 148 KB, 1280x853, 2i9pmx0[2].jpg [View same] [iqdb] [saucenao] [google] [report]

Are you telling me that in all this time NO ONE has made a "score card" option?

Selectable from the main menu. Lists all the levels, what difficulty you've beaten them at, and whether you've 100%'d that level, your time and PAR time.

Would have thought this would be perfect for Source Ports.

>> No.3128329

DoomRPG does something very similar.
In the hub-level's teleporter, which takes you to the maps of whatever mapset you have loaded, it lists your score for kills/items/secrets, your time, and whether any random events are taking place there.

>> No.3128349

A Quake tattoo would be pretty cool, but I'm not a huge fan of Quake

>> No.3128354

vidya tats are cancer
hipster nostalgia ones too

>> No.3128358

I feel so out of place due to liking Quake more than Doom.

>> No.3128364

quake queer

>> No.3128367

I think I'm the only person on the board who prefers Quake 2 to the original.

>> No.3128370

Quake's still cool. I just started having a go with it recently with a new source port. Also learned how to run map packs and such, so that's neat.

>> No.3128375

Please tell me someone is porting Doom to Ocultus Rift and other VR devices. It'd work so well.

>> No.3128376

Zandronum's already ported.

>> No.3128379

Wasn't there that source port GZ3Doom?

>> No.3128380



>> No.3128384

Which port are you using? There's less differences between the various Quake ports compared to Doom simply because Quake is more modern to begin with so there's less stuff for the ports to fill in.

>> No.3128385

Quakespasm is the one I'm using now. I tried DirectQ which was cool, but I liked Quakespasm more.

>> No.3128395

Quakespasm is one of the best ones and most recently updated, stays very close to vanilla Quake while allowing you to have fun with increased map limits, transparency, and so on. DirectQ is outdated and somewhat buggy as well due to being from the era where people couldn't decide if they wanted to imitate GLQuake or software Quake (Quakespasm strikes for something between the two, which is honestly the best option because straight GLQuake gets rid of stuff like fullbright textures).

DarkPlaces is the other 'big' Quake port, which has a jillion and one extra options meant for making it look pretty but IMO it just looks like crap instead. I think the author rewrote the entire mouse input stuff, though, because it feels really great (almost like GoldSrc) compared to Quakespasm's somewhat twitchier aiming (and some odd angle-snapping stuff I'm apparently the only person who experiences, but running the SDL version of the port solved most of the issues).

There are a few other notable ones like ezquake and Fitzquake (which Quakespasm is directly branched off from), but QS is simple enough to use- and lots of mods are made directly for it with no guarantee of working on other ports- that the others aren't really necessary.

>> No.3128397

p.s. if you're playing with texture filtering enabled you're a weenie.

>> No.3128404

first i've heard of it being made in a hour. citation?

>> No.3128409

I've never played Quake 2 even after all this time, but know a fair amount about it. Is it worth playing to see what id improved and what id fucked up compared to Q1 and see what all the fuss about the Strogg is?

>> No.3128416

why tf did you spoiler this

>> No.3128419

I think it's a solid game with the minimal sense of storytelling and atmosphere the original lacked. It's very fun to play, even if some of the combats are fairly repetitive and tactically simplified. I like the sense of progression and the feeling what you're doing actually matters, as emphasized in the hub system and the changing themes from episode to episode.

I think one of the major reasons for the shit it received is that in retrospect it helped spawn the cancer that is modern slow-paced FPS. The other reason being that it has nothing to do with the first installment, as the title of the game was picked mostly on legal and commercial grounds. Both of these reasons are extraneous to the game itself, which like I mentioned is still pretty solid.

>> No.3128423

I hit ctrl+s by accident and didn't realize it.

>> No.3128435

Nah I liked it more than Q1 as well, but the series overall just didn't manage to grip me like Doom did

>> No.3128441

Well it's a different beast entirely. It's not even that much of a series properly speaking: 1 is 1, 2 is sci fi FPS, 3 is a tech demo (albeit a breddy gud one) with no story mode, and 4 is modern FPS-CoD-tacticool bullshit.

>> No.3128447

How would you even describe Quake 1 (i.e. 'sci fi FPS' or 'tech demo')?

"Well, it's a medieval-Lovecraftian FPS with hints of sci fi that was originally supposed to be an open world fantasy RPG and is also completely unlike everything else with the Quake name"?

>> No.3128448

Jesus Christ Romero, why are you using those horrible filters and effects?

>> No.3128451

How about source ports for Quake 2?

>> No.3128452

Quake 1 is just Quake 1 imo. I can't even come to think of a way to look at it objectively enough to categorize it. How would you define Doom? "FPS with sprite graphics and midi music where you shoot demons and shit"?
I mean there's a reason "Doom-clone" and "Quake-clone" were legitimate definitions for a long time.

>> No.3128453

Fair enough, but the first time I played it (a few years ago, mind you) I've heard people saying things like "Quake is Doom in 3D" or "Quake is the natural evolution of Doom" and then I play it and I'm incredibly underwhelmed.

Maybe if I went it with no prior knowledge I would have liked it better

>> No.3128456

>"Quake is Doom in 3D" or "Quake is the natural evolution of Doom"
Compare "Brutal Doom is how Doom is meant to be". Draw obvious conclusion

>> No.3128457

>"Quake is Doom in 3D" or "Quake is the natural evolution of Doom"
Makes sense since that is literally how id advertised it.

>> No.3128461
File: 142 KB, 425x282, 1356275020326.jpg [View same] [iqdb] [saucenao] [google] [report]

>get neat idea for an area in a map
>five minute into Doom Builder and already lost interest

It's too easy to demotivate myself.

>> No.3128464

> "Brutal Doom is how Doom is meant to be"
Jesus Christ
If Romero et al wanted to include geysers of blood and 3edgy5u quips, they would have done so. 1990s game technology wasn't that paleolithic.

>> No.3128465

How do you turn off texture filtering in Quakespasm? Can't seem to find any option.

>> No.3128467

That's fair, I guess. I was thinking more Doom is "The player, Doomguy, shoots demons and doesn't afraid of anything" and Quake is "The player, Ranger, shoots things that should not be and does afraid of things because it's fucking dark and these enemies are more annoying than Doom's holy shit fuck Vores and tarniggers."

They're definitely different games. Doom is run and gun and shoot and RIP and TEAR, Quake (at least Q1) is generally slower paced with less wallhumping and more exploration (in no small part due to the possibilities that come with true 3D levels), with tankier and heavier hitting enemies that you can't rely on your Super Shotgun to mow down with no problem.

>> No.3128470

The gl_texturemode console command. gl_texturemode gl_nearest will disable it entirely for delicious pixely goodness, while gl_nearest_mipmap_linear and gl_nearest_mipmap_nearest will enable mipmapping on distant textures (which was in software Quake, but IMO looks worse than no filtering at all).

It might not take between game launches so it's a good idea to stick it in your autoexec.cfg file.

>> No.3128471

Concept-wise it's accurate. But concept isn't everything in games (even if it can mean a lot).

>> No.3128474

It was an innocent time when kids swallowed game companies' marketing whole and regurgitated it everywhere

>> No.3128478


Original Doom is meant to be played slower, and more like a horror game. Later games made them more fast paced and "Extreme". This later mindset is what people "think what doom is about". Doom comics and others reinforce this.

So then it doubles back into something like Brutal Doom.

>> No.3128480
File: 348 KB, 600x727, quake_again____by_yonaz[1].jpg [View same] [iqdb] [saucenao] [google] [report]

True, if concept was everything then Quake 1 would still be about Carmack's D&D campaigns.

>> No.3128485

Pixely goodness sounds good. I turn off texture filtering in GZDoom.

>> No.3128492

Objectively speaking, isn't Quake the natural evolution of Doom? Transition from 2.5d environments to full 3d with overlapping levels, more intelligent enemies that can have behavior beyond "shoot projectile at player and melee if they get within X units," modding tools available from the get-go for players to make their own maps and mods, yet keeping many of the same features (general weapon types, secrets, armor types, megahealth, etc).

>> No.3128495

Personally, living in the non-western world meant I wasn't even exposed to direct advertising as much, and had to rely on second-third-fouth-hand memes like "demons are really nazi soldiers from Wolfenstein" and "Doomguy will have a gf in next game".

>> No.3128498


Technical evolution: yes.

But it's a differnet game in terms of setting and atmosphere. It's medieval castles with modern weapons. Visually there's brown everywhere.

>> No.3128503

I prefer the brainless hordes of Doom. It's more fun.

>> No.3128505

Quake a shit

>> No.3128507


>> No.3128510

What does this have to do with Dewm?

>> No.3128515

ur a shit

>> No.3128521

Pretty neat modern weapons, though.

Nailguns are cool. Why don't more games have nailguns?

>> No.3128525

Not """realistic""".

>> No.3128535

Isn't the nailgun just a machine gun but with projectiles instead of hitscan?

>> No.3128536

Modern shooters are heading towards sci-fi though.

>> No.3128537

Then not "futuristic".

>> No.3128538

Yeah, but it also looks and sounds different. Because it's a nailgun.

By your logic, isn't a shotgun just a pistol that shoots more bullets at once?

>> No.3128546
File: 68 KB, 673x929, 1361053479756.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Quake mission pack 2 for the first time
>MIRV ogres
>enemies jumping off fucking ledges to chase my ass instead of being a good mob and eating shotgun shells from a distance

>> No.3128553

Sounds like fun.

>> No.3128556

Lava nails are fun too, or at least the animated pickup boxes with the glowing first person nailgun is pretty fucking cool.

I heard the rest of the expansion is shit though so oh well, gotta play it for completion.

>> No.3128567

does quake 2 even have any source ports? does it need one?

>> No.3128571

I can run the .iso just fine as it is in Win 10.

>> No.3128574

that's just the disc image though?
sourceports are for the game itself

>> No.3128579

There's KMQuake 2. It works better on modern machines than the original executable from the 90's. Other than that, there's not much differences. It's fairly faithful to the original.

There are some other source ports, but they add so much graphical gimmicks and pizzazz the game actually ends up looking like complete crap.

>> No.3128582

Define works better. Does Q2 have any serious flaws running vanilla? I'm looking for the most faithful experience possible.

>> No.3128586

This is all anecdotal, but the last time I tried to use the original executable, it was laggy as fuck, savegames didn't work correctly ("function pointers have moved" errors in the console) and it kept crashing.

Fired up KMQuake 2, all problems went away.

YMMV, of course.

>> No.3128587

I get what you're saying but I've never really thought the railgun was that unique.

>> No.3128589

The railgun wasn't introduced until Q2 (and with it the death of fun Quake deathmatch, to be replaced by "camp the red armor and the rail").

>> No.3128592

I meant to say Nailgun, my bad

>> No.3128596

Oh, yeah I guess in the grand scheme of things the Nailgun ain't all that special, but it's still nice to have your standard automatic weapon be something that isn't "hitscan generic assault rifle."

>> No.3128598

The Plasma Gun from Doom does exactly that.

I agree the NG is boss though. In fact the SNG is slightly op in the game.

>> No.3128604

I'll give you that, the AR in Quake 2 was really boring

>> No.3128607

Hyperblaster is fairly awesome tho

>> No.3128626

Mission Pack 1 is the better of the two.

>> No.3128652

>doesn't work with zandronum
into the motherfucking trash it goes

>> No.3128684

I thought Quake deathmatch was "camp the red armor and megahealth".

>> No.3128702
File: 257 KB, 1097x723, Chthon2.png [View same] [iqdb] [saucenao] [google] [report]

This boss fight is a joke right?

>> No.3128705

Enjoy it, because it's the only one in the game.

>> No.3128706

It's basically a placeholder. Quake 1 doesn't really have bosses (and 2 might not have had either).

>> No.3128707

Well, it's less of a "boss" and more of a button pushing puzzle while fireballs are flung at you.

>> No.3128716

New thread or what?

>> No.3128718

We're only at 621

>> No.3128731



>> No.3128735

bump limit is 500.

>> No.3128739

o ok

>> No.3128982


john romero plays doom series on youtubes

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