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/vr/ - Retro Games

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3146316 No.3146316 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3140816

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.3146318


[04-16] [SLOWPOKE] Cybershade released. A 16-color game based on Chocolate Doom.

[04-16] New version of The Port (city map)

[04-16] "If Doomguy was a Mechwarrior"

[04-15] Dark Arena textures

[04-14] Anon mod release: "replaces chaingunners with super shotgun guys"

[04-11] kLazer - 3d laser beam

[04-10] The /newstuff Chronicles #491 and #492

[04-10] Gun Godz v1.0 released

[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


To submit news, please reply to this post.

>> No.3146356

How's Console Doom compared to the levels in the Doom PSX TC? Better or worse?

>> No.3146365
File: 1.76 MB, 1920x1080, quakespasm-sdl2 2016-04-17 06-47-47-92.png [View same] [iqdb] [saucenao] [google] [report]

What a friggin' mess.

>> No.3146378

>tags: casual

>> No.3146380
File: 392 KB, 594x658, doom problem solver.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3146393
File: 576 KB, 1920x1080, Screenshot_Doom_20160417_122910.png [View same] [iqdb] [saucenao] [google] [report]

1 month
1 whole MONTH to fix a teleporting monster bugging out in Multiplayer

I'm working on V1.03 of Spellcross Arena, a custom monster fight grounds available here:


While I'm at fixing and improving certain things, I could use some recommendations to improve the wad.

>> No.3146412

How can I test if quakespasm is reading the quake music files properly?

>> No.3146418

Do you hear music?

Yes? It's working properly.

No? Shit's fucked, yo.

>> No.3146424 [DELETED] 
File: 320 KB, 1920x1080, 20160417125001_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Now that neo Doom multiplayer is confirmed to be subpar, how will it affect classic Doom?

>> No.3146426

super shotgun now available in miniature format

>> No.3146429 [DELETED] 

>how will it affect classic Doom?
It won't, quit baiting and go back to /v/

>> No.3146432 [DELETED] 

Most likely not at all?

>> No.3146435 [DELETED] 

I'm kind of digging the option to Araki pose in this new iteration, to be completely honest.

>> No.3146436 [DELETED] 


It won't in the slightest, stop being silly.

Adding the ability to taunt on the victory screen was a great idea, and an obvious one, glad to see they jumped on it.

>> No.3146438

>super shotgun now available in miniature format
Same great taste, now less filling?

>> No.3146462

It will be annoying to tell people that I play DOOM and have them think this is what I mean.

>> No.3146464 [DELETED] 


Better this than Doom 3

>> No.3146470
File: 6 KB, 240x240, 1450070105059.jpg [View same] [iqdb] [saucenao] [google] [report]

Powerslave is just a me-too Doom clone at heart, but it feels like the devs really tried. It's definitely a fun me-too Doom clone with heart, I like it's illusion of open ended-ness with going back to older levels with artifacts in hand.

And damn, why does Egypt make such a good setting for retro FPS?

>> No.3146471

>And damn, why does Egypt make such a good setting for retro FPS?

>> No.3146474

yeah realised this after I posted it, got it working anyway.

Also can any anons tell me which is the best sourceport for quake? I grabbed quakespasm since it was recommended by a guide on getting the music working but I've heard good things about others like darkplaces.

>> No.3146479

Quakespasm is the best one that tries to be Quake and nothing else. Basically a tuned up and bugfixed version of the original OpenGL EXE for Quake.

Darkplaces is good if you want lots of shiny lighting and textures and shit like that which I personally hate.

>> No.3146480

Quakespasm is generally your go-to port if you want a close to vanilla experience that supports modern resolutions without the various bugs the official non-DOS ports have (like messing with the lighting system and accidentally disabling fullbright textures). Darkplaces has a bunch of customization options and is mostly meant for fancy-schmancy "HD update packs" and so on that end up just looking about as good as an HD Minecraft pack which is to say not at all.

Darkplaces has better mouse control IMO (feels closer to GoldSrc than Quake) but has a number of graphics hitches of its own and doesn't play nice at all with lots of user made maps and mods (which are often developed with Quakespasm or Fitzquake in mind).

>> No.3146486

Cheers lads looks like I'll stick with quakespasm then

>> No.3146492

i can't imagine how such a conversation would come about, but you can just say "original doom". or "doom 2" because let's face it most of the time we are playing wads that use doom2 for iwad.

>> No.3146493

"I p-play... um"
super shotguns leak out of pockets
"Which one?"

>> No.3146517


>be hanging in line at Gamestop
>see relative cutie 6.9/10
>she notices me checking her backstory
>she smiles
>w-wew lad
>"Hey, I don't see you here very often, what games do you play?"
>fuck a wild conversation has appeared
>"O-oh, m-me? I play D-"
>suddenly megaspheres fall out of my berserk pack
>more megaspheres, megaspheres everywhere
>berserk pack is almost empty now, all that's left is the RAGE
>hit cutie in the face as hard as I can
>she gibs
>and then a skeleton popped out
>turns out she was pretty agitated
>rocket fight
>Gamestop a smoldering ruin

>> No.3146523
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

>how will it affect classic Doom?

Motivate people to make mods inspired by NuDoom but play better than NuDoom?

>> No.3146546


Quakespasm's standard exe has mouse acceleration, but its SDL2 exe uses raw mouse input.

>> No.3146550
File: 32 KB, 320x320, 1707133-heavy_weap[1].png [View same] [iqdb] [saucenao] [google] [report]

Chain gunners have more HP than Imps.

Thematically, do you think this makes sense? They are after all, just zombie humans.

They're big guys, and they might be wearing body armor.

>> No.3146552

They have body armor, that's why. Imps are nude.

>> No.3146553
File: 14 KB, 304x266, 1388824930058.png [View same] [iqdb] [saucenao] [google] [report]

So that's what the difference is! I always felt like the standard exe had some weird shit going on- no measurable acceleration (possibly due to having mouse accel completely disabled in my registry to get rid of it in old games like UT99), but lots of weird little snapping and skipping that was common enough to piss me off until I tried the -sdl2 exe and most all of it disappeared.

>> No.3146554


So the pop gun guys are just wearing shirts. The shot gunners are wearing body armor. The chain gunners are wearing body armor. Is that how it works?

>> No.3146556

>They're big guys

>> No.3146557
File: 57 KB, 325x286, BxD70[1].png [View same] [iqdb] [saucenao] [google] [report]


Interpreting old sprites is fascinating.

What I see:

>buzz cut (not bald)
>other than red eyes looks normal human

>> No.3146558

It's because they're black.

>> No.3146560

Well the chaingunners are more muscle-bound with thicker armor. Shotgunners and Gunners only have light chest armor and Imps, even though they wear nothing, probably just have tough skin.

>> No.3146561

they have red armor

red armor is always more durable

>> No.3146564

forgetting the most important part
>blood everywhere

>> No.3146589


cool boom-compat map with a fresh colour palette

>> No.3146604

That Cybershade game seems pretty cool. I like games that give me a machinegun with a high ammo capacity right off the bat. I also like the faster enemies and their less predictable behavior than standard Doom enemies too. What I dislike is how everything is so bright that enemies and their projectiles are very hard to make out amidst all the chaos.

>> No.3146613


I can already think of some things to take from that:

>stronger melee attacks
>enemies always gib in some exaggerated spectacular fashion when killed with a melee, no finisher animations that stop you though that's dumb
>grenades and other sub items to use, cooldown based
>double jumping and climbing ledges
>wild alt fires
>jetpack revenants
>telekinetic cacodemons that can tractor beam your ass
>scythe swinging barons

>> No.3146615
File: 23 KB, 333x424, archvis and bonehead.png [View same] [iqdb] [saucenao] [google] [report]

Why does a single Archvile take so fucking long to kill

>> No.3146616

>grenades and other sub items to use, cooldown based
>cooldown based

No, that shit's awful.

>> No.3146620

Psychic energies that protect their frail bodies. They're basically necromancers after all.

>> No.3146623

I have a very serious question for you /doom/. Was Doom a watershed moment for the video game industry? Near the end of the Devs Play interview with John Romero he mentioned how someone told him that when Doom came out it was the worst time to be a game developer in the history of the medium, because it was a mind-blowing experience that no other developer could match at the time. People would look at Doom, then look at the shitty game they were currently working on and realize, "what the fuck am I doing?"

When I hear Romero explain that, it brought to mind something I heard in a Grant Morrison interview, how Allan Moore's Watchmen really shook up the professionals in the industry. He described how it was a scary time for writers of comics because they thought that the readers would be done with superhero characters and no one would care anymore. They really questioned if this was the death of the medium.

I can't ignore the similarities. I think Doom was a watershed moment because it was a totally mind-blowing first experience. It is the reason why I say it is objectively still the greatest video game of all time and I refuse to hear any arguments to the contrary.

>> No.3146630 [DELETED] 

In all of the end-game screenies, it looks like they're just doing ridiculous poses.
Now I want to make a Quake-like multiplayer FPS where instead of having taunts you get crazy fucking JoJo poses.
You can get more points for yourself and your team if you successfully pose both before, and after fighting and killing someone.

>> No.3146631
File: 598 KB, 1920x1080, Screenshot_Doom_20160417_110705.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3146634

I dont think there are enough enemies on screen

>> No.3146639

FPSs were called "Doom clones" for years. It really was a huge step up over previous FPSs.

>> No.3146642

Doom was THE PC game during 1994. A lot of devs basically just tried to make clones of it to snatch up some quick bucks by saying "Hey this game we're making is like Doom you like Doom right kids?!" It was crazy.

>> No.3146646 [DELETED] 

tfw you know they spent more time thinking about crap like poses and gay weapon colors than actual game

tfw you know they were so full of themselves thinking how cool their ideas are because they will put cool homage to whatever crap is popular on TV that reddit fanbase jerks over

>breaking bad pose
>game of thrones pose
>doge pose
>dark souls 3 pose

tfw the actual game was completed in one evening by recoloring halo sets

tfw entire modern gaming scene should be flayed alive by mengele

>> No.3146647
File: 404 KB, 1366x768, Screenshot_Doom_kickin01.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3146649

Why is caco so sad?

>> No.3146651 [DELETED] 

>breaking bad pose
>game of thrones pose
>doge pose
>dark souls 3 pose

>> No.3146652

So many precious meatballs.

>> No.3146660 [DELETED] 
File: 110 KB, 388x859, cuck.jpg [View same] [iqdb] [saucenao] [google] [report]

DLC for the fucking game.

$15 a piece you get a update, every time you finish a match you strike a pose you choose from the content you unlock from achievements, such as opening a box of plasma cells or opening two gates in a row in 5 seconds.

>bernie sanders pose

pic related.

>> No.3146662


cybershade spooked me harder than doom ever did, those fucking bouncing things coming from the darkness, and the creepy sounds

>> No.3146665

maybe imps are fucking weaklings, and these guys are the equivalent of doomguys old marine buddies from mars-nam? Hardened mercenary zombies

>> No.3146667 [DELETED] 

Oh alright, you're making stuff up because you're a /pol/ack that can't exist without constant drama, got it.

>> No.3146668 [DELETED] 

What the fuck are you even talking about?

>> No.3146673

Cybershade looks really good, I hope there are some good level packs for it out there

>> No.3146675

>get blue key
>open door
>cyberdemon equiv immediately
>pussyfoot around the door to kill it
>barge in
>20 more

>> No.3146680
File: 216 KB, 1920x1080, Screenshot_Doom_20160417_115519.png [View same] [iqdb] [saucenao] [google] [report]


Found out there's an invincibility sphere near the beginning. Found that, and it was easy from there.

See, Doom is NOT primarily a combat game. It's a maze and puzzle game. You have to solve the riddle of the maps to win. If you are dying at a spot, you are doing something wrong and likely missing something.

>> No.3146683

Can someone post a Chocolate Doom config that uses a joystick? It looks like I can get a gamepad to work with Cybershade but it's not in the menu.

I'll need this because if it isn't in fullscreen the mouse isn't locked and I can't recommend it to streamers like that.

>> No.3146691

How do I make GZdoom not look like shit?

>> No.3146695

Disable texture filtering
Set sector lighting to software
Add brightmaps and glow pk3s to autoload
You're welcome.

>> No.3146701 [DELETED] 
File: 172 KB, 338x383, fuck i look like.png [View same] [iqdb] [saucenao] [google] [report]

>judging the beta version of the MP mode of a game that hasn't even been released yet like it's final

>> No.3146702

Where do I find the brightmaps and glow pk3?

>> No.3146703 [SPOILER] 
File: 12 KB, 333x347, 1460910066970.jpg [View same] [iqdb] [saucenao] [google] [report]

Tricks and Traps was the worst for me with that.

>playing through it in co-op with some old high school buddies, they wanted to try out brutal doom
>went to show them how to take care of the cyberdemon
>opened the door
>ran in
>taunted it
>ran out
>closed the door and said "Alright now we wait until the shooting stops."

Then the Cyberdemon teleported in behind them.


>> No.3146706 [DELETED] 

Dunno if you guys saw this yet but D44M won't be locked at 60 fps:


>> No.3146707

brightmaps.pk3 and lights.pk3 come with the GZDoom zip.

>> No.3146720

Standard sector lighting is fine too imho
Texture filtering can be set to none (linear mipmap) to avoid visual artifacts on walls/ceilings at high angles and anything at a distance in high resolution without smudging sprites

>> No.3146726 [DELETED] 
File: 40 KB, 600x600, Not-Retro-600x600[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3146736 [DELETED] 

>Adding the ability to taunt on the victory screen was a great idea, and an obvious one, glad to see they jumped on it.
Yes, it's such an obvious idea that it dates back to at least Unreal Tournament 1...

>> No.3146741

Is Quakespasm a vanilla experience then?

>> No.3146746


>> No.3146749 [DELETED] 

>how will it affect classic Doom?

It will bring back old fans who had quit playing to start playing again. And thats about it.

>> No.3146750

I launch it using a GoG copy and my menu is jut globby quake logos

>> No.3146752 [DELETED] 

>once is not a faggot

>> No.3146754

delete opengl32.dll

>> No.3146761

Doom was one of only a handful of games to legitimately change the trajectory of the video game industry. The list includes:

* Space Invaders
* Super Mario Brothers
* Street Fighter 2
* Doom
* GTA3
* COD4
* Farmville
* Minecraft

>> No.3146763

The game will still run just fine. If you absolutely nmust have the intro demo playing behind the menu, then add -fitz to the command line on launch.

>> No.3146771

You forgot HL1 which largely influenced (more than GoldenEye) initial push for Scripted Cutscene based FPS

>> No.3146772

How does it look like a t-shirt to you, they wear the same armor as Doomguy

>> No.3146775

Yeah, fuck the cooldown, that's gay.
Having hand grenades that you can use with a quickbutton would be supremely useful though, especially if they behave like real ones, doing their main damage by throwing shrapnel in the general area.

I always felt the grenades in wwhc-diaz.wad had very good damage behavior.

>> No.3146779 [DELETED] 

>making stuff up
look it up, already decided by bethesda
yes I am

>> No.3146783

I purposely did not include HL1. Before HL1, FPSes were a big deal. After HL1, FPSes were still a big deal, they just played a little differently.

>> No.3146791

they have 800 health and i guess you were shooting from a long way away? also they have shields, not so much as >>3146620 suggests, but in a literal sense the things the resurrect act as meat shields. use a multi-target weapon, i.e. rockets or bfg.

>> No.3146803
File: 43 KB, 815x509, temp.png [View same] [iqdb] [saucenao] [google] [report]

Here it is with a wooden plate instead of metal. I don't think I'll have the jaws open much when it fires to avoid it looking like chattering teeth. The rate of fire isn't that high, but it might look weird. We'll see. Might need to add in another frame or two maybe. Was hoping to avoid that.

>> No.3146806

Honestly I'm not too fond of that gun compared to the rest of the weapons you've made. It has a comical TF2 "ye olde steampunk cannon" look about it. The jawbones are a cool idea and look great though, but I would have stuck them on a more interesting weapon body.

>> No.3146815

I, on the other hand, like it very much.

>> No.3146825
File: 125 KB, 216x216, DanceMotherfuckerMore.gif [View same] [iqdb] [saucenao] [google] [report]

I thought it felt pretty consistent. The lower part is maybe a bit bland, but I'm not too keen on throwing detail on the bottom where it'll get cut off screen. I'll see what I can do to make it more intersting... Hoping I can get some movement in the jawbones without it looking silly.


>> No.3146842 [DELETED] 

>he honestly thinks there'll be major changes with only three weeks to go until release

>> No.3146843

I'd say add mario 64 to that list as well

>> No.3146850

It's not the amount of detail, it's the general "boxy gun". Something like torch or brazier with pale ghost-fire or whatever would have more of that comfy mysticism feel of the rest of your project.

P.S despite being a negative nancy here, it's still of higher quality than 95% of the gun sprites made by the community. You're utilizing the palette well.

>> No.3146854 [DELETED] 

Get out of /vr/.

>> No.3146857 [DELETED] 
File: 340 KB, 643x426, when youre finna bust a nut but the other guy in the foursome is still goin at it cus of his overewhelming stamina.png [View same] [iqdb] [saucenao] [google] [report]

Basically the only major thing that I want changed is the movement speed, which, compared to other stuff in the game, should (in theory to me) be fairly easy to tweak. I'm no programming genius like Sgt Terms13, but I figure movement speed's just like a few lines of code or some glorified version of changing something in a .cfg or .ini file.

>tfw I still enjoyed the beta very much despite the need for more speed

>> No.3146863

Is there some trick to Cyber Demons? I see people on youtube just run up to them with the BGF and kill them in a few hits, or plasma. But I die whenever I try that. They never get stunned and I have to back off and dodge.

>> No.3146868

is it possible that Doom marked the moment when the game industry's locus of influence permanently shifted from Japan to America?

>> No.3146871

you have to dodge from side to side and time your pressing of the fire button.

>> No.3146874

lol, no. That didn't happen until the XBox.

>> No.3146890

Is there supposed to be music when playing Quake?

>> No.3146895

Yes. It was CD Audio tho.

>> No.3146903


Did you get the Steam version? They gimped that. No music.

It's ridiculous. I BOUGHT the game. Then I pirated it to get the original version WITH music.

God damn, why is ID so terrible at re-releasing their games? Always the minimum effort. Won't even depart with a few dollars to get the Trent Reznor score.

>> No.3146907

Naw, GoG. Didn't buy it

>> No.3146912

>The Harris levels - Doom and Doom II levels created by Eric Harris, one of the two perpetrators of the Columbine High School massacre. The following levels are available to download: Deathmatching in bricks (BRICKS.WAD), Hockey.wad (HOCKEY.WAD), KILLER (KILLER.WAD), Mortal Kombat Doom (FIGHTME.WAD), Outdoors (outdoors.wad), Station (STATION.WAD), and UAC Labs (UACLABS.WAD). Dylan Klebold, a friend of Eric Harris and the other perpetrator of the massacre, was credited by Eric Harris for playtesting the Deathmatching in bricks level. The ENDOOM screen for UAC Labs shows the names of other WADs made by Eric Harris, though no files of them are known to be available to download: Assault, Techout, Thrasher, Realdeth, and Realdoom, the last of which is a patch (possibly for Realdeth).
Anybody played them? I bet they're terrible, but I'm kinda interested to play them just out of curiosity.

>> No.3146917
File: 123 KB, 735x608, Screen+Shot+2016-04-17+at+20.41.26.png [View same] [iqdb] [saucenao] [google] [report]

If you're using Quakespasm then you can put the music files in this folder and they will play in-game. You still need to do some searching around online though, and they have to be in .ogg format and labelled Track02.ogg, Track03.ogg and so on.

>> No.3146921


UAC Labs is kind of fun for a short romp. Everything else is pretty bad.

>> No.3146923

I found some shit on the GoG forums I'm trying

>> No.3146925

>Anybody played them?

>I bet they're terrible
it's true.

to anticipate your next question you can get them from doomworld


>> No.3146926

UAC Labs is the least shitty one, yet it's still very "pressed random on idgames" quality

>> No.3146930
File: 2.83 MB, 345x260, 1454729813864.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3146931

What's wrong, friend?

>> No.3146936


>> No.3146937 [DELETED] 


>there's a fucking article about how d44m needs to be faster among other stuff

there just might be hope after all, seeing how even fucking journalists are complaining about this

>> No.3146941

>help a guy with ACS by way of pm for a fairly long period
>finally ask him to send the pk3 over so I can fix some outdated methods I'd previously suggested to him

>turns out all the ACS is some kind of spaghettical clusterfuck with bits and pieces I recognize from my own project stringed together with trial, error and insanity

this will take a lot of time and aspirin to fix

>> No.3146954

Quake soundtrack now what I was expecting, expected more heavy metal type stuff.

Is there anything for QUAKE 2 I should now when I get to it? Trying to play all id games

>> No.3146962 [DELETED] 

Putting it under spoiler tags does not make it any more retro.

>> No.3146963

>Is there anything for QUAKE 2 I should now when I get to it?
Nope. Just play it. It's as straight forward as an FPS can get.

Did you finish Q1?

>> No.3146965

>Finish Plutonia
>feel of emptiness goes around me
>finally complete all of Doom

w...what do I do now? I'm free. It's scary.

>> No.3146967

Watch the Movie

>> No.3146968

Not yet, just wondering if it has any music issues or anything like this. Should I just use the GoG installer I have for it and play? No special ports or anything I need?

>> No.3146971

This. > > > >>3146967

>> No.3146972

Read the books

>> No.3146975

I actually own the 4 original novels, but I have never actually read them
Are they any good?

I have such a backlog of decent books ive never even looked at them

>> No.3146979
File: 160 KB, 512x384, Confused Sponge 2.jpg [View same] [iqdb] [saucenao] [google] [report]


what are you a nerd?

>> No.3146980

All I remember is the first one is they're naked the entire book

>> No.3146984

Is TNT or Plutonia first?

>> No.3146985

play Wolfenstein

>> No.3146991 [DELETED] 
File: 84 KB, 802x437, 203987234871083.jpg [View same] [iqdb] [saucenao] [google] [report]

you've gone a step even further than pic related, the shit is halfway out the backdoor and touching your plate.

>> No.3146992

>I actually own the 4 original novels, but I have never actually read them
>Are they any good?


>> No.3146993
File: 5 KB, 86x118, 1460753491535.jpg [View same] [iqdb] [saucenao] [google] [report]

I finished Doom 1 and 2 and am kinda burnt out right now. Don't want to play through some of the other stuff right now when I won't enjoy it as much. I'll save it for after my break

I'll be honest, Doom 4 coming out soon got me to finally play the original games all the way through. For years I've played them parts and never finished them.

>> No.3146995

Should I go to Hexen/Heretic next?

>> No.3146996

Time for /idgames

>> No.3147000

Q2 just plays randomly selected heavy metal tracks of of the CD.
>Is there anything for QUAKE 2 I should now when I get to it?
Don't think you should, no. There are probably some around with minor bugfixes, widescreen support and all the usual ease of use stuff like that but the original should be fine I think.

>> No.3147001

Play fucking Heretic
It's great

>> No.3147002

Has anyone made a mod that designates a key to punching? I noticed some mods do that for kicking, but thematically punching would fit doom more.


I do kinda recommend Master Levels and Final Doom. They sorta grew on me. They are just harder remixes of Doom2.

I dislike a lot of maps in 2 since they're so damn gimmicky.

>> No.3147003


I'm a big fan of Heretic. Love the level design.

>> No.3147004

Chocolate Heretic/Hexen work fine? Used Chocolate doom for my playthroughs.

>> No.3147010 [DELETED] 


play this

(actually, don't)

>> No.3147016

I've been stuck on E4M2. Fucking closed quarters with barons of hell and invisible enemies galore in that one area.

>> No.3147017

huh wait that's not the same wad
i was looking for "the-end.wad" by karl r peters
it should be here

>> No.3147057


I like having infinite grenades that I have to space out between uses. Sue me.

>> No.3147075

>Has anyone made a mod that designates a key to punching? I noticed some mods do that for kicking, but thematically punching would fit doom more.

Brutal doom J. Replaces the taunt button with FIGHTING as Johnny himself puts it

>> No.3147095


No idea. Not exactly a purist so I played using gzdoom.

>> No.3147107

Hey ijon if you're here: will be using some of your code for a 64k contest entry. You didn't "give a shit about credits" last time I asked, but I was wondering if you've changed your mind or if I should jot "anonymous benefactor" down in the credits list?

>> No.3147110

Not ijon but what're you working on anon?

>> No.3147121


Debating whether I should make a full weapons replacement (with the shitty and microscopic gun sprites from system shock) or keep the vanilla guns for it. Also, if I should make an ACS interface with MFD displays and shit or keep it simple and clean.

>> No.3147136


You're gonna do that with 13 days? That's pretty ambitious

>> No.3147141

Well it's pretty much all code, and I have almost everything I need already working but implemented differently in other projects.

>> No.3147162

They're pretty terrible.

>copy kick from mod
>change graphics and sounds to punch
>alter and add values, behavior and frames as needed

>> No.3147172 [DELETED] 
File: 537 KB, 1055x1009, Doom 4 Defense Bingo.png [View same] [iqdb] [saucenao] [google] [report]

Have fun going through topics on other forumboards now.

>> No.3147181

Hey guys,

I have a problem. I can manage to get every doom source port to work perfectly...except for Glboom +.

For some reason, as soon as I start playing any wad on Glboom, using idrate shows a constant 60 fps, but the game acts like it's playing 15 fps. There's constant slowing and stuttering.

I want to use glboom more than gzdoom, but I can't with this issue. Any suggestions?

>> No.3147185 [DELETED] 

are those what you call Bethesda shills?

>> No.3147198 [DELETED] 

how butthurt can you get?

>> No.3147210 [DELETED] 

I'm not a sperg, sorry.

>> No.3147227 [DELETED] 

Go back to >>>/v/ and never come back.

>> No.3147239 [DELETED] 

>someone actually took the time to make this

>> No.3147243 [DELETED] 

D44M MP Open Beta tags on Steem

I'd kill myself out of the business if I was id soft.

>> No.3147245

Is freedoom good enough for modding? or should I stick with the original iwads?

>> No.3147246 [DELETED] 

It's interesting to see how negative Doom 4's reception is ever since the open beta came out. I'm looking forward to the overall reception when it comes out.

>> No.3147247

Quake>Doom>>>>>>>>>shit>>>>>>>>>>>>>>>Doom 2

>> No.3147261

Why? I thought D2 was widely considered to be better than D1.

>> No.3147264 [DELETED] 

oh i see, i thought it was an evolution of ">doom shitters". that's pretty funny i guess. my apologies.

>> No.3147267

D2's map design sucks, but it gave us new enemies and the SSG, and became the base IWAD for countless WADs.

>> No.3147279

soulless sequel cashing in on the first game's popularity, only good for the mod support really

>> No.3147281

it has a slightly wider range of textures available by default, in particular it has recreations of all the doom1 space station textures in freedoom2.wad, but you also get that by using cc4-tex or one of the various doom1in2 texture wads that are floating around

>> No.3147291

All this time I always considered Doom to be the better game but thought it was irrational to think so, good to see that I actually wasn't alone.

>> No.3147296

Should I try sketching out ideas for doom maps or something before making them? All I've managed so far is poorly slapped together pieces of shit that I've made up as I go along.

>> No.3147298 [DELETED] 

I'm predicting low-end of positive once it isn't open season for anyone with a sockpuppet account and an opinion.

>> No.3147310

"Sketch" in the editor. It's fast enough, so if you're intending on literally drawing sectors on paper then you're just planning out the map in a less efficient manner.

>> No.3147313

Honestly my favorite levels from Doom 2 were the reworked Tom Hall levels, which should have just been part of Doom 1.

>> No.3147317

I meant as a base for my mods so I can package it with my mod so people who don't have DOOM or DOOM 2 can play it.

>> No.3147327

oh right yeah you might get in trouble for distributing doom2.wad with a mod.

>> No.3147334

To me doom 1 just feels better but I can't really articulate why.

>> No.3147340

Doom 2 has about 10-11 or so very good maps, but the real strength has always been the assets for people to use.

I wouldn't call it worthless, it's just not -as good- as the original when it comes to levels.

>> No.3147347

the two games have long since blurred together for me, they're all just maps, there are a few differences like some new monster variants and the super shotgun but the game is basically the same

doom/doom2 SP and doom/doom2 DM, on the other hand, are different enough to feel like different games

>> No.3147348

But is freedoom good enough to be a base?

>> No.3147375

i don't know.

>> No.3147378

Some of it is good and some is pretty shit (monster sprites mainly). It's being slowly but surely improved.

>> No.3147391

when will it be completed?

>> No.3147403

When its done™

>> No.3147406
File: 15 KB, 300x223, screenshots-for-asa-mag.jpg [View same] [iqdb] [saucenao] [google] [report]

>Shit monster sprites
Hey, those worm pinkies are fucking awesome and creepy as shit.

>> No.3147409

>That horrible hud-font
Does it at least come with customisable options for that. It reminds me of Comic Sans, especially the BULL/SHELL/RCKT/CELL section

>> No.3147412

i think that's been redone

>> No.3147423
File: 68 KB, 1280x960, 1460929976.png [View same] [iqdb] [saucenao] [google] [report]

it looks like this in 0.9

>> No.3147431

Wh...what does AMO stand for.. Is it short for AMMO? Why not just AMMO then.

>> No.3147435
File: 515 KB, 1920x1080, Screenshot_Doom_20160417_175402.png [View same] [iqdb] [saucenao] [google] [report]

These pinkies are borderline hentai monsters.

>> No.3147439

Doom 1's level design is more consistent.

Doom 2's level design is up and down, some of them are great, some of them just really dull.

>> No.3147442

I think my biggest issue personally with Doom 2's level design is the amount of poorly designed verticality.

>> No.3147447

Especially when you're playing as a woman :)

>> No.3147448

I think it's because the A and M are too big, like a half or a quarter bigger than other characters. So AMMO could overlap or be too close to the numbers

>> No.3147451

This. Some levels just begged for the ability to aim /look up and down because the vertical difference was too much to accurately see shit. Also visible a bit in E4 which was made at the same time (or was it slightly after)

>> No.3147459

that sprite distortion

>> No.3147460
File: 2 KB, 104x132, awwgee.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3147465

>designed verticality.

Map 24 springs to mind.

>> No.3147467

What wad?

>> No.3147470

It's map 10 on freedoom 2.

>> No.3147517

yeah i think it's to make them all the same width
unfortunate, but... oh well

>> No.3147521

Can anyone hook me up with the paks for Quake 1, 2, and 3?

>> No.3147531

AAAA yourself!

>> No.3147535

No I mean the weapon wad.

>> No.3147542
File: 369 KB, 632x600, poorlittledoomgirl.png [View same] [iqdb] [saucenao] [google] [report]


Forgive me.


>> No.3147546


>> No.3147547
File: 45 KB, 84x128, Lydia_smoking.gif [View same] [iqdb] [saucenao] [google] [report]

Goddamnit I love you cammyanon

>> No.3147549
File: 301 KB, 800x1000, 1443778103385.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3147551

lol good one anon

>> No.3147562

what game is that from?

>> No.3147563

They're a confusing confirmation that the Mormons are the destined saviours of humanity, and then some time warps happen and they end on a ridiculous cliffhanger. Nothing is resolved, and no lessons will be learned.


>> No.3147568

Freedoom m8

>> No.3147576
File: 737 KB, 370x322, no escape.gif [View same] [iqdb] [saucenao] [google] [report]

Finish .wad backlog.

>> No.3147583

Master Levels m8

>> No.3147589

What does masterlevels got?

>> No.3147593



Also, dank animation there.

>> No.3147594


>> No.3147595


>> No.3147602

its like 12 maps made by people who (someone at id decided) were the best mappers of the time, they were paid for maps they had made but not released yet, it was a way to get some of their own back from the D-ZONE leeches.


>> No.3147605

I'm almost done with TNT, then after that I only have Master Levels left, all of them done on UV. I've already played a fuckton of mods since 2008 when I first got into Doom, but it's still gonna be weird when the feeling that I beat every official bit of classic Doom sinks in.

>> No.3147607

sorry it's more than 12 it's 20. i've never really played them...

>> No.3147609
File: 76 KB, 640x640, 12545296_1562716750685808_1149710926_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Some pretty decent levels, good enough to be their own release, some even made it to the PS1 port of final doom. Here, use this version, it works better with modern sourceports since the original version had a dos gui.


I really wish I had a boxed copy of it.

>> No.3147614

So it just has some new maps? Does it update the old ones or does it flat out not include those?

>> No.3147617

Not much, but I thought this was neat:


>> No.3147625

It's a new set of maps with a nice little level selection gui, so you can pick which ones you want to play in whatever order. All pistol starts unless you select otherwise. Doesn't do anything with older maps.

>> No.3147632

I love Tom Hall. He's just a fun guy that had so much unfortunate shit happen to him. Rise of the Triad was so awesome.

>> No.3147635
File: 19 KB, 389x295, cuddly caco.gif [View same] [iqdb] [saucenao] [google] [report]

Great stuff

>> No.3147639
File: 10 KB, 204x136, spoopy.gif [View same] [iqdb] [saucenao] [google] [report]

>Read more down on his twitter
>He made a whole set of mario maker levels


>> No.3147640

>Rise of the Triad was so awesome.
I like it as well, but it was unfortunately held back by being stuck on the Wolf3D engine. Return of the Triad gives a fair idea of how it could've probably been if Apogee would've used the Doom engine instead.

>> No.3147642

Based Tom

Also Doomworld's Newstuff Chronicles #493 was just released:


Anyone have suggestions for >>3147181?

>> No.3147645
File: 23 KB, 600x375, uac_logo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3147661 [DELETED] 

>"It's not aiming to be like the classic Doom. It's its own new thing."
How delusional can you get? Doom 3 was the one that was trying to be different and that's why I liked it. It wasn't great, but I like the fact that it was different but still followed the spirit of the franchise. Doom 4 seems like it was made by Doom 3 apologists who are trying to get back to the classic stuff but are failing horribly partially due to trying to mimic Brutal Doom. It's really pathetic.

Also, I love the fact that this chart exists.

>> No.3147668 [DELETED] 

i'd seen every single argument on that chart

it's a shame

>> No.3147691 [DELETED] 

>Also, I love the fact that this chart exists.
kek, you sure do

>> No.3147729
File: 531 KB, 1280x1024, Screenshot_Doom_20160417_200522.png [View same] [iqdb] [saucenao] [google] [report]

>put a group of lost souls behind a door
>make the door monster impassable
bravo monti

>> No.3147735

I'm behind the times, so I dunno what this wad with the qt3.14 is. What's it called?

>> No.3147741

I think some anon made it years ago. I think it just acts as a skin.

>> No.3147752
File: 3 KB, 412x124, Different Lydia hairstyles.png [View same] [iqdb] [saucenao] [google] [report]

>someone else is using my stuff
I get excited every time.
Here ya go.
also this hud

>> No.3147758
File: 817 KB, 1920x1080, Screenshot_Doom_20160416_024548.png [View same] [iqdb] [saucenao] [google] [report]

Looking for a fun weapon mod to use with colorful hell.

What can you recommend that plays a lot like vanilla doom? I was playing with a colonial marine weapon set, but it's a bit underpowered and seems unfinished. I'd do DRL Arsenal, but it has too many RPG elements for what I am looking for. I wish I could just use the weapon set from Brutality, but that'd fuck the monsters up.

>> No.3147782

Thanks m8, also is it just me or does her head on the far right look like something out of Hotline Miami? It's prolly the hair.

>> No.3147795
File: 40 KB, 508x514, WarioDoom.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3147804

make a wario doom mod please

The Mario one that replaces enemies/weapons is really good but I'd like some wario themed one

>> No.3147810

I would anon but I have like 4 TC's in mind for Doom and so little time ;-; besides I've never really owned a Nintendo Console

>> No.3147815

it could be a first person version of wario world where you beat the shit outta bad guys and they spill coins out n shit

>> No.3147819

why don't you just make one at a time and then theres less chance of them being shit

>> No.3147821

Ya, that, make that

>> No.3147824

Of course senpai.

>> No.3147827


LegenDoom seems exactly what you'd want

>> No.3147836


>> No.3147887

Looks pretty neat, but it might clash with the monsters of colorful hell. I'll test it.

>> No.3147894


Doesn't seem to want to boot though, unfortunately.

>> No.3147905

What ZDoom build are you using?

>> No.3147912

GZDoom 2.1pre

I think it might be out of date.

>> No.3147915

updated it. Now it works.

Thanks anon, i'll give this a whirl.

>> No.3147942

Are there any good doom mods that offer operable mech suits?

>> No.3147946


>> No.3147957

Any good doom mods that makes Golden Souls 2 come out faster?

>> No.3147970

I just started up GZdoom with ZDL running it and the sounds arent right, like it can only play a single sound loop at a time

>> No.3147972

I remember reading the books as a kid and fucking loving them

>> No.3147989
File: 981 KB, 380x214, 1451110538274.gif [View same] [iqdb] [saucenao] [google] [report]

i'm working through a playthrough of Alien Vendetta with Colourful Hell and Combined Arms

Mancubi, mancubi everywhere

it's good fun

>> No.3148007
File: 153 KB, 361x239, tentacle fun!.png [View same] [iqdb] [saucenao] [google] [report]

tentacles for hdoom when

>> No.3148010

You might be interested in "If Doomguy was a Mechwarrior" in the OP.

>> No.3148018

If one were to reverse image search that what would they find?

>> No.3148021

the good stuff

>> No.3148023

Porn, probably

>> No.3148024


Are you making sure to use the hidden technique the fists have?

If not, try hitting the use item key

>> No.3148037
File: 125 KB, 1280x720, Screenshot_Square_20160417_215247.png [View same] [iqdb] [saucenao] [google] [report]

Been long delaying putting off playing through Adventures of Square recently, and I've been extremely "meh" about it.

The maps are quite interesting when they're not featuring jumping puzzles over insta-death pits and underwater navigation, and the music is incredibly top notch as expected of Jimmy, but the enemies and weapons themselves are incredibly basic, very ordinary.
I guess it's kind of the reverse scenario people typically complain about with gameplay mods, about how there's these really fun weapons but the default maps don't play well with it. You've got these incredibly cool maps with new textures, a new setting, a new style of gameplay, and then the weapons/enemies that come with it are...pretty much stock.
You've got your not-cacodemons with the not-demons and your not-imps fighting them off with your not-chaingun and not-rocketlauncher, and it just begs the question, did this really need to be a full thing? Couldn't it just have been a ZDoom mapset? I'm not really seeing anything that could've really justified being a game over a mod.

>> No.3148038



>> No.3148045
File: 450 KB, 556x560, baa6a2ebd57ac41bae0d3287426b06af.jpg [View same] [iqdb] [saucenao] [google] [report]

iqdb fucks up spectacularly sometimes.

>> No.3148047

oh, the rocketblast? yeah, i use it occasionally

actually i should use it more, got like 900 ammo for it

>> No.3148053


>> No.3148058


You think the gauntlet durability is too generous?

>> No.3148067

what do you mean by durability?

>> No.3148087

This will never stop being stupid.

>> No.3148118

Nice work. I like how you even changed the weapons. Most skins don't even come with a face.

Downloaded out of curiosity, but will probably keep using it.

>> No.3148131


>> No.3148135

Nope. It wasn't until the 00's that western developers started making a bigger impact.

>> No.3148136


Doom demons are technically aliens from another dimension. Their dimension is just weird and magical. There's probably no heaven or after life in doom universe.

>> No.3148138
File: 3 KB, 44x76, Lydia_crouchpewpew.gif [View same] [iqdb] [saucenao] [google] [report]

Yea, I spent way WAY too much time on this sprite. All I did was come into /doom/ one day asking for advice making a custom mug, then the egged me on to make her an actual sprite after I finished, THEN wanted me to do proper hands too. I just decided to give her crouching sprites for my own challenge (and I'm glad I did, another anon made a russian assassin monster with my sprite, and she randomly crouches and sneaks, it looks so good). This place is great encouragement, which is a rare thing for 4chan.

>> No.3148139

TNT is the easier of the two.

>> No.3148151

Have you played the MMs and Icarus? They have a sorta iwad quality to them, IMO. They even share some people with Final Doom.

>> No.3148170
File: 13 KB, 543x251, temp.png [View same] [iqdb] [saucenao] [google] [report]

What called the "light" frames in doom. Looking through whacked I can't see a reason why state 56 would be called here.

>> No.3148171


The gunflash, likely.

>> No.3148178
File: 1.45 MB, 309x161, luKmRZm.gif [View same] [iqdb] [saucenao] [google] [report]

No, I mean how is it called as a function. What is making this show up in game. If I want it to stop, how do?

>> No.3148201

I personally hate mapsets that use only stock weapons/monsters requiring me to use zdoom. Its too boring, and more often than not, feels like a needless limitation of port compatibility.

Even if there's a clear influence from Doom itself, I respect the Square team more for having its own art style, items and monsters. To me, it makes me more interested in playing it, than it would if it literally was just stock doom that required me to jump sometimes.

>> No.3148242
File: 33 KB, 500x375, 1393807565148.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't mean to bring it up, but it's sincerely comforting after seeing the intensely disappointing shit-show that is the beta, to come back here and see that you guys are chatting about what clothes the zombiemen are wearing and making silly doomguy edits. Same as it ever was.

>> No.3148247

How are former humans created?

>> No.3148248


The gauntlet ammo.

>> No.3148252

Finally access to my machine again, now I can start making Archville which I've planned.
It involves enter the gladiators song

>> No.3148254

alot of doom4 posts were deleted, but I don't think the people who post stuff like that are regulars here anyways. It's too easy to reply to them though...

>> No.3148259

in total fairness i think it's kind of a moot point; the weaponset is reasonably overpowered in general, what with the pistol that has infinite ammo, the homing-axes, the plasma shotgun with a vortex alt-fire, the rocket launcher that can vomit like 8 missiles that don't do splash damage to the player... not to mention the rebounder.

>> No.3148264

I haven't played the beta, but it was pre-ordered for my birthday (get an agitating skeleton figure out of it, so either way I'm good). I'm hopeful for the singleplayer anyway. Even if it's more like Bulletstorm than Doom I'll have fun.

>> No.3148268
File: 11 KB, 447x335, 1450145293338.jpg [View same] [iqdb] [saucenao] [google] [report]

don't forget that a cardinal rule of the internet is to not feed the trolls

>> No.3148278

Having an opinion (which happens to be pretty popular) isn't really trolling.
It's not fit for this board and thread, but it's just an emotional backlash from something people hold dear.

>> No.3148281

>I personally hate mapsets that use only stock weapons/monsters requiring me to use zdoom. Its too boring, and more often than not, feels like a needless limitation of port compatibility.
this is the strangest pair of sentences i have ever read.

>> No.3148287

It boils down to: Why use ZDoom if you dont use it's features?
Im almost sure that Adventures of Square could be done in Boom with Dehacked (with omitting some gameplay features such as carying a TNT boxes)

>> No.3148297

I'm sorry, I know it's off-topic, but all I can think of when I see that image is WORMS AND PLASTIC MINNOWS!

>> No.3148306

keep in mind that this isn't really a criticism, there are plenty of overpowered weaponsets out there but this is actually a pretty balanced one, so much so that i regularly have internal debates about which gun to be using

i think it's best suited as a pairing to colourful hell

>> No.3148310


Harmony was, and it suffered a lot from it.
I suppose it comes with the territory of being traditionalist mappers--they get to the ZDoom engine and they're so used to doing things the old-fashioned way they don't really know how to use things beyond "we don't have to fake 3D floors!".

Something more intricate and elaborate like Project MSX could make for a good full-fledged game.

>> No.3148316



>> No.3148323

Isn't one of the advantages of zDoom the ability to use Scripts? Or does Boom have that too? I'm not too into what each port does except Boom/Choc Doom for more "purist ports" and zDoom/z& for "updated ports"

>> No.3148337

ZDoom is the only port with powerful scripting. Boom can do a very crude form of scripting by putting actors on scrolling floors outside the map ("conveyor belts"), putting trigger lines on the conveyor and executing them by opening and closing doors

>> No.3148352
File: 71 KB, 620x654, mewklgm3qygwhuw8ielh.jpg [View same] [iqdb] [saucenao] [google] [report]

I stumbled upon this thing while browsing the emulation thread. Baically, it is a mini-netbook with gamepad. I wager it would be quite sufficient for GZDoom, QuakeSpasm, Q2,3 and Doom 3 (and quite a few other games - look at the benchmarks of pads with similar hardware)

Yay or nay?

>> No.3148357

Oh, the name is GPD Win. Looks (and costs) better than Pyra handheld.

>> No.3148358

Dont count on any Kickstarter or Indiegogo stuff to really actually come out, or performs as well as it says it will.

Buy one of the readily available ones

>> No.3148367

Well, the last 3 GPD consoles were solid (GPD XD is great even), quality of their builds certainly gone up. Besides, they already had full funding for the project before they started the campain, it's just their way of prodding the market.

>> No.3148372

what if there was an edit of that with a BFG and the features correlated to the details of one

>> No.3148374
File: 143 KB, 850x577, 1399155305849.jpg [View same] [iqdb] [saucenao] [google] [report]

What is /vr/'s thoughts on the mod Doom Reborn, a doom 3 mod that remakes Doom 1 and 2, but with doom 3 gameplay/engine?


I really like the idea on paper but I'm not falling in love so far (2 hours in). The textures are bland, the lighting is "off" and not as atmospheric and I don't like having to aim with the vertical axis, it slows down gameplay.

I don't mean to bash the mod, it's an impressive effort and really fun to play some of the old levels again with a twist. Just my 2 cents.

>> No.3148380

Doom Classic mod tried the same. It was meh.

>> No.3148383

From what I see it suffers from one thing: Doom 3 gameplay mechanics. If one would mod player movement and weapon behaviour to be up to Doom 2 metrics, this would actually be quite decent.

>> No.3148386

The maps are a 1-to-1 remake? Seems completely pointless. I think any sort of Doom remake would only be worthwhile if they remixed the maps. In this particular case, they could have taken advantage of the engine's fully 3D capability to make level designs with a good amount of verticality.

>> No.3148387
File: 2.97 MB, 800x598, soulLauncher.webm [View same] [iqdb] [saucenao] [google] [report]

soul launcher in game. took an anons advice and opened the jaws when it fires.

>> No.3148390

looks bretty gud

>> No.3148392

Would be nicer with better assets and map overhauls.

Neat enough though. Might play through it.

>> No.3148393


>> No.3148402


>> No.3148405

Looks great, aside from onion-shaped muzzleflash. IMO that one needs a wee bit more tweaking ;)
Somwthing more Strife-y would look better imo.

>> No.3148407


a-anon this is a b-b-blue board!~

>> No.3148410

It shoots onions though...

I can't remember what strifes blasts look like.

>> No.3148440
File: 12 KB, 96x106, lydia_melting.gif [View same] [iqdb] [saucenao] [google] [report]

Getting bored of working on scuba sprites, so I figured I'd go ahead and do a floor damage death sprite.

>> No.3148442
File: 21 KB, 500x377, 1453597160415.jpg [View same] [iqdb] [saucenao] [google] [report]


holy shit, that fleshbeast looks fucking great

i really mean great, that's spritework that looks better than 95% or more of custom characters

>> No.3148443
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3148459

Thanks. The gibbing animation it does is a little off - it's pulled straight from the weaker former human. These ones are called former human grotesques. They're not 100% done yet, but they're done enough for show and tell. They still need some more human bits.

>> No.3148470


>> No.3148474

Somewhere, Terminus is overwhelmingly disappointed.

>> No.3148475

wow.wad for weebs?

>> No.3148479

Are there any doom megawads set in ancient egypt with magic casting baddies?

>> No.3148480
File: 2.86 MB, 1920x1080, lasers.webm [View same] [iqdb] [saucenao] [google] [report]

Testing new pulse laser gfx

>> No.3148481

Epic and Epic 2. There's also the PC version of Powerslave which have Anubis magicians that throw fireballs at you.

>> No.3148482
File: 196 KB, 557x605, tumblr_o2m77iq7XM1rgmbyoo1_1280.png [View same] [iqdb] [saucenao] [google] [report]


Damn son.

>> No.3148483

>700 kelvin
>no degrees included

Thank you.

>> No.3148485

Sorry I should have specified that I meant other than Epic which i was already familiar with.

>> No.3148486

Played through Doom 1/2, Plutonia, TNT, alot of the Master Levels, played some of the alpha versions of Doom 1. Of course I also played Doom 3 and all its expansions. Doom 4 Multiplayer was fun. Also read the books...

What now before Doom 4?

>> No.3148487

Play Quake.

>> No.3148489

You heard of the megawad Osiris? That's another Egyptian themed level pack. Imagine E2 but it's Egypt instead of a moon base.

>> No.3148490

wait wait wait wait wait

so are you picking up power cores or heatsinks or what?

what powers the lasers, the energy from the reactor(s) powering the mech or the power cores you're picking up?

>> No.3148493

This looks so sick.

>> No.3148495

Looks cool thanks anon.

>> No.3148496

I'm picking up laser upgrades. You start with the SPLAS and upon picking up another laser it upgrades to the next tier.

SPLAS (small pulse laser) -> MPLAS (medium pulse laser) -> (large pulse laser) LPLAS

>> No.3148498
File: 2.41 MB, 680x384, An epic battle.webm [View same] [iqdb] [saucenao] [google] [report]

So, /vr/. Do what are your opinions on me? Actually I probably know the answer to that.
This is the final map in a 6 map WAD I'm working on, and I just realized should probably make the first attack less Kaizo-like.

Not really, there's no HOMs, Cyberdemons or BFGs.
Looks pretty sexy
also how the hell do you get your webm to look great in 1080p at only 2MB but my webms look like shit at 384p at 2.4MB

>> No.3148501

Is it some kind of challenge thing? Doesn't look very Doom-like.

>> No.3148504

You think that webm looks good? I thought it looked kinda crappy.
I just used webmbro to convert the mp4 recording into a 3 mb capped webm. That's it.

>> No.3148512
File: 352 KB, 960x540, gzdoom 2016-04-18 03-24-33-647.webm [View same] [iqdb] [saucenao] [google] [report]

And now it's done. Huzzah. Guess I'll finish scuba sprites tomorrow.

>> No.3148514

>"I'm meltiiiiiiiiing! WHAT A WAAAAD WHAT A waaaaaaaad...~"

>> No.3148516
File: 490 KB, 230x230, loadsagutsprobly.gif [View same] [iqdb] [saucenao] [google] [report]

>What a wad

>> No.3148551

I used the exact same program and the exact same process. How does yours look better?

>> No.3148563

The fact that they did their own art and assets justifies it requiring zdoom in the first place, IMO.

>> No.3148575

it's something little, but i'm working on a remake of a D!Zone map, which was called ARSENAL.wad
https://www.youtube.com/watch?v=-9Pn7Olk8jg (original map)

the remake:

>> No.3148576

based lydia sprite set! If only we could change actor height with decorate, the crouching would have an impact on how hard she is to hit!

>> No.3148581

Thats awesome!

>> No.3148582

>Remaking a map that's basically just a couple of hallways and rooms with nothing in them by putting detail on the walls and adding things to the rooms

A fine start I guess. Easy map to make slightly better.

>> No.3148584

The Memento Moris, Icarus, Requiem, and Eternal Doom all have some sort of relation to official releases

Dario and Milo Casali of TNT/Plutonia, and Tom Mustaine of TNT were involved in The Memento Moris.
A good chunk of the people involved in TNT also worked on Icarus.
Jim Flynn, and Sverre Kvernmo from Master Levels were involved in Eternal Doom
Dario Casali has one map in Requiem.

>> No.3148586

neat, looks like she's falling into some kind of super quicksand

>> No.3148592

yeah i decided to start with the easier one since i have been doing mapping rarely, so i'm not the best mapper in terms of complex maps.

>> No.3148595

fug that's cool

>> No.3148598

the map looks familiar, but i can't name it, please remind me

>> No.3148605

Canyon from master levels

>> No.3148610

pretty badass

>> No.3148614

Up your biterate

>> No.3148619

I was working on one, but now that anon is making that battletech mod I'm considering stopping.

>> No.3148648


>> No.3148657

If you made the hallway leading to Romero's Head in the Icon of Sin much longer, you could have it so that the Icon can only be killed at a highly elevated platform. Right now you can kill it easily with free aiming. Why hasn't anyone done this?

>> No.3148661
File: 29 KB, 2088x1387, Magic2_1[1].png [View same] [iqdb] [saucenao] [google] [report]

>Spider Master Mind has little arms


>> No.3148663

>There's a bleeding transition between health levels on the hudface
Whoa what, how? Or is that just webm buffering :(

>> No.3148673

oh god it looks so stupid with those

>> No.3148676

What the hell with AR stretching on all of this guy's videos? Is Youtube responsible for this or is he just retard?

>> No.3148682

I remember there being a mod, kinda akin to Combined Arms, but with different switchable ammo types for most weapons (Not Space Pirate)
What is that mod?

>> No.3148692

talking about Hexen mods, here's one i've found.
search for sampamojcan (since i can't post the blogspot link because it says it's spam)

it looks pretty interesting to me.

>> No.3148751

>MOOOOOOOOM, Doomguy oneshotted me with the BFG again!

>> No.3148782

How do I pull of Mastermind/Cybie BFG oneshots, anyway? I watched a UV-Max run of some of the later Sunlust levels and the guy playing was doing it all the time.

>> No.3148793

in vanilla it is impossible to oneshot a cyberdemon and highly luck-dependent to oneshot a spider (thing must positioned exactly right related to the blockmap in order to absorb enough damage)

that said the method is simple but hard to describe, you run in, press fire at the right time so that the ball detonates when you are half a second away from the target, and the spray is released when you are right next to it

>> No.3148794

cyber demons can't really be one another with the bfg, but they can be twoshotted if you want to hug the asshole

spider mastermind oneshots just involve hugging the bastard and unleashing your green load straight into its succulent brain guts

>> No.3148804

cyberdemons* oneshotted*

autocorrect is hell

>> No.3148940
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google] [report]

>multicore doom sourceport to be ran with gzdoom
>can only work on "vannella" doom mods, not brutal doom
>helps your doom stay on 60 fps if your computer is capable of doing that
>keeps doom wads smooth and less lag


>> No.3148942
File: 529 KB, 1768x992, Screenshot_Doom_20160418_150415.png [View same] [iqdb] [saucenao] [google] [report]

Building an arena/colosseum. How many tiers of seats should there be?

The idea is that you enter once you get all 3 keys (three sets of gates preventing you from going in). Once in, you start a big scripted fight. That fight being, all the "seats" are filled with various monsters and they randomly tp in at certain intervals. Once you've cleared all the monsters, you win. (This is secret level for my 16 level "miniwad".)

Arena itself won't be blank (there will be cover), and candelabras are to give you an idea of current size. The actual arena part fits in an 896*1920 square. And you won't be able to interact with the crowd until they TP in (block all linedefs)

Also, as for how "filled" the seats will be, that will vary with difficulty level, with UV having the place filled to the brim and with tougher monsters, and ITYTD it will be more sparsely populated and with less tough mobs.

>> No.3148980

IDK if I want this. I think 35 fps is fine.

Albeit GZDoom gives me about 1600+...

>> No.3148990

I think you should add one more level to even it out.

>> No.3148993
File: 483 KB, 1280x860, 1280px-Jean-Leon_Gerome_Pollice_Verso[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Probaby build a double-height wall for the first stage and then 3 or four rows of 'seats' around for the most part, but be sure to have an enclave for the top boss of the arena to wait in.

>> No.3149032


They are garbage. They stop being DooM about near the end of the first book.

>> No.3149034

Don't the Doom novels turn into religious propaganda halfway through?

>> No.3149039

I would imagine that imps have a thicker hide than human skin. And while all the zombies have different health, this may be attributed to the fact they have different armor points, that is to say they have the same armor as Doomguy.

But either way, if the Chaingunner is historically a marine assigned to a different Unit, they may just have been assigned more compact armor. But growing up I always just logically assumed they had more health than the imp because they looked bigger.

I have always intuitively thought this, combat is brain-dead easy. The challenge is in navigating the map and not running into obstacles; almost as if there is also a Racing element as well.

You will never fuck up hitting an enemy or dodging projectiles, but you will run into a prop or a spectre or piece of wall you didn't "see", or you will unwittingly expose yourself in a manner that could have been avoided had you better navigated the map -- notwithstanding any combat mechanic.

Of course you are primarily talking about the "puzzle" aspect: in finding the power-ups. This to me isn't as important as there isn't really a logic to the puzzles outside of understanding 90s style map design and traditionally oblique secret placement.

Be moderately close to a cyberdemon, time his rockets, the same time he fires his second rocket fire the BFG. Time it so that as you are dodging the third, you have ended up with your nose in his crotch centered and facing him. By this time the bfg will go off and you know the second time you do this you will kill him if he flys back due to the sheer amount of damage he took.

>> No.3149041

It's pretty easy to figure out if you're meant to jump or crouch on a map. But what about straferunning? It's a vanilla-compatible trick, but from what I've heard its benefits weren't discovered until around a year after release. So that rules out most 94 wads, but there's still no way to know for sure when/if later authors knew of it when designing their maps. How do you decide?

>> No.3149049

TotalBiscuit on nuDoom mpb:

>> No.3149056

it's in vanilla doom, so if the map breaks from straferunning, then too bad I'm straferunning anyway

>> No.3149061

>How do you decide?

>> No.3149065
File: 1.59 MB, 256x192, 1388192096233.gif [View same] [iqdb] [saucenao] [google] [report]

>You will never fuck up hitting an enemy or dodging projectiles

>> No.3149084

I'm trying to make a morph powerup in Zandronum, but once I do any player input the player sprites go back to the original class sprites, although behavious like the morphweapon still works. Does anyone have any idea why this could be happening?

>> No.3149086

Because your morph actor only has a spawn state perhaps, and moving/firing puts your playerpawn into "missile", "see" or whatever?

>> No.3149090

>thought on a beta

What's the point?
He's gonna look at the full game anyway

>> No.3149091

No, I've defined Missile and See states for the morphed actor. Maybe they aren't being entered? I'll dump the code here:
Goto Spawn
MVRK A 4 A_Pain
Goto Spawn
TNT1 A 0 A_SpawnItem("Wreckage")
TNT1 A 0 A_Explode
TNT1 A -1

>> No.3149104

So he can give feedback and have his voice heard n such. He's kinda big in the PC gaymur world after all, so if he says anything about the beta, id's prolly gonna hear him.

theres still hope

>> No.3149105

I think Spawn should Loop rather than Stop. DoomPlayer does that at least.

Perhaps there's an issue with some sprite not being valid? Especially prone to happen with 3d models because those are annoying decorate-wise.

>> No.3149107

The game comes out in a month, nothing significant will change. It's more like a time limited demo to get people thirsty for the full game.

>> No.3149113

Well, basically the only thing they gotta change is the movement speed, which compared to other stuff in the game, should be easy to change. I imagine it'd be equivalent to a .cfg edit.

>> No.3149116

Tried that,same problem occurs.
The sprites definitely exist, the A frame is rendered.
Wierdly though, when the player sprites are rendered, they aren't recoloured as they normally are when the player is in their unmorphed state.

>> No.3149117

-1 states last forever - it doesn't matter whether it's followed by loop or spawn.

>> No.3149118

Didn't Brutal Doom become a thing because of him?

>> No.3149120

Naw he just reviewed it once. It'd been a thing for a while at the time.

>> No.3149127

I know that's normally the case, but I figured "zdoom being zdoom" could have been the problem with even a supposedly inconsequential difference between the spawn states.

Huh. Could it be some kind of MapInfo problem where the morphed version of the actor needs to be included? Just throwing ideas out by this point.

>> No.3149135



>> No.3149136

>morphed version of the actor needs to be included
Well, that would mean that you could select the class from the menu and Hexen doesn't allow that with the pig so...

>> No.3149139
File: 1 KB, 120x120, PANIC.png [View same] [iqdb] [saucenao] [google] [report]

The desu storage for Quake is down lads. I REPEAT THE DESU STORAGE FOR QUAKE IS DOWN!

>> No.3149140

Been replaying Doom 2 lately. I now remember why I haven't played stock Doom 2 in about a decade now: it's boring.

Do levels 21-26 have any other purpose than being boring, unchallenging and small filler levels? Because they are boring, unchallenging and small filler levels. Stock Doom 2 has lots of crappy levels, but those feel like the worst of the bunch.

Seriously. Did id run out of ideas or time when they made Doom 2?

>> No.3149145

Someone posted this on /v/ earlier, he says he's still working on it and doesn't want it included in the OP yet but it has download links and setup instructions for Quake if you need it


>> No.3149150

>Seriously. Did id run out of ideas or time when they made Doom 2?
Carmack was busy making Jaguar Doom and then 32X Doom. The artists pulled their weight with no complaints. Romero was starting to shirk his job and enjoying being rich. Sandy Petersen kept making his, uh, eccentric levels. American McGee was hired as a mapper by Carmack because they needed somebody to do what Romero wasn't. Hell they even got the tech support guy, Shawn Green, to make a level just to fill it out.

>> No.3149152

Jesus christ, you wanna know why Build games have so fewer maps than Doom's ?

I've spent most of today working on a map and I feel like no major progress was made, just a lot of minor details.
It's like: fix shading values here, add sprites there, change those stairs, improve that area a little, make that effect... and then BAM, day is gone.

In Doom, not many sprites to put, shading is sector based, not many effects to work with... it's fast.

>> No.3149156

>Did id run out of ideas or time when they made Doom 2?

They ran out of Romero, this is the point in his career when he started believing that design is theory and work is for grunts.

>> No.3149157

Surprised no one's brought this up yet, but id said via twitter that they'd share more info about the SP. It's a few days old tho but w/e:


>> No.3149161

>Surprised no one's brought this up yet

Doom 4 not being /vr/ and talking about it here being something that can get you warned may have something to do with it

>> No.3149167

Eh, fair enough.

I just dont want to go to reddit or back to /v/

>> No.3149175

/v/ has been a lot better than /vr/ for nearly a year now. /vrdoom/ is not representative of the massive amounts of shitposting that has completely overrun the rest of this board.

>> No.3149176

It's got to be stated he did earn id a decent bit of free advertisement and money from hexen/heretic which he spent some time on.

Not that he wasn't a pompous slacker at the time anyway

>> No.3149182
File: 538 KB, 320x240, 1407953639293.gif [View same] [iqdb] [saucenao] [google] [report]

That's some mighty fine robot action there, anon.

>> No.3149189
File: 1.69 MB, 960x540, insuitdeath.webm [View same] [iqdb] [saucenao] [google] [report]

Testing player death while in the mech

>> No.3149205

The top link in so you want to play some quake seems to be broken

>> No.3149208

Well this is embarasing. I can't DL the yandex folder on /vr/ and I can't seem to find Doom wads anywhere.

>> No.3149212
File: 183 KB, 1280x720, SIs9lOBtJQo.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3149217


>> No.3149220

When we actually have some information about the SP in the new game we could legitimately discuss it in comparison with the original games, but as it is it's just speculation about a modern title and not remotely /vr/ relevant

>> No.3149223

i can't help but think something is missing...
maybe a big red led/button flashing somewhere?

>> No.3149229

He should copy the MW3 cockpit. It has flashing lights and lit up buttons and screens and shit. The glass even has sheen so it actually looks like you're encased in a canopy. Also, bullet holes and cracks show up when the cockpit gets hit.

>> No.3149231
File: 793 KB, 1920x1080, hbqqdYj.jpg [View same] [iqdb] [saucenao] [google] [report]

Some higher rez. Also artist is Pavel Kobyzev

>> No.3149236
File: 554 KB, 1280x860, those who are about to rip and tear salute you.jpg [View same] [iqdb] [saucenao] [google] [report]

Got bored.

>> No.3149237

Did they ever release any of the higher quality versions of the Quake sound effects that weren't found in qtest1? It'd be nice to put together a better sounding version of the full game, and it's a shame to leave a handful of noises at lower quality.

>> No.3149241
File: 239 KB, 307x390, skell.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3149243

The emperor needs to be Carmack.

>> No.3149247

I was going to do that, but I'll be fucked if I'm going to spend thirty minutes struggling with GIMP's oddities to do it.

>> No.3149256


>> No.3149263

Wish there was some chart somewhere which showed a bunch of the best/most historically significant Quake maps/mappacks. Doom has tons of that but I haven't seen any for Quake.

>> No.3149268
File: 2.96 MB, 1280x720, colosseum.webm [View same] [iqdb] [saucenao] [google] [report]

Neato anon.
And behold a horribly unfinished WiP

>> No.3149270

Beyond Belief is the most popular classic episode, I think. The mapper who worked on it also previously contributed maps to Memento Mori II and Requiem.

>> No.3149273
File: 2.87 MB, 960x540, outsuitdeath.webm [View same] [iqdb] [saucenao] [google] [report]

Mech suit death with the player outside

>> No.3149274

If I remember correctly, it's Going Down that has a fucking rad Colosseum level. Goddamn that wad is good.

>> No.3149275

How about the map packs by the guys that did Slaughter Until Death, The Evil Unleashed and Obituary for Doom? I heard they moved to Quake. Was Beyond Belief that?

>> No.3149280

That's cute.

>> No.3149282
File: 2.45 MB, 1024x576, 2016-04-19-0255-19-3mb.webm [View same] [iqdb] [saucenao] [google] [report]

that's pretty good.

just found out this can happen, made me laugh pretty hard. gonna do this the next time my friend wants to play co-op.

>> No.3149284

The Innocent Crew have a website you know.

>> No.3149287

It might be interesting to try blitzing a whole load of mappacks to put together some recommendation lists the way we have in the So You Want To Play Some Fucking Doom infographic

>> No.3149291

Give me that sideways Doom guy face and I'll have a go at it

>> No.3149293

>The fact that they did their own art and assets justifies it requiring zdoom in the first place

As REKKR is showing, this really does not mandate ZDoom.

>> No.3149296

Hey now, just because you're trying to kill each other is no reason to be so ill mannered

His taking offense is quite understandable

>> No.3149297


check out Iron Angel of the Apocalypse 1 and 2 (3DO), Necrodome, and Space Hulk


Eradicator might have something relevant but I'm not sure

>> No.3149298

Does anyone have the WADs for the WizardWorks megawads that were suppose to be part of Final Doom but they missed the deadline? Perdition's Gate and Hell to Pay were their names.

>> No.3149303

also harmony

>> No.3149359


>> No.3149363

Was that game's main goal trying to look as much like a me-too Doom clone that it could? Cause it damn well worked.

>> No.3149369

are you implying that it's a doomclone or a doomcloneclone

>> No.3149379

It's ugly and has no personality, basically a clone of Doom clones.

>> No.3149419
File: 796 KB, 5312x2988, 20160418_132006.jpg [View same] [iqdb] [saucenao] [google] [report]


I second playing Doom on these cheap Cherry Trail UMPC's and Tablets. GZDoom at 1920x1200 on a 8'' Tablet looks amazing. Great to play Doom around the house, you probably want a stand and a BT Mouse/Keyboard, playing with a 360 controller is kinda meh.

But should have no problem running Quakespasm, DOSBox, etc.

Why is it still the first thing I install on any new PC?

>> No.3149427 [SPOILER] 
File: 321 KB, 1280x960, 1461004136249.png [View same] [iqdb] [saucenao] [google] [report]

next on mechanics that can make dark maps super annoying on bad rng roll

>> No.3149432

if you're lugging around a mouse and keyboard anyway

why not just use a laptop

>> No.3149438
File: 111 KB, 671x685, 1455746091766.png [View same] [iqdb] [saucenao] [google] [report]

It's funny, I kept flipping between finishing my animation project for college and checking the threads/news about d44m all weekend.

>> No.3149452
File: 152 KB, 1221x825, well then.png [View same] [iqdb] [saucenao] [google] [report]

Well then, now just to make the city that will be "Arch-Ville". The random long box in the centre is supposed to be the main road.

>> No.3149469
File: 5 KB, 216x246, Revvy-Concept2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3149472
File: 114 KB, 1023x710, revenant concept.jpg [View same] [iqdb] [saucenao] [google] [report]

Woah, that's cool.
I still want someone to turn Adrian Carmack's old Revenant concept art into an actual sprite sheet.
It's rad as fuck.

>> No.3149475

Is that head a helmet? Hard to see.

>> No.3149484

It's like a big gasmask/welding mask combo sort of thing, with the skeleton skull exposed at the top, with wires going into it.

>> No.3149498

>revenant with a cyberdemon rocket launcher and a shotgun
i think they're bad enough as it is thanks

>> No.3149501



>> No.3149507

he has shoulder canons too

>> No.3149520

i think brutal doom became a thing because of that Happy Days video

>> No.3149525

i can kind of see some dark purple circles? not sure what i'm meant to be looking at

>> No.3149540

is that vegemite

>> No.3149547
File: 247 KB, 1205x651, im a shit.png [View same] [iqdb] [saucenao] [google] [report]

I can't into outdoors mapping, can anyone help me here? We see an outdoors area (ignoring the default floor texture). In there I've placed a few walls which are 128 heigh by raising the floor of those sectors. The ceiling of walls/outdoors/inside is currently still at 512. Now, if I lower the ceiling of the building and swap texture to something more appropriate for inside (ie not sky), I either get hall of mirrors effect (no texture on upper side linedef), or just an incredibly tall building. Should I just make all my buildings the same height and set the outdoors sky/ceiling height as that? Is there something else? This is why I prefer indoors darnit.

>> No.3149548

I still remember when it confused a pic of Sophie Dee with child porn, what the fuck.

>> No.3149561

Yeah it is Going Down
That level is fucking baller

>> No.3149563
File: 148 KB, 250x400, 7100fc93a9232a40d1547d34fa700c4f7f9c74b3.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3149565

>But either way, if the Chaingunner is historically a marine assigned to a different Unit, they may just have been assigned more compact armor. But growing up I always just logically assumed they had more health than the imp because they looked bigger.

Chaingunners are either higher rank UAC security, or outright soldiers. So it would make some sense.

>> No.3149579

I remember how people were going fucking crazy around QuakeCon 2014 when the people were reporting about DOOM '16.
I'd still love to see that demo they showed there.
Sounds fucking rad.
>The player is walking on the martian surface
>He's come across a chasm, several demons on the other side are trying to find ways across
>The player heard a screaming sound only to look up and see a Revenant with a jetpack drop directly on top of him from above and punch his face in

>Imps, Barons, etc. are actually climbing the crates and walls to get to the player
>Imps can be seen scaling the building
>He just walked up to a door, only for the menacing silhouette of the Cyberdemon to be revealed, the demo fades out

God, it sounded so fucking rad, man.
That hype was real.

>> No.3149585

I mean in a one on one setting.

My point being in a vaccum you never could fuck up, but its the obstacles throughout the map that actually cause the mistake.

For instance in a large area you can circle-strafe a cyberdemon for days, they are technically dangerous but not in that kind of setting. Yet put them in a setting that crowds you and you will find them dangerous, and I argue that it is merely the context that makes monsters dangerous. Considering that the AI for monsters in this game is so barebones.

That classic Pordontae video demonstrating how to counter most of the enemies demonstrates this.


You would have to do gif related to die if you were fighting a lone enemy.

>> No.3149595


see the top paragraph, "Another Long Overdue Addition"

>> No.3149601
File: 89 KB, 694x530, thehunted076[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I have a mighty need for Star Trek: TNG themed wads. Does such a thing exist?

>> No.3149614

Would play / watch.

>> No.3149636


>red shorts


>> No.3149640

>He hasn't knitted a pair of shorts out of his own blood
They're comfy and easy to wear!

>> No.3149654
File: 91 KB, 200x200, Doom-Books.png [View same] [iqdb] [saucenao] [google] [report]

They're ok, the first book is the best of the bunch, and is actually surprisingly good for being literature based on a videogame with such limited narrative and story (I didn't expect it to be the least bit good), they then gradually decrease in quality with each book, the second book is still fairly good, but it's kind of a half-baked take on Doom 2.

Three isn't all that bad, but it's kind of a departure, and then there's the fourth book, which I wouldn't I guess outright say is -bad-, but it's really different, it's kind of out of nowhere, it has a shift in tone and style, you won't really miss anything by not reading it.

They're not.

>They're a confusing confirmation that the Mormons are the destined saviours of humanity
They are not, they just happen to be survivors and be just another part of humanity fighting back, and this isn't even a strange leap of logic, hardcore mormons literally DO prepare themselves for end of the world.

No, it stays Doom for the most of the second book.

No, it doesn't, where does this meme come from? They're there, but they're painted in a neutral light at best

>> No.3149656
File: 196 KB, 451x378, 1430828028364.png [View same] [iqdb] [saucenao] [google] [report]

>mfw trying to make a working func_train

I've made a terrible mistake.

>> No.3149660


>> No.3149683 [DELETED] 

Why is drow's aquila disabled 27 minutes in. Gotta boost dem treants laddie

>> No.3149689


>> No.3149701

No I must kill the demons!

No John. You are the demons!

Then John was a zombie.

>> No.3149713

Yup. I think it's that way with Doomguy's mug too if it jumps from 20 to 10. It's because it's the same sprite just with more blood. I'm that lazy too.

>> No.3149719
File: 558 KB, 486x657, 68b867da1f[1].png [View same] [iqdb] [saucenao] [google] [report]

>Unfortunately, the mod was never fully completed. Act II was never released, and the mod team went their separate ways.

>> No.3149742

Are there any full 3d mods based on doom engine besides hunter's moon?
Also this mod has some weird shit like gigantic enemies with axes and hammers running fast in circles (probably they're based on pinkies)

>> No.3149760

>Are there any full 3d mods based on doom engine besides hunter's moon?
I'm working on one actually. Other than HM there are a few neat games made by "lilwhitemouse" like a mechcommander game and a SHMUP using gzdoom.

P.S ACS question for anyone who might know: HudMessage can draw sprites by using SetFont, but can I draw any of the standard gun sprites like "SHTGA0" with it somehow? doesn't seem to work

>> No.3149764

Zan Zan and Quake 1 and 2 stuff come to mind.

>> No.3149774

You are accounting for the sprite's offsets, right?

>> No.3149817

Dang, forgot about that. All the acs interface stuff I've been doing previously have had offsets set to 0. Works now, thanks!

>> No.3149830

Real talk though, any good Doom fanfiction that isn't laughable bad?

>> No.3149849
File: 2 KB, 52x126, Lydia_casual.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3149852

Would netflix and chill with

>> No.3149856

too casual for my headcanon

>> No.3149892
File: 511 KB, 1258x768, d44m.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a clown/cuddly conversion wad à la pic related?

>> No.3149897

Happy Time Circus 1 & 2


Doesn't Exist yet

>> No.3149905

>compile quake map
>no errors, haven't changed anything in the map
>suddenly there's no more 'drafty wind' noise when close to a skybox brush

Is this something that breaks often?

>> No.3149912

iirc, there's that sparkles and rainbows gore mode in samsara v0.3

>> No.3149913



>> No.3149926
File: 223 KB, 400x324, neat.png [View same] [iqdb] [saucenao] [google] [report]

That's a fine creation. ZaziNombies is pretty good at making Lego replicas, so I'm happy to see him on here.

>> No.3149928
File: 105 KB, 376x436, 1380034517647.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit that's cool.

>> No.3149940
File: 1.96 MB, 384x216, 1460981148615.gif [View same] [iqdb] [saucenao] [google] [report]

that's wild

>> No.3150032

This is fuckin' cool.

That being said, where does he have access to what looks like a small school gym for his vids?

>> No.3150076
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google] [report]

a school, probably

>> No.3150116
File: 22 KB, 330x378, bikinishake.gif [View same] [iqdb] [saucenao] [google] [report]

Now I'm genuinely curious what your headcannon is.

>> No.3150120

Looks like something out of leisure suit larry

>> No.3150130
File: 7 KB, 512x480, Best_M1_ending.gif [View same] [iqdb] [saucenao] [google] [report]

is this a metroid style speedrunning reward?

>> No.3150139
File: 4 KB, 62x118, Sprite-0004.gif [View same] [iqdb] [saucenao] [google] [report]

Naw, I actually made it just to piss someone off in the zdoom forums. That was years ago.

>> No.3150195

that pissed someone off?

talk about thin-skinned

>> No.3150203

well you know how those sjws are like

>> No.3150214

In MY Doom?

>> No.3150216

Naw, it wasn't an SJW, it was a massive sperglord who flipped his shit when I made him a sprite with an exposed stomach. He got banned a year or so later, thank christ.

>> No.3150223
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

>flipped his shit when I made him a sprite with an exposed stomach

>> No.3150226
File: 56 KB, 409x495, depressed caco.jpg [View same] [iqdb] [saucenao] [google] [report]

N-Nobody loves me!

>> No.3150234
File: 341 KB, 500x500, succ.png [View same] [iqdb] [saucenao] [google] [report]

is there a vaporwave wad and/or a hotline miami wad?

>> No.3150239


If you mean Jinal, yeah, he was.
He would actively shit up topics because they weren't "progressive" enough for him. Either a project that didn't have a female protagonist needed one, Pirate Doom needed to stop being so racially insensitive, women needed to be more covered up, Doom was sexist because it didn't have female demons, female demons needed to be nude because it wasn't equal that men could be topless but women couldn't, Christian references needed to be removed because Christianity was oppresive to other religions, etc.

I'm legitimately sad that he wasn't around when DemonSteele was made, I would've loved to see his reaction.

>> No.3150243

So in short, a concern troll that did not need to be acknowledged in any fashion?

>> No.3150245
File: 2 KB, 188x252, secretaryimp.png [View same] [iqdb] [saucenao] [google] [report]

Dear god that kid, holy shit..

>> No.3150250


Sure, we'll go with that.

>> No.3150253
File: 172 KB, 338x383, fuck i look like.png [View same] [iqdb] [saucenao] [google] [report]

>doom needing to be progressive

>> No.3150257

>tiny little hands

>> No.3150267

some anon was working on a vaporwave map recently, haven't heard anything in a while though

>> No.3150270
File: 1.49 MB, 300x300, 1447043277447.gif [View same] [iqdb] [saucenao] [google] [report]

>women needed to be more covered up
>female demons needed to be nude

>> No.3150282

I was this close to asking about this, I'm so glad I decided to hunt around the thread for it one last time.

>> No.3150291

iirc, basically it was the difference between "tittilation" and "naturalization", i.e. the idea that outfits with cleavage/stomach navels/etc sexualize the sprite and make it and the woman desirable, dehumanizing her to a sex object rather than a person
but if the clothes are removed, then they should be removed completely, as treating the breasts as something unnatural and evil is also dehumanizing to women

he wrote an entire fucking essay on this in off-topic, it's a shame zdoom forums don't archive anything

>> No.3150305
File: 1.86 MB, 581x542, [agitated tooting].gif [View same] [iqdb] [saucenao] [google] [report]

Sounds like one hell of an agitator.

>> No.3150383
File: 1.15 MB, 1280x1280, 40814947.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know why there's a v1.1 of Metroid Dreadnought on best-ever? I thought Term dropped it completely.

>> No.3150386

I can upload the new one with the sinking animation if you like.

>> No.3150393


Cvarinfo broke things a LOT and the FNF guys wanted me to fix things, so I did.

Using consolecommand to archive cvars and using cvarinfo at the same time is a REALLY bad idea.

>> No.3150401

well that dark age is over


>> No.3150410

That'd be nifty.

>> No.3150427

how close to completion is the sprite set?

i'm interested in it but waiting for the complete wad

>> No.3150472
File: 206 KB, 283x267, midriff.png [View same] [iqdb] [saucenao] [google] [report]

Yet he didn't have a problem with Doomguy's sexy midriff.

What was that sprite now again? I recall it looked like some punk chick, pretty cool.

>> No.3150485
File: 2 KB, 102x336, Undeadaheadspritebig.png [View same] [iqdb] [saucenao] [google] [report]


Her base sprite is finished, I just keep adding new things every now and then. Scuba is the one that needs finishing. The mod I keep spreading around just lets you play as her in vanilla doom just for fun.

This one.

>> No.3150545


>> No.3150548

While I myself am not a big fan of the midriff, I see no sense in getting triggered over such a thing.
Just my two cents

>> No.3150552

Reminds me of Jill of the Jungle & Xargon's drowning death

>> No.3150579

Some people want the freedom that you don't have with just dehacked.

But no. Because a standalone TC plays too similar to doom, even with it using features that are impossible in vanilla, its not allowed to be for zdoom, because TCs for vanilla exist...

>> No.3150612

Great thing to wake up to, thanks anon.

>> No.3150623

>because TCs for vanilla exist...

and very few of them, aside from aliens tc and maybe ghostbusters, are notable
and even then, those two don't really play like doom at all

>> No.3150715
File: 218 KB, 473x308, leaked screenshot from PLDG.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3150740

Anyone else here tried playing Laura Beyer's Doom? I can't believe they sold it at stores instead of just releasing it on a BBS where it could've just died.

>> No.3150763
File: 254 KB, 540x484, Epic Black Twitter Memes.png [View same] [iqdb] [saucenao] [google] [report]

I'm pretty sure this has already been done, but whatever

>> No.3150773


>> No.3150818
File: 2 KB, 60x128, Lydia_wetsuit.png [View same] [iqdb] [saucenao] [google] [report]

Yea, minus the AHUH HUH! sound.

What the actual fuck...

>> No.3150897
File: 65 KB, 800x600, turok dino.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think of Turok dinosaur hunter? I had it on N64 but i was young so it was scary and i was shit at games, so i always cheated. Playing the updated version on steam, it was damn easy but fun. Only time i died was on long platforming parts.

How are the doom games on steam, i heard need to do some screwing about to get ultimate doom to work properly.

>> No.3150903

No need to buy Doom on Steam as there's packs with the IWADs in the OP.

>> No.3150914

Turok is aight... The view distance always killed it for me though.

>> No.3150925


At least the remastered version fixes that.

>> No.3150931

someone needs to make a Gladiator based mod now

>> No.3150936

Turok is just easier with mouse controls and double the FOV giving spacial awareness. (the FOV on the N64 version is 45 degrees, seriously)

>> No.3150939

Turok is boring and bland.
Turok 2 is less so, but levels are a fucking maze with teleporters.

>> No.3150949
File: 88 KB, 600x586, 1460530217358.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder if the South Park FPS would be better if you could play it with mouse and keyboard, the FOV was upped and the fog was removed?

>> No.3150950

so I found this server the other day that had an expanded version of Samsara(with more heroes, including the playable character from Redneck Rampage), and while I've got all the the mods it was using on hand, I can't seem to get it to work, anyone have any idea if there's a specific order I should use here?;


>> No.3150956

South Park FPS had other problems, though. Like shitty level and enemy design.

>> No.3150963

the South Park FPS actually did have a PC version(used to have a copy, wish I knew where it went)

>> No.3150974


That's a whole lot of files, anything could be going wrong.
Can you post a screenshot?

>> No.3151036

will do(gonna take me a minute to get everything set up though)

>> No.3151042

Hey mate, are you interested in goldenye style aiming to go with your stealth system once I get to working on that? I think I've even figured out how to support gamepads accurately though I can't test it atm.

>> No.3151064 [SPOILER] 
File: 36 KB, 598x609, 1461051142241.jpg [View same] [iqdb] [saucenao] [google] [report]

something like emma peel

>> No.3151078
File: 463 KB, 730x550, smug tomato.jpg [View same] [iqdb] [saucenao] [google] [report]

>he made a new thread and didn't link it

>> No.3151080

Analog sticks work surprisingly well in ZDoom, I'd love to see you do that.

>> No.3151113

>an expanded version of Samsara

>> No.3151149

Too soon.
We're still on page 5.
Also no news posts there. It's not the usual OP. It's a newfag OP. Let that thread sink and usual OP make the good one.

>> No.3151153

after some experimenting(turns out I didn't have the Skulltag data PK3 file) managed to get it to launch, but ran into a new problem, I try to start a new game and it says the first map isn't present at all, tried removing the 12 in 1 PK3 files thinking that might be the problem, but then it crashes saying that there's too many CVARs running, and I tried loading it with a different map pack, but that didn't work either

what makes you say that?

>> No.3151160

>what makes you say that? >>3151149

>> No.3151170

you didn't actually answer my question

>> No.3151235
File: 251 KB, 1600x900, Screenshot_Doom_20160419_131511.png [View same] [iqdb] [saucenao] [google] [report]

>lost soul waiting for doomguy to notice him

>> No.3151240
File: 170 KB, 1024x768, ad_metmon2c.jpg [View same] [iqdb] [saucenao] [google] [report]


>sock making an AD version of his Metal Monstrosity map

Having to fight those flying drones with AD's non-hitscan shotguns is going to be an incredible pain in the ass.

>> No.3151256

name of mapset please?

>> No.3151261
File: 406 KB, 1600x900, Screenshot_Doom_20160419_134109.png [View same] [iqdb] [saucenao] [google] [report]

Map is Vela Pax (unfinished set of 6 fuckhuge maps, 3 maps are done - 1,2 and 5).

Mod is Dakka - I find it to be most fun of the nearly-OP weapon sets. It doesent feel like much of an op, but still makes gameplay faster and more dynamic.

>> No.3151268

>Vela Pax
oh i've played that, i should have recognised it

thank you anyway

>> No.3151272

A mod idea: PackRat
Allows you to pick up health packs and ammunition you dont need.
When you do need them, you activate your backpack with a special key and start unpacking your stuff, which takes about 15-20 sec standing still (so not viable in a middle of a fight), throwing all your collected shit on the ground.
When you pick it back up, stuff you need (ammo, health etc.) goes to you as usual, then surplus gets packed back again for further use. Also can be used in CoOp to supply teammates. Ability to always stockpile surplus weaponry (no matter how much ammo you have) can be turned on or off via another key.

>> No.3151279

the samsara addons are widely decried by fans of the original as unbalanced, buggy, and generally rubbish. although it must be said fans of the addons don't seem to care about this and continue to enjoy them regardless. anyway i believe >>3151113 is in the former camp and is thus helpfully trying to warn you off them as a bad road to go down.

>> No.3151302
File: 81 KB, 251x289, 1449532687696.png [View same] [iqdb] [saucenao] [google] [report]

>mfw playing Dakka just now

Holy shit how come I haven't heard of this? It feels great. Should be in the Gameplay Mod chart.

>> No.3151303
File: 26 KB, 312x750, cacosneak.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3151319

Mod author says it's unfinished and wants to do more with it. Progress moves on at snails pace though.

>> No.3151321

Might be something do to with the scoring system? That seems pretty vestigial as of now.

>> No.3151349

I always get motion sickness whenever I play Doom, even though other FPS are fine for me. Are there any tips that can reduce this motion sickness?

>> No.3151352


movebob 0

>> No.3151357

What port?

>> No.3151413

i wish weapon bob and view bob were two different convars

i don't want my eyes to be somewhere between my head and waist
but i don't want my gun to be perfectly still either

>> No.3151415

eh, it's about where I want it; it's easy to understand and adds some spice without getting much in the way of "shoot dudes"

if I were to change anything about it, I'd have the ammo regen reward become a weapon powerup mode (so probably just a quad damage or painkiller-style weapon upgrade) that you can hold onto

reason why you'd be able to hold onto it is because getting it when you kill the last dude in an area would just be terrible

>> No.3151457
File: 387 KB, 960x540, tspscreen21.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3151465

I don't believe you :^)

>> No.3151530

Kano Transformations


>> No.3151568


>> No.3151591

I still don't give a FUUUUUUUUUUUUUUCK

>> No.3151593

>Go into a room
>Suddenly about 5-6 shotgun guys behind you

Fuck mappers that do this.

>> No.3151595
File: 87 KB, 432x474, 1381691893217.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mapper forces you to walk through a narrow slime hall without a suit
>puts pinkies and cacos in your way
>from both ends

>> No.3151604
File: 153 KB, 1920x1080, creds.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3151606

your face is a nerd

>> No.3151637

Forced sector damage is SHIT. Damage floors should only be used to punish players that fuck up or as a "soft" barrier to impose limits on dodging/mobility without making the area too cramped.

>> No.3151643
File: 98 KB, 600x850, 1399761703740.jpg [View same] [iqdb] [saucenao] [google] [report]

>Small stretch of forced sector damage
>Bunch of medpacks at the end to nullify damage taken
Why even bother having the fucking slime?!

>> No.3151648

To make the map unwinnable if you have a low amount of health I guess? It's a complete dick move anyway.

>> No.3151661

>Courtyard with nothing but shotgunners and chaingunners

>> No.3151675

To lower your HP if you have more than 100 of it, setting up the next encounter.

>> No.3151685

Anyone else play through those Serenity/Eternity/Infinity map sets? Probably some of the best level packs from the early/mid 90s.

>> No.3151716

E2M6 does this pretty well, it creates tension, makes you think not just the monsters but the map itself is trying to kill you. in a practical sense it makes you hurry up, you can't be slow or cautious, you just have to charge, come what may.

>> No.3151725

i have but not for a super long time. can't recall them very well, it's been years.

>> No.3151732

Just recently played through Infinity and had a blast. The cheesy pop music synth just adds to the charm.

>> No.3151756

>cheesy pop music synth
now i have a reason to download this classic wad

>> No.3151803

The one I played through had shit like Beat It and Everybody Dance Now. Also some jazzy songs that don't fit at all but are nice to listen to nevertheless. Serenity has fucking porno jazz for one level.

>> No.3151814


There needs to be a halp2.wad

>> No.3151938



>> No.3151948

this is bound to cause a fuss but never mind
thank you for your vote of confidence

>> No.3153673
File: 68 KB, 640x640, mfw.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy crap, downloading now.

Watching this iD documentary


And it made me think...doom vs quake.

I dunno about you all, but I am overall disappointed in quake. Never played doom or quake for multiplayer (I know I know) but played hundreds of hours of doom singleplayer WADs and such.

Quake's SP never sucked me in, and I played half way through 1 & 2 before giving up on it and going back to Doom.

Is anyone else with me? Is it common to love Doom but think Quake is meh?

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