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3168313 No.3168313 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3160032

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
Quake pastebin: http://pastebin.com/yV2AwaXE
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.3168316


[04-24] Anon mod release: SlaughterGuns v1 (TEXTURES mod)

[04-24] The /newstuff Chronicles #494

[04-23] MP5 addon for The Space Pirate, by Sgt. Shivers

[04-23] Anon resource release: SmokeTest.pk3

[04-23] A kind anon has written a comprehensive Quake howto.

[04-23] Anon resource release: Hybrid rips
Gun Sprites, Sounds, Misc Graphics
Music in MP3 and PSF
Samples used in the music

[04-22] Dark Arena ROM dump

[04-22] Visual Doom AI Contest (bots that plays Doom by sight)

[04-21] DUMP 2 released (68 maps for ZDoom)

[04-21] Webpages now average size of Shareware Doom download


To submit news, please reply to this post.

(News is being split into two cus of length.)

>> No.3168317



[04-21] New TNT2 screenshots

[04-20] Automatic Lighting Generator plugin (for GZDB) enhanced

[04-20] The Return [of Romero, and the other Carmack]
https://youtu.be/sbDQSOmwA20 [Embed]

[04-20] EDuke32 developers in dispute with Gearbox over Duke3D contracts

[04-19] Current version of Lydia, by Spritenoob

[04-18] BFG 9000 made from Lego
https://youtu.be/c3LU5RW6Yek [Embed]

[04-17] The /newstuff Chronicles #493

>> No.3168321

Is Doom on gba a decent port to get some portable doom action?

>> No.3168324

You forgot the Samsara update.
Some of the biggest fucking mod news in a while.

>> No.3168327


oh whoops


[4-26] Samsara getting updated for the first time in a while

>> No.3168328

also you forgot to buy me cookies

>> No.3168332
File: 55 KB, 640x427, Brownies-Recipe-2.jpg [View same] [iqdb] [saucenao] [google] [report]



[4-26] Manchild Anon asks for cookies, gets brownies instead

>> No.3168334

wow rude

I'm gonna report you to the cyberpolice

>> No.3168336

So guys, what are your feelings towards SnapMap after the stream earlier today?

>> No.3168339

> not watching the romero stream

>> No.3168343


>> No.3168346

Feelings are Fake id can shove it up their ass.

We Hologram Now

>> No.3168348

First for hologram chainsaw

>> No.3168351

what was the romero stream?

>> No.3168352

Faster than Quake, Faster than Doom, Unreal Engine 4, "Daddy will you give me cummies", Hologram Chainsaw, Hitler was already killed, Big Bad Guy

>> No.3168358

> ideas
> no gameplay
> ideas
> adrian carmack is bored
> no gameplay
> kickstart me plz

>> No.3168359

I know him and adrian carmack were going to make a game does it actually sound that good?

>> No.3168365
File: 413 KB, 640x360, Snapshot_27.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3168372

The thing I love about this picture is that doomguy just looks so fucking surprised
Demon in the back there's like

>> No.3168380
File: 398 KB, 404x413, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Don't you mean


Also, this was in the captcha

>> No.3168385

why wouldn't a demon use jesus's name in vain

>> No.3168405

Since this would require a relatively significant chunk (of time) of my PC to run basically just/mostly training the RNN, I'll be doing that at some point where I actually have the time to not use my PC for a time. Also I'll have to do that in Linux when I use Windows for 99,9% of the time. I'll also be looking into rent-a-server options, but unless that turns out supergreat, this is a relatively low priority project for me.

John Romero is gonna make you a Pitch

>> No.3168413

Whatever happened to the IM MEEN monsters someone was plopping into doom a while back?

>> No.3168434

>Also, this was in the captcha

you lucky sonovagun

>> No.3168458

How about we play some fucking whodunit?

>> No.3168491



>> No.3168510

Next time. too late here

>> No.3168514
File: 2.29 MB, 800x450, Pirate Adventures Ho (Modern Re 2016-04-26 02-37-16-84.webm [View same] [iqdb] [saucenao] [google] [report]

Need to tweak the design of the sprites, but I thought this was a cute touch.

>> No.3168526

Yes it is! It was especially awesome when it first came out.

>> No.3168530
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

what a jolly ship of madmen we are

just when i think i've seen it all this shit pops up

>> No.3168540

What are the hallmarks of a John Romero map? How do you tell John Romero's maps apart from Sandy Petersen's or Tom Hall's?

>> No.3168551
File: 100 KB, 800x621, hexen_tribute_by_highdarktemplar.jpg [View same] [iqdb] [saucenao] [google] [report]

'a Morte' is released!


15 map hexen mod with custom monsters, weapons, dialog, and environmental effects.

forum link for more info:

Its been a labor of love, taken me almost 5 months, wrote a lot of fun enemies and customized some of the realm667 monsters (The Nosferati saw some interesting changes...) Also wrote my own radiation system for it (for the last hub). Plenty of custom textures and sounds/music too.
Doing the boss voice acting was so fucking fun!

Trailer here, as well as some play-throughs on my channel:

Hope you guys enjoy. Note that playing as the mage requires you to act like a mage: using all your items to the best of your ability, and scrounging around for secrets or extra power. Expect to be using those discs of repulsion!

>> No.3168575

If it feels like something from Episode 1 of Doom that isn't the Barons fight.

>> No.3168601

What's this about Doom for Amiga? Did somebody manage to get it properly running on the A500?

>> No.3168604 [DELETED] 

This turned out better than I thought it would

Need some actual pickups though, and print messages

>> No.3168605

amateurish rushjob

>> No.3168606

A Hexen mod hmm? Might give it a try later. Not a fan of Hexen though.

>> No.3168608

Why is Brutal Doom so reviled?

>> No.3168610
File: 2.88 MB, 720x360, upgrade that pistol.webm [View same] [iqdb] [saucenao] [google] [report]

This turned out better than I thought it would

Need some actual pickups though, and print messages

I'm a fuckin idiot

>> No.3168613

It's a fine gameplay mod on it's own, but it's becoming an uninformed person's mod of choice in making Doom "playable today" as if Doom by itself is antique junk that shouldn't be touched.

>> No.3168614
File: 60 KB, 728x544, Amiga doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3168615

is that you, actual OPanon

>> No.3168616

legions of insufferable fans shitting on everything that's not compatible with it. the mod itself is fine if you like that sort of thing.

>> No.3168618

i thought i woke up early enough but evidently not

>> No.3168619


Ooooooooooohhhhh look at this fuckin' nerd.

>> No.3168624

Loops, or 'flow'.

Romero's maps tend to loop back on themselves over and over again.

Sandy Petersen's maps are much more about funneling the player down a specific route and typically don't have the same degree of inter-connectivity. Instead, Petersen's maps have a bunch of rooms and windy halls to nowhere that branch off from the main pathway, but are seldom interconnected or loop back into the bulk of the level.

>> No.3168627

well in the meantime can you give me feedback on my textures weapon?

as far as i can see it's complete aside from the item sprite, but i am always looking for feedback. (replaces plasma gun)


>> No.3168645

Mostly because its fanbase is full of casual morons who hadn't even been born when doom released, who think that Brutal Doom is 'the' way to play Doom and that vanilla is outdated shit that nobody should care about as more than a museum piece.

Dipshits whose first interaction with the Doom community came after their favorite gaming youtuber posted a brutal doom video and directed them to Zandronum.

They hound other modders, demanding that everything be compatible with it because they just can't stand anything that reminds them of vanilla, apparently.

Along with Complex Doom, it's basically wrecked the server pool for Zandronum, because every new player who feels like checking out doom gets told they 'have' to play Brutal Doom.

>> No.3168652

I don't that's a stock 500 though so I'm still waiting.

>> No.3168658

Thank you!

hmm okay here are my thoughts after trying it out for a couple of minutes on a scythe2 map.

long wind-up time, seems more like a BFG than plasma rifle. not sure how it would fare in the plasma's traditional "emergency surrounded by chaingunners and hellknights ambush escape" niche -- obviously the ripping aspect would clear a path out of an ambush but you might be dead before the weapon decided to fire.

on the other hand shots are powerful but not incredibly overpowered, BFG still deals with crowds better.

sound effect construction is pretty clever but too ingrained in my brain as "DANGER ARCHVILE PAINELEMENTAL ARGH" to work as a weapon sound for me, i suppose i would acclimatise with further use but initially it was unsettling.

>> No.3168662

Does someone have this archived?

>> No.3168665

Unless someone recorded the whole thing, no. Romero doesn't have VOD archiving enabled, so it's lost to time, just like the stream where he played through E1M8b

>> No.3168672

i totally agree with your concerns of this weapon replacing the plasma rifle, it does take away your only high-damage panic-response weapon that can be used in close quarters and not blow all your cells

i guess i see this gun as a part of a larger weaponpack, it's designed for corridors and highly packed areas

it costs a fair amount of cells to deal a fair amount of damage, but like a rocket launcher picking your shot well can be devestating

>> No.3168685

That's awesome! I love the idea of using a pistol on the side while wielding a heavy weapon.

Can you make it so you can always quick fire your pistol, no matter which weapon you're using? that would be sweet

>> No.3168692
File: 2.02 MB, 2048x1535, suzhou5.png [View same] [iqdb] [saucenao] [google] [report]

new Shadow Warrior map.

Works with DOS(box ), Redux and SWP.
Installation instruction and all you need to know in joined readme file.




>> No.3168729

What's the goriest doom mod ever

>> No.3168730

Project Brutality

>> No.3168734

Is Aliens TC still worth a go in 2 O 1 7

>> No.3168736

Not really. It's cute in it's antiquity though and is the very first Doom "total conversion" so it's worth it for it's museum nature.

>> No.3168743

Back to HDoom it is then

>> No.3168749


The WSL laser is with the player at all times unless you pick up the climb saw aug, so yeah, you always got that pistol with you, just push and hold secondary.

>> No.3168752

Been looking forward to this! Jesus Christ is this hard though, holy fuck.

>> No.3168768
File: 221 KB, 1600x900, Screenshot_Doom_20160426_045626.png [View same] [iqdb] [saucenao] [google] [report]

What a cute tiny lil pistol

>> No.3168770

It's a dainty one that women carry.

>> No.3168791

top map m8

>> No.3168828
File: 1.62 MB, 720x360, I can't make a joke here without it sounding forced.webm [View same] [iqdb] [saucenao] [google] [report]

Working on the last aug now, the forceball gun replaces your normal bombs and it lets you destroy enemy projectiles, but this probably isn't the best thing to use indoors.

>> No.3168836

>DOOM for Amiga
Wasn't DOOM the reason to drop Amiga's and switch to IBM PCs?

>> No.3168857

Well, if your system of choice couldn't play Doom back in 94, your system was nothing.

>> No.3168871
File: 101 KB, 600x850, 1461079712802.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn it what's the best way to make a weapon play a sound rapidly?


Like really rapidly. Because this sounds awful

>> No.3168876
File: 70 KB, 750x414, german-soldiers-wehrmacht-ww2-second-world-war-color-pictures-history-pictures-illustrated-002.jpg [View same] [iqdb] [saucenao] [google] [report]

Cheers spritenoob! Hard difficulty is pretty tough. Dont be afraid to play on normal!
It took me something like 5 runs to pass the first map playing mage on difficult, and I'd consider myself at least a passable hexen player. If I was saving more often it wouldn't have been an issue, but I was determined to pass it no saves!

I've been told it plays like a mix between hexen and return to castle wolfenstein... there are guns and WW2 tech (and tanks/WW2 soldiers later on!) so be prepared to have your average Hexen world fucked with.

>> No.3168878

Christ you spooked me, warn me about that hsit next time.
No clue how to fix your sound though

>> No.3168879

sounds like you might have a_playsound channel on auto / 0, put it on 1

also, playing a sound over and over with 1tic frames doesn't work well either, the timing tends to become erratic

i'd say your best bet is taking the sound into audacity, splitting it into two sounds at the 1tic mark, playing the first tic of sound on a loop as long as it fires instead of playing a sound over and over, and then when it stops firing play the last section of the sound

>> No.3168880

>i'd say your best bet is taking the sound into audacity

Sadly that's not an option here. I'm trying to keep this entire mod internal with the exception of the NSF I'm using for a few music tracks.

>> No.3168881

What's going on with that fist range?

>> No.3168883

maybe you can play a sndseq with acs and that'll somehow have better timing than a_playsound every tic

>> No.3168887


I like giving my melee a generous reach in doom mods.


Alternatively I could use the shotgun firing sound like the mastermind and chaingunner does, and play it every other tic

>> No.3168889

>and it lets you destroy enemy projectiles
Looks more harmful than helpful with that splash damage, especially when cyberdemons are around.

>> No.3168890

post code and sndinfo def

>> No.3168892

"$limit soundname 0 limitdistance" in SNDINFO?

>> No.3168897

I think it is possile for you to make color translations on that projectile sprite of yours, no?

too many red projectiles imo

>> No.3168902


Fair warning, it's not pretty.



Maybe I should make the forceball bounce the projectile away before dying, I think that's possible.


What would limitdistance do?


I've toyed with the idea of using the cacodemon projectile instead.

>> No.3168906

The Amiga wasn't optimized for the kind of processing Doom needed. It was quite a bit better than the IBM PC at handling 2D graphics, because it'd been specifically designed with that in mind.

The IBM PC was - and is - very much an all purpose computer, whilst the Amiga was more specialized - and its specialization killed it.

Doom runs on a 16Mhz IBM PC. On the Amiga architecture, you need to go all the way up 50Mhz for comparable performance.

>> No.3168907

limitdistance is just how far away sounds can be apart before the sound limit resets, I think.

>> No.3168909


I'm not sure if that'd help me here seeing as the chaingun is being fired rapidly in front of the player, unless I'm misreading this

>> No.3168919

The point is the 0, would mean infinite chaingun sounds could play at once, or you can just do what >>3168879 said and place the sound on a single channel, but that will reset the sound each time it fires, I think.

>> No.3168921


I tried placing the sound on a single channel, I've tried both

TNT1 A 0 A_PlaySoundEx("weapons/WSLsnap",CHAN_WEAPON)


TNT1 A 0 A_PlaySoundEx("weapons/WSLsnap",1)

Maybe I'm just doing something wrong

>> No.3168927

A_PlaySoundEx is depreciated, A_PlaySound now

no idea if that's what's causing the issue though

>> No.3168960

oh, do you have an attack sound defined up top? if so, remove. you didn't include the whole actor in the paste.

>> No.3168964
File: 2.87 MB, 640x400, partial cow.webm [View same] [iqdb] [saucenao] [google] [report]

Made a Minotaur, then made a voxel version. Haven't done every frame yet, voxel version needs work on the colours.

>> No.3168968

jeez, what's the voxel count on that

how many times can you spawn it before your fps shits

>> No.3168972
File: 41 KB, 500x361, tumblr_inline_ny8rjdP4bu1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]

A-are you going to be the first person to put a proper voxel monster in Doom?

>> No.3168976
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google] [report]

That looks awkward as hell

>> No.3168983

Is he shaking out a leg cramp?

>> No.3168986


I don't, because this gun makes all kinds of sounds, I just use a_playsound for the various attacks.

>> No.3168990

> this kills the gzdoom

>> No.3168994

About 19000 voxels.

Framerate tests:

OpenGL max: 1400fps
OpenGL with 20 minotaurs on screen: 300fps

Software max: 200fps
Software with 20 minotaurs on screen: 85 fps

Other than the shitty colours because there's no prerendered shading on it like there is on the sprite, what's wrong with it?

>> No.3168997
File: 235 KB, 1280x1920, 1461676179.jpg [View same] [iqdb] [saucenao] [google] [report]

The UAC Center v1.5
uac_cntr.zip (54 KB, 1999-12-19) - J.C. Bengtson (SailorScout)

a small-to-medium sized techbase not so much inspired as outright remaking parts of original Doom maps, two of which I am sure you can identify from the pictures.

difficulty is fairly low aside from a few surprises although it gives you weapons or large powerups late. in particular the prominenly-displayed soulsphere does not seem to be available until the very end of the map, and i only found the bfg after i would have used it.

there was also a curiously truncated slime pit which despite inviting you in with a radiation suit did not lead anywhere or to anything in particular. when all the keys are found you are able to access a set of teleporters which put you all over the map, rather pointlessly, maybe intended for deathmatch.

anyway, while the flow was quite strange, it was a nice map to play, perhaps an early prototype of the author's later and much larger and more developed Doom map remake.

>> No.3169003 [DELETED] 

New Snapmap footage:






>> No.3169006

>80% drop in fps
There should be deafening alarms going off in your head, especially since not everyone is going to start with 1400fps. And this is just an empty room with nothing but the huge mass of voxel.

Looks better a sprite anyway; voxel is too boxy, undefined, jagged, and 3D in a world of sprites.

>> No.3169013 [DELETED] 

Is this the same chick from the stream?

>> No.3169023

So, what's left to do for Zandro to >just release a stable 3.0?

I would like to hear an expert on the subject, if possible.

>> No.3169026 [DELETED] 

>no asset editing because they want cant'soles to share same mods as PC

Screw that.

>> No.3169032 [DELETED] 


>that last video just titled Doom 4

Surprisingly good. That motherload/farmville... thing sounds neato

>> No.3169039
File: 896 KB, 1281x802, minotaurs.png [View same] [iqdb] [saucenao] [google] [report]

Here's a large room with 16 minotaurs in it, 8 dynamic lights, and a reflective floor.

115 fps

Graphics card is a GTX 570 - a six year old card.

>> No.3169051 [DELETED] 
File: 55 KB, 636x310, 1458624390229.png [View same] [iqdb] [saucenao] [google] [report]

>Built In Doom's Minecraft-like SnapMap Editor

>> No.3169052 [DELETED] 

Minecraft is more powerful than this shit, sadly.

>> No.3169053 [DELETED] 

Redstone is more powerful than their INGAME SCRIPTING

>> No.3169054 [DELETED] 

But takes around 100x more time, effort and knowledge to set up.

>> No.3169056 [DELETED] 

But dude you don't understand



>> No.3169058 [DELETED] 

Yes, but why not make a redstone equivalent for the diehards who want more power, and just the current one for the casuals/consoles. I just don't get it. They want to increase casual appeal, but think that the "diehard fans" will like that casual appeal.

>> No.3169061 [DELETED] 

Not so much actually. Much easier since redstone update and further added simplified via control block mods.

During the stream they said that's because they want all mods to be playable on all consoles, and they want to ensure that everything works everywhere without a major FPS dip or crash - that's why there are code monster and detail limits in place, and thats why no ACTUAL new content is possible - because PS4 and XBOX wont be able to download and use it, and even if they did there was no way to ensure playability.

Basically put, consoles (or rather stupid decisions in the marketing department) drag down PC games yet again.

>> No.3169071 [DELETED] 

>tfw console games with shitty PC ports are now the norm, instead of the other way around

>> No.3169076 [DELETED] 

It's been that way for 10 years or more.

>> No.3169078 [DELETED] 

Thanks Neo Id

Thanks Bethesda

Thanks Zenimax

>> No.3169081

Try playing the sound on channel 2 (CHAN_VOICE).

>> No.3169084

It doesn't inherent from Chaingun or any other actors, right?

>> No.3169090


See for yourself.


>> No.3169105 [DELETED] 

My friend told me that he played the Doom Beta on consoles, and it felt fucking great, it flowed, whereas on PC it just felt awkward.
I'm so mad right now

>> No.3169109

Kinda neat. Bake an ao on that heffer.

>> No.3169113 [DELETED] 

He played an fps on consoles, so I don't think his judgement of what feels great can be trusted.

>> No.3169115 [DELETED] 

At the risk of sounding like a fool for defending my anonymous friend on a silly imageboard, he first played it on his PC, he just wanted to solidify the conception that it was optimized for consoles. It was.
If I was dumb enough to pre-order it, I'd sure be wised up by now.

>> No.3169116 [DELETED] 

Are you stupid? It just shows want kind of crap you can make using snapmap

>> No.3169117 [DELETED] 

just the kind of mods people would give actual money to play in zandronum. strawman more.

>> No.3169118 [DELETED] 

I played both and they're the same

>> No.3169119

>what's wrong with it?
The proportions and shape is fine, but the issue here is that how it's literally animated in frames as if it was a sprite, which looks REALLY weird and unnatural, it's uncanny, when it's a normal sprite, your brain kind of just goes with it, it's low-res and depicted abstractly, the low framerate goes, but when an actual three dimensional object moves in that manner, it looks WEIRD, it's a little like how just sizing up the original Doom sprites to 8x will look bad, the limited (8) angles, the limited frames, the animation speed, it just doesn't work.

Also, GZDoom literally renders each individual voxel as a 1x1x1 model, it chugs memory like a whore, it's EXTREMELY unoptimized.

There's a reason you get those humongous framerate drops. That shit is just NOT going to run on people's machines, I'm amazed you're getting that shit to run on even 85fps, let alone 200fps, you must have an amazing computer.

I'll say that it's ambitious of you though.

>> No.3169123


made me jump a few times, good atmosphere, changes to monsters was a nice touch, weapons feel stronger and bring great comfort

>> No.3169126

I should fill in that for it to look at all natural, you'll basically need to have hundreds of animation frames, animating at 1 tic each, or it WILL look choppy and crude.

>> No.3169127
File: 40 KB, 79x80, 1407523440490.gif [View same] [iqdb] [saucenao] [google] [report]

I think I got the chaingun sounding halfway decent.


Also took some other feedback into consideration regarding the color of the forceball and how risky it was to use.

>> No.3169128

What's your processor?
What's your RAM?
What's your settings for GZDoom, what resolution are you running?

>> No.3169129

To add on, with a sprite you can smooth the edges between overlapping shapes, like a leg in front of another leg, and add an outline or shadow to help convey form.

That's not happening in ZDoom, all you can do is try to paint in shadows and that may only partially solve one problem: unclear shapes.

Voxels are not good for complex constructions like this in this engine, it's ideal for small and simple objects.

>> No.3169134 [DELETED] 

Snap map looks great for console users. PC needs a separate setup though. Just give us ID tech so I can play with mega texturing...

>> No.3169135

wow there are monster types you don't have summon commands bound for

>> No.3169138


I had Doomimp bound to a key but I replaced it with "summon chaingun" so I could quickly drop a ballistic mod in for testing purposes.

>> No.3169143

Oh it knocks projectiles away now? Or did it do that before.

>> No.3169147


Now it does, were you the one who said it'd be too dangerous to use it around cyberdemons? Because you had a point, so I changed it.

>> No.3169162
File: 26 KB, 531x478, 1458509596348.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow. HR's been easy so far, but I got punched in the face by MAP13. I didn't just need to see a demo to clear it, I had to get the locations of all the secrets so I'd have enough supplies to survive that cage fight for the blue key. Gud was got, though. I'm having fun.


>> No.3169163

Do you guys prefer Romero's "recent" E1M8 replacement over the original?

I've watched a play through, but I haven't tried it myself. I'd like to get some opinions before I decide whether it's going in my default Doom setup.

>> No.3169164

It's a difficulty spike compared to the rest of E1 with some items that the original shareware didn't have in it, but level versus level? Hell yes it's better than the original. That's the best pitch for Blackroom he could've done.

>> No.3169165 [SPOILER] 
File: 7 KB, 600x768, 1461687667074.png [View same] [iqdb] [saucenao] [google] [report]

On a side note, TSP MK2 is fully compatible with Zandy 3.0! No errors in start up and everything functions properly! Rad!

>> No.3169169

If the levels in Blackroom are like E1M8B, I'll be pretty satisfied.

>> No.3169171 [DELETED] 

So I missed the stream yesterday and don't feel like getting le shill meme bombed by /v/ermin?
What was the general consensus on the single player and snapmap? I know the multiplayer blew, but since it was outsourced I was still holding out hope for the game.
Are the single player levels open? Or at least more open than your typical cawadooty?
Also with the snapmap: can it be used offline? As in can I create and play my own levels for potentially infinite replay value?

Sorry if this is been asked a billion times.

>> No.3169172 [DELETED] 


we only saw the snapmap stuff, looks basic and limited but some fun stuff MIGHT stem from it.

SP footage tomorrow.

>> No.3169173

Assuming you're using default pinky hp, that damage amount looks good. Enough to keep the pistol from being useless, but low enough to keep things tense when you decide to use it.

However that fist looks a bit OP with how far it pushes enemies away and how much damage it does. I'd nerf one aspect or the other.

>> No.3169174 [DELETED] 

>What was the general consensus on the single player and snapmap?

>Are the single player levels open? Or at least more open than your typical cawadooty?
no singleplayer stuff

>Also with the snapmap: can it be used offline? As in can I create and play my own levels for potentially infinite replay value?
yes, but it looks barebones as can be

>> No.3169175


The fist is powerful as fuck, yeah. But given the fact most of the time you're armed with bombs that do indirect damage or have a high risk of blowing you up, a means of giving yourself some immediate breathing room was necessary.

>> No.3169179 [DELETED] 

What? Snapmap looked like the opposite of barebones...? You can change player speed, add weapon spawns to the world, etc. etc. A lot of logic changes and such can be made. Looks pretty fun.

>> No.3169181 [DELETED] 

Well, the issue mainly is that its limits are designed with consoles in mind, so there's a set limit to the amount of space your map can take up, logic changes and all.

>> No.3169182 [DELETED] 

Maybe Doom has ruined modding for us, we're so used to being entitled to anything we can imagine--the port devs even add onto the engine for us--that we forgot that it's not how the game design world works. They don't bend their game to our will, it's their game. We just play it. Being able to make a map and place weapons in it is more than most devs allow.

>> No.3169183

Haven't watched any sound webms for [modname?] before. So satisfying hearing these little clicks and stuff as the weapons morphs.

>> No.3169184 [DELETED] 

No custom level geometry, you are stock with the stock assets. Also it is implied that more might get released as a DLC.

>> No.3169185 [DELETED] 

So basically "I bet the consoles did this"?
SnapMap looks fine and has plenty of functionality from what we saw. If the space bothers you that much, you can always mod it; although I'm guessing the space limit is there for a reason.

>> No.3169187 [DELETED] 

This is hella true.

They said all SnapMap updates will be free on the stream.

>> No.3169190 [DELETED] 

There was a reddit post about the DLC for SnapMap, apparently it's free, but you have to make maps or do some weird stuff with it, similar to stuff like Mario Maker.

But Doom 4 doesn't have modding capabilities.

>> No.3169194


Strictly comparing them level to level, absolutely the new one is better.

It doesn't exactly fit in with the rest of episode 1, though, or even doom in general.

It's bigger and harder than any map in the first 3 episodes, even harder than E4M2, imo.

Just play it on its own, UV pistol start. It's tough and expertly paced and laid out.

>> No.3169195

Yeah, I wasn't familiar with your mod. That definitely makes sense.

>> No.3169198 [DELETED] 

None of the people crying MUH MODTOOLS will even attempt making advanced mods for a modern AAA game/engine. The few people in the community who have the skills for it would probably prefer UE4 anyway

>> No.3169210 [DELETED] 

>Also it is implied that more might get released as a DLC

I'm okay with this. Although I agree the custom level geometry would be nice, that sounds like it would be a nightmare to do with what assets they have.

On an unrelated note, can't fucking wait for all of the shit-tier troll levels that start you in a box-sized room with 6 cyberdemons. It's mario maker all over again.

>> No.3169212 [DELETED] 
File: 17 KB, 400x305, john-romero.jpg [View same] [iqdb] [saucenao] [google] [report]

>The few people in the community who have the skills for it would probably prefer UE4 anyway

>> No.3169218 [DELETED] 

another notch for the bingo column

>> No.3169219 [DELETED] 

Is he wrong?

>> No.3169223 [DELETED] 

Times change, man. And technology with them. Implanting something on par with WADs on modern systems would take a metric fuckton of effort if it was even possible in the first place.

>> No.3169224 [DELETED] 

even john carmack recommends it to aspiring indie devs

>> No.3169226 [DELETED] 

UE4 is fucking amazing, it's so easy to use.

>> No.3169227 [DELETED] 

so you do it

just because it's haaaard maaaan doesn't mean you skip out on what makes doom, doom
doom is known for its modding features, so you make that one of the big main strengths
not something out of timesplitters

>> No.3169229 [DELETED] 

Fallout 3, Fallout NV, Skyrim, Oblivion

All Bethesda games, why stop now? Why doesn't Doom 4 get the treatment?

Because they don't care enough to do it seems to be the answer.

People can say that even if Doom 4 allowed extensive modding that no one would use it, but look at those other fully 3D games with terabytes of mods on Nexus and Steam that exist because modding tools were made for it. It may not be the same as writing a self-suck Mancubus in Decorate with mspaint sprites, but it's far from impossible.

>> No.3169231

Does anyone know of artist/creative design vendors like 99 designs that might help with crafting doom sprites? I'm wondering how esoteric the finer points of doom graphics are.

I enjoy learning how to craft some elements but it'd be great if I could pay someone whose much better at the drawing aspects. No one ever contracts work from here I presume?

>> No.3169235 [DELETED] 

>doom is known for its modding features, so you make that one of the big main strengths
Relative to its competing FPS titles that's exactly what it does with snapmap. Personally I'll have more fun with the great freedom of modding the original game than anything related to snapmap, but I appreciate the thought and effort of the developers to make community-made content a central part of the experience.

>> No.3169236 [DELETED] 

>DOOM is known for it's modding features

Yeah, reread my post. WADs are considerably easier (tech-wise) to work with. There's a reason why there's no DOOM 3 discussion here, and there wasn't much you could do with the game after the single player. Guess why? New tech.

You're bitching how they should "just do the hard work" without realizing the magnitude of what that work would entail.

>> No.3169237 [DELETED] 

>Maybe Doom has ruined modding for us


It's not too much to ask for devs to ship the tools they made the game with.

Bethedsa have a proper level editor with asset import. They just don't want you to have it.

>> No.3169238 [DELETED] 

And looking at TES/FO mods, we'd still get a self-suck mancubus.
Well, more likely a fuckable womancubus

>> No.3169239

wonder if Eriance (Amuscaria on zdoom now) would

suppose you could find anyone on dA that draws robots and ask them to make a gun

>> No.3169242 [DELETED] 

It's doomed to suckceed

>> No.3169247 [DELETED] 

But those are all BGS games, anon.
BGS and Bethsoft are not the same thing, despite what Toddposters would make you think.

>> No.3169248 [DELETED] 

Custom geometry should not be harder than UE4 or similar engine. Of course not everybody would be able to make stuff with it, but still.

No mod tools at all is still a fucking shame.

Also strict mapsize, asset and logic limits because cant'soles. It's okay on consoles, but definitely not on PC.

"Entitled" is a buzzword used by people who tell you that you can not have good stuff because someone else doesent have it.

>we're so used to being entitled
No we're fucking not. Opening stuff up for modification is as easy as /not encrypting it/ and providing same tools dev's used to manage it. Enthusiasts will do the rest if they want to (exactly what happened with Doom), the ability to do so should definitely be there.

But nope, "consoles can not have it, so PC should not either" - that's just retarded.

>> No.3169249 [DELETED] 

>doom is known for its modding features
Not to the general public, it isn't.

>All Bethesda games, why stop now? Why doesn't Doom 4 get the treatment?

And DOOM 4 is a Bethesda game now? Did id get dropped as the developer?

>> No.3169253 [DELETED] 

>there's no DOOM 3 discussion here
Have you guys seen Hexen: Edge of Chaos?

Its hexen in the doom 3 engine.

Is Doom3 even retro?
nope. Ah well I guess thats why there isn't any discussion here.

>> No.3169258

Has there ever been luck in courting /k/ to take useful FPS type shots of their funs? I've tried unsuccessfully in the past and there was a recent thread that showed an AK and an handgun. It'd be great for shotguns and pistols, especially. Wish they knew how valuable that would be to us. Should we create a /fpsphotogeneral/ on /k/?

>> No.3169259


If you want you can give it a test run later tonight. I'm nearly done with this thing and some feedback would always be nice

>> No.3169260 [DELETED] 

id and bethesda are both zenimax, now that they got rid of real id they have a shell to put on bethesda

it's the same developer

>> No.3169262 [DELETED] 

>Is Doom 3 even retro?

You are aware that this general is mod-approved for all Doom games, right?

>> No.3169263 [DELETED] 

It's really not.

>> No.3169264 [DELETED] 

no one discusses doom 3 because doom 3 is boring to play

>> No.3169265 [DELETED] 

oh hey /v/ is here

>> No.3169267

trying to explain how to take a useful photo is too difficult on /k/

4 reshoots into a thread because the photos were bad and no one wants to do it anymore

>> No.3169269
File: 153 KB, 1280x730, 1367146766946.jpg [View same] [iqdb] [saucenao] [google] [report]

thats a pretty dope Idea. They seem to have good quality enough cameras. Everything else is just convincing.

>> No.3169272 [DELETED] 
File: 111 KB, 500x500, 1409072443979.png [View same] [iqdb] [saucenao] [google] [report]

Do you know how many magnitudes more complex this shit is for a modern game, compared to Doom?

Doom is a cakewalk to mod.

>Fallout 3, Fallout NV, Skyrim, Oblivion
And the modding is wonky as shit, with terrible, buggy as hell base engines, not to talk about how it's all built on the existing in game world.
Just how many complete, from the ground up gameworlds have modders made for these games? Very few. Most mods are either gameplay things, or small additions to the existing world

Furthermore, there's loads of things the engines simply don't allow you to do, hardcoded limits and features that the official editor have no options for, things modding for ZDoom makes absolutely trivial, for instance, Fallout literally doesn't allow you to add a new animation for a weapon, you have to use existing ones or replace the existing ones with all new ones, whilst making a weapon animation for ZDoom just requires you to make the frames and write them into Decorate.

>> No.3169278 [DELETED] 

Why are you sticking your neck out to defend modern id? Who gives a shit?

>> No.3169279 [DELETED] 

>It's not too much to ask for devs to ship the tools they made the game with.
And the source code too, right?

>> No.3169280


What is a fair price to pay for the 29 frames of a sprite? $200? What's a reasonable delivery time?

>> No.3169281 [DELETED] 

and people love the mods despite the limitations, just like doom

>Furthermore, there's loads of things the engines simply don't allow you to do, hardcoded limits and features that the official editor have no options for
it's their own stupid engine that they made, they can remove or bypass the hardcoded limits and features if they felt the need

excuses excuses excuses it's hard it's hard it's hard

they have millions of dollars pay the team to do the work

>> No.3169284 [DELETED] 

>And the modding is wonky as shit
which is bethesda's fault
>with terrible, buggy as hell base engines
which is bethesda's fault
>there's loads of things the engines simply don't allow you to do, hardcoded limits and features that the official editor have no options for
which is bethesda's fault

>> No.3169289


>that pic

Every time

>> No.3169292 [DELETED] 

You act like these problems are unavoidable, but someone designed it this way.

Do a better job designing it.

>> No.3169296

You should totally release some sort of beta if you want feedback. I'd love to check it out but I'm already putting off shit I need to do as it is, and I've got plans tonight.

>> No.3169298 [DELETED] 

>Bethesda killed my dog

Again, you have no idea what company you're even talking about.

>> No.3169301 [DELETED] 

"Sticking my neck out to defend modern id"?
I'm not, I'm just saying it how it is, current videogames are a chore to mod to the extent that ZDoom is, and ZDoom is so easy to mod literally because it's been built up for this since day one.

When ZDoom was new, there was no Decorate, there was no ACS, there wasn't even any OpenGL mode, that all happened over time.

Have you made your own texture once? It's not too hard, if you know what to do.
But have you made a megatexture? It's not as easy.

>and people love the mods despite the limitations, just like doom
I know, but I'm just saying.

I'll concede that they're very bad programmers.

>> No.3169302 [DELETED] 

>Fallout literally doesn't allow you to add a new animation for a weapon, you have to use existing ones or replace the existing

3 and NV allowed adding new animations for everything with Script Extender.

4 will get same treatment no doubt.

>> No.3169303 [DELETED] 

bethesda didn't make skyrim? who did, then? nintendo?

>> No.3169306 [DELETED] 

>script extender
Which the community had to make for themselves, as far as I know.

Again, ZDoom is easy to mod because that's what the community spent a lot of time on making happen. Original Doom was incredibly easy to mod for it's time, but it was nowhere NEAR as easy or flexible as ZDoom would become.

You could only do so much with DeHacked, and that was NOT supplied by iD, that's something the community devised on it's own, there wasn't even a proper map editor available for people to use, that had to be written by the community too, because the original software was on a NeXT Step and wasn't Windows or Macintosh compatible.

>> No.3169309 [DELETED] 

Bethesda Softworks is a publisher used by it's parent company, Zenimax.
Bethesda Game Studios are the guys who make TES and FO3 and 4. They have no corporate power.

holy fuck this is the FO4 pre-release threads all over again

>> No.3169312 [DELETED] 

If the community is capable of doing this for free in their spare time, why can't the actual company themselves do it?

>> No.3169313 [DELETED] 

I guess what I'm saying is, if we want Doom 4 to be as flexible and powerful to mod as ZDoom, we'll probably have to do that on our own, but the problem is that I don't trust neo-iD to actually provide us with the source code, like John Carmack originally did back in the day.

He's not there to make that happen anymore, and Zenimax is pulling the strings as THEY see fit.

>> No.3169315 [DELETED] 

Right, it's not like they completely glass any and all D44M discussion.

>> No.3169316 [DELETED] 

>Bethesda Game Studios are the guys who make TES and FO3 and 4. They have no corporate power.
yes, hence why i said skyrim having shit mod tools is bethesda's fault
>bethesda didn't make the game, bethesda did!

>> No.3169317

Yeah I was, I thought you were just going to make the player immune to the weapon's splash, as thinking about it it's kind of the player's fault to be using the weapon while being shot at by a cyberdemon, isn't it? Then again I don't know how your mod works and it might not be an optional thing.

>> No.3169319 [DELETED] 

Even if current games are a chore to mod for, doesen't mean that they should not be allowed to be modded.

>Which the community had to make for themselves, as far as I know
That is exactly the point. The only thing companies have to do to allow modding is to NOT PREVENT IT. Maybe add some basic ability to insert files and code into the game. Fans will do the rest.
Releasing the model/mesh editor is as easy as uploading the damn thing.

>> No.3169320 [DELETED] 

Because they aren't getting paid to do something that isn't going to bring the developers and publishers any kind of profit.
That Bethesda actually make their games as moddable as they are is an unrivaled kind of goodwill in the AAA industry.

Again, we all have this amazing shit because we poured our heart and soul into making it happen, because we cared to make it happen, the results is our payment, we did it in our free time.

At the very best, what we can do is to try to convince the devs and publishers that making the game super moddable is a good selling point for the game, and that may be true, but to really do amazing things, we need the source code, and that's a can of worms in this day and age.

>> No.3169321 [DELETED] 

This entire thread is basically D44M, tho

>> No.3169326

Hey guys, when you're all done arguing and shitflinging, GOG is having a bundle sale right now that includes DOOM 1 and 2, Quake 1, 2, and 3, and Wolfenstein 3D/Return to

>> No.3169330

That's cool, but I already have all those.
I think I've actually bought and pirated all of those titles in varying manners.

>> No.3169353
File: 318 KB, 1093x341, dun dun.png [View same] [iqdb] [saucenao] [google] [report]

Monster-coded walldoors!

>> No.3169358

The first one a bas relief for the arch-vile, the third one is a photo of a lion sculpture from some church or temple somewhere.

>> No.3169363

I know, but vanilla doom doesn't have marble textures for all monsters.

>> No.3169364

Which demon is more of a king? A Baron or an Archvile?

>> No.3169372

Well, the Baron is a baron, but I feel it's more royal than an Arch-Vile, which is more like a wizard

>> No.3169375

I'd say they're of similar rank but different branches. Whereas the Baron is aristocracy, the Arch-Vile is clergy. But he's Arch-Vile, so he's at least Bishop-tier.

>> No.3169378

Is the Cyberdemon like some kind of attack dog for a Baron then? There's sacrificed Barons on the Tower of Babel's start room.

>> No.3169384

Nah, if to continue the medieval Knigt<Baron, then I'd say the Cyberdemon is a Duke, and those sacrificed Barons tried to duke it out with him and were slaughtered and hung as example to others.

>> No.3169392

nigga he a goddamn cyberdemon.

>> No.3169408 [DELETED] 

wasn't the "no new animations" thing something they added because of TES4's sexmods?

>> No.3169410 [DELETED] 

I doubt it, I think they're just inept, people had made nude and sex mods for Morrowind too.

>> No.3169417 [DELETED] 

If that's the case then that's the dumbest thing they could ever do.

>> No.3169420
File: 44 KB, 1024x503, doom_plasma_rifle_by_reienkyo22-d9dnupx.jpg [View same] [iqdb] [saucenao] [google] [report]

>mod tools
Please, anyone with programmer friends: Bug them about writing a .wad map/resource importer for UE4. It would almost completely replace zdoom as my engine of choice if there was such a thing.

ya got a pm

>> No.3169436

Wait, is it possible to port maps via wads to different engines? Jesus Christ that sounds like it could be amazing.

>> No.3169439

>Wait, is it possible to port maps via wads to different engines?
Well you can already open up a doom map in GZDoom Builder export it as wavefront .obj and I'm sure you could use that 3d model as a level architecture in several engines with some conversion work. The harder part would be to port over lifts, doors and buttons.

But I know dick-all about programming so I can't speak with any authority.

>> No.3169442

Well, ultimately it's a matter of interpreting the doom code and translating it to the code other engines use. I imagine the main difficulty is that the doom-style mapping isn't actual 3D that modern engines would use, but even then.

>> No.3169453

There is such thing for GMod (source engine)
It was made moslty as proof of concept and many things are buggy or do not work properly, but I dont see any reason why this could not be done with any other engine, should one get access to a proper coding tools for such engine.

>> No.3169472

It's not impossible but it would take a lot of work

>> No.3169480

E1M4b, new map by romero
is he planning on remaking the whole shareware? who knows...

>> No.3169485

I really feel like Romero is just doing this to direct more attention to his kickstarter. Not sure if that's necessarily a bad thing but...

>> No.3169487 [DELETED] 


>> No.3169490

Anything pointing to romero actually getting his hand dirty doing what he's good at (level design) instead of [*romeroing*] is a positive indicator for the quality of blackroom.

Also we get to play these cool doom levels. Gonna try it now.

>> No.3169495

I couldn't agree more, he's trying his best to show us that he can still make a good-ass video game. Hopefully if the Kickstarter succeeds he'll begin to release playable demos.

>> No.3169497

Pretty sure there is a Doom to Duke Nukem 3D map converter around.
It doesn't convert everything and you may have to change the scale, re-build most effects and change every texture, but it exists.

>> No.3169503

ZDoom reads (not sure if it's still there in current versions but it did once at least) Build engine level architecture.

>> No.3169510

Wait... Can it read Blood maps?

>> No.3169514 [DELETED] 

>because we poured our heart and soul into making it happen, because we cared to make it happen
So are you saying that id just doesn't give a shit?
Because that's actually completely right

>> No.3169520

I'd doubt it.

Even DN3D or SW can't read Blood maps.
Blood uses a different map format as every other Build game.

>> No.3169524

Pretty good. E1M8b wasn't a fluke. Romero's still got it.

>> No.3169526

That was pretty fun, there were some cool little tricks in there, and I like the numbered switches.

>> No.3169532


Found a HOM that shows a strange series of rooms. Bug or weird ass secret ? Can't quite get to that blue armor btw.

>> No.3169535

They aren't as straightforward as the markings would indicate either. Good marketing on Romero's part. If he doesn't want to sink time into Blackroom until the kickstarter ends, this will drum up publicity. He doesn't seem to need it, either way. It's trending toward double what he's asking for.

I saw one in the computer room too along the righthand wall.

>> No.3169538


Yeah I finally found how to get to the blue armor and then noclipped inside the HOM nothing interesting.They're probably just teleporter rooms of some sort...

>> No.3169539

I'm glad to see its doing as well as it is, he got %10 of what he asked for in the first day, and its practically at $100k now. As upset as I was to see that it's just a pitch for the game, I'd be even more upset if it all fell to shit.

>> No.3169546

Fuck yeah can't wait to get home and download her

>> No.3169551

I don't know why but that made me chuckle. The thought of someone treating their megawad like an aged sailor's trusty old boat is just a weird and funny idea.

>> No.3169569

I know what you mean. I'm not really familiar with it, but I've heard Tom Hall's tried to get projects off the ground via kickstarter. He's failed multiple times. I don't want John to end up like that. In fact, I'm a little surprised Hall isn't a part of the Blackroom team considering Adrian's working on it. 3 of 4 founders would be awesome.

P.S I still haven't played Anachronox. Any good?

You're in for a treat anon.

>> No.3169572

Anachronox is basically a JRPG made by westerner with some CRPG lements thrown in. It's decent

>> No.3169579

That's what I've heard. I like JRPGs, so I'll keep it on my backlog.

>> No.3169581

But Adrian and Hall don't get along. I'm more suprised that sandy isn't on board if anything since he's worked with adrian doing ttrpg art books or whatever a few years ago. But he's an old man with like ten million little mormon grandkids I guess

American mcgee wants to do stuff with romero, but romeros wife would probably hate his guts due to their clashing political beliefs and tendency to be outspoken about such matters

I know all the stuffs.

>> No.3169587

Not who you're replying to but the game seemed to have way too much backtracking and generally too much walking/running between fights. It got boring really fast to me. Maybe they were trying to scale for a more real world experience but it just feels like empty filler at times. It didn't feel like running between locations helped to advance the game.

>> No.3169597

Do Carmack and Romero interact anymore? I haven't seen them mention each other at all outside of their past titles talk. Romero sometimes posts old photos with Carmack, but it seems like Carmack doesn't acknowledge him at all

>> No.3169603

This map is sort of a clusterfuck, but it's not bad.

>> No.3169609 [DELETED] 

New Doom 4 trailer which got scrapped

>> No.3169623 [DELETED] 


>> No.3169631

Romero follows carmack on twitter and occasionally posts replies about historical id stuff but also tech/programming in general

>> No.3169636 [DELETED] 

Why has there been so much D44M shilling lately on basically every vidya board?

>> No.3169638 [DELETED] 

Holy shit! This looks cool. I dig it!

>> No.3169643 [DELETED] 

Its a AAA reboot of a genre defining franchise, it shouldn't be surprising

>> No.3169647 [DELETED] 

>This video is no longer available due to a copyright claim by ZeniMax Media Inc.
Damn that was fast.

>> No.3169648 [DELETED] 

Fuck I missed it
Anyone got a mirror?

>> No.3169653

Here's the Graviton Imploder (working title lol) in action:

>> No.3169654


>Randy Pitchford
>Comments disabled

>> No.3169656 [DELETED] 

Crap, they actually took it down. It's still in my memory, I still have it loaded, will record with OBS. (Source material is 480p though).

>> No.3169660 [DELETED] 

But like, blatant marketing for it has been through the roof. Does the game really need all that?

>> No.3169661 [DELETED] 

I still have it loaded too. You want to do the honors?

Also there's a fucking cool shot at the end that's an action recreation of the Doom 1 cover art, really neat!

>> No.3169664 [DELETED] 

Fine by me anon

>> No.3169665 [DELETED] 

Didn't get a mirror but
>Doomguy wakes up in his coffin, chained down
>Revenant tries to attack him, crushes its skull against the coffin while still chained up
>AI bot talks to him saying that he's finally woken up
>Doomguy walks up to his armour and puts it on
>gameplay montage including Cyberdemon using its flame scythes
>AI bot wielding some huge hell themed lightsaber shit
>cool 3rd person bit of Doom guy murdering
>final shot is a recreation of Doom 1 cover with doom guy doing a sick flip and shotgunning a demon in the face

>> No.3169673 [DELETED] 


>> No.3169675 [DELETED] 

I have it recorded now and 100MB upload. Just give me a mirror that isn't too bitchy about this.
My recording is 29MB, if that says anything about the quality OBS delivers.

>> No.3169680 [DELETED] 

Why would marketers want to leak a trailer whjich spoils the entire premise of the game and literally has "SAMPLE TEXT" in it?

>> No.3169681 [DELETED] 

Wait, so no gameplay?

>> No.3169683 [DELETED] 

>gameplay montage including Cyberdemon using its flame scythes

>> No.3169684 [DELETED] 
File: 20 KB, 854x476, 1456275778009.jpg [View same] [iqdb] [saucenao] [google] [report]

>>>>>>calling this generic masterchief wannabe Doomguy

Fucking stop

>> No.3169690

>John's mind is why the genre is what it is today

Pitchford completely missing the point again.

more accurate would be
>John's mind is why the genre was what it was yesterday and is why he wants that back today.

>> No.3169692 [DELETED] 

Its funny how mad it makes fags like you. Anyway go back to sucking Remero's concept art only dick

>> No.3169693 [DELETED] 

To make people and normies think the game is super sekrit lockdown because of all le cool features and blood and demons and crazy!!!

It's classic controlled distribution

>> No.3169697 [DELETED] 

You have to be over 18 to access this site, kiddo. Take your dumbass back to the nearest Call of Halo and stop trying to shill your garbage here

>> No.3169698 [DELETED] 

>implying Doomguy isn't the single most generic FPS protagonist ever

>> No.3169701 [DELETED] 
File: 18 KB, 420x300, 1407895605110.jpg [View same] [iqdb] [saucenao] [google] [report]

Why does everything have to be a super secret conspiracy with you oddballs?

>> No.3169703 [DELETED] 
File: 41 KB, 852x477, 6wc3kfg.jpg [View same] [iqdb] [saucenao] [google] [report]


>i'll just call him underage, that's a good trick!

>> No.3169704 [DELETED] 

/v/'s here. Time for early thread deletion again.

>> No.3169706 [DELETED] 

Yeah and he still managed to be more unique than the newest piece of filth Bethesda has approved. New SPACE MARINE ™ doesn't even have an ab window

>> No.3169709

Desustorage links in the OP don't work so I'm gonna ask instead.

Are Final Doom and Master Levels worth playing if I only care about official material and don't give a fuck about OC donut steel fanfiction mods?

>> No.3169710

Just beat it. I thought it was really good. Better than his last one.

>> No.3169712 [DELETED] 

Doomguy never had an ab window, he had a torn undershirt on the cover art that wasn't in the in-game sprite you pleb

>> No.3169713 [DELETED] 
File: 1.27 MB, 1910x848, ayy.png [View same] [iqdb] [saucenao] [google] [report]

No clue if vid.me will keep it up, but it's encoding the video now.

>> No.3169720 [DELETED] 

Video is up

TNT is definitely worth playing imo, Plutonia if you really want a challenge I guess.

>> No.3169724 [DELETED] 

and yet people are still doing good takes on his design, 22 years later, which idthesda are not

>> No.3169725

>Misc. Author Info : This is a warm-up for my new classic FPS.

i think that's good to hear
the level was quite good too

yeah, i saw it too, at first i thought that it was planned (looks kind of like a glitch at the corner of your vision) but as it's linked to monster TP rooms (that he didn't hide properly, that's why you can see them with the computer map)
and the rooms have nothing odd inside... guess it was just a mistake

>> No.3169726

What the fuck is TNT and Plutonia and how does that answer my question regarding Final Doom and Master Levels?

>> No.3169727 [DELETED] 

thank you.

>> No.3169728 [DELETED] 

Huh, that was pretty cool, I guess.

>> No.3169729

are you retarded

TNT and plutonia *are* final doom

>> No.3169730 [DELETED] 

>Implying you aren't an edgy teenager or marketer

Either way go back to /v/, faggot

>> No.3169731

TNT and plutiona are two mapsets that together comprise Final Doom.

>> No.3169735

That was really good, loved the way walls opened up and the level re-shaped up along the way.

Gameplay was much better than E1M8b too, that one had enemies ALL OVER THE PLACE. In this one it actually feels like there is proper thought behind enemy placement.

My main complain was that the level layout could have been a LOT more intuitive. A lot of it fell back on backtracking; finding section marked "4" after "3" was the worst.

>> No.3169736 [DELETED] 

Not bad.

I liked how it did a little homage to the cover of Doom 1 near the end.

Here's hoping we'll get some actual singleplayer footage tomorrow.

>> No.3169738 [DELETED] 

Rockin'! Thanks for this d00d.

>> No.3169739 [DELETED] 

And yet the ab window has become a defining feature of the character

>> No.3169741

O-Oh. I didn't know since like I said never played those. Finished Ultimate Doom and Doom 2 and I had those two things in my steam library wondering if I should play them.

Also what about Wolfenstein Mission Packs 2 and 3?

>> No.3169743 [DELETED] 

I just got flashbacks to Newgrounds BBS posts from the early 2000s

>> No.3169745


We are getting actual singleplayer footage tomorrow. They're streaming some of the campaign.

>> No.3169746

Also when I found the 2nd blue sphere I was already at 193hp...

>> No.3169750

Well it's about fucking time.
It's like what, 3 weeks till release?
Jeez the marketing for this has been abysmal

>> No.3169757 [DELETED] 

The marketing has been mainly focusing around the multiplayer and pandering to the HARDCORE GAMER LOL crowd.

>> No.3169758

The new armor will never cease to piss me off with how stupid and generic it looks.

Also $10 saying this is a sequel to Doom 3 somehow

>> No.3169760 [DELETED] 

Going by the leak its a sequel to Doom64

>> No.3169763 [DELETED] 

>Marketing has been abysmal

Bethesda has shilled it fucking everywhere, man. There's even fucking marketers in this very thread

>> No.3169764 [DELETED] 

Are you implying DOOM is a bad game?

>> No.3169765 [DELETED] 

I take offense to being affliated with that shitty company man. I'm just waiting to judge the SP till tomorrow.

>> No.3169768 [DELETED] 
File: 154 KB, 211x512, 1450738991401.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3169769

I don't mean the lack of coverage, I mean the focus on multiplayer instead of what the series is most known for - singleplayer.

>> No.3169770

What games? You mean DOOM? I played the MP beta and it was pretty good.

>> No.3169774 [DELETED] 
File: 269 KB, 860x1152, 1449168396281.jpg [View same] [iqdb] [saucenao] [google] [report]

hahaha jesus christ cry more

>> No.3169775 [DELETED] 

>le /vr/ hates doom 4 meme

>> No.3169776
File: 105 KB, 325x314, 1457401665646.png [View same] [iqdb] [saucenao] [google] [report]

>It was pretty good

Okay yeah, fucking marketer confirmed. The MP beta was pretty much universally reviled and you can't change a thing about that. Get the fuck outta here.

>> No.3169778

I agree anonymous man, it was especially good on the PS4 and XBox One, why, I would even recommend getting the collector's edition for one of those consoles!

>> No.3169779



>> No.3169781 [DELETED] 

>universally reviled
Only on /v/ and Steam Reviews

>> No.3169782 [DELETED] 

Oh I'm sorry then

Go back to plebbit or imgur, Todd

>> No.3169783

>le ebin marketer
I'm not buying it cause I'm poor but I'm still pirating it day 1 because MP was amazing unless you're some Quack Tree nostalgiafag even though DOOM shouldn't play like Quack because Quack is autism tier shit.
Go fuck yourselves nostalgianiggers, I'm gonna enjoying motherfucking badass DOOM.

>> No.3169789 [DELETED] 


>> No.3169790 [DELETED] 
File: 56 KB, 980x895, dum.png [View same] [iqdb] [saucenao] [google] [report]

You aren't a very good shill.

>> No.3169793 [DELETED] 

Shouldn't you be sitting on your containment board, /v/ermin?

>> No.3169794
File: 160 KB, 360x240, rod.png [View same] [iqdb] [saucenao] [google] [report]

Haha yes, my friends. I, fellow anonymous, am also looking forward to GAME OF THE YEAR™
DOOM 4™™™!!! I will be purchasing it on my Xbox™One™ because of the quality work id and BETHESDA™ have put into the game! I cannot wait to be a badass and kill hordes of uber cool demons™!!! And then maybe try out some of the AMAZING!!!!! multiplayer mode that completely blows Halo away!! This truly is a good day!!! Glory to BETHESDA™!!

>> No.3169796 [DELETED] 

I'd rather you go away so we can get back to being retro

>> No.3169801 [DELETED] 

Altman has pretty eyes.

>> No.3169802 [DELETED] 
File: 16 KB, 318x322, damage control.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3169804 [DELETED] 

You realize you're in /vr/ shilling a fucking garbage modern day reboot right? Not retro. Not related. Go back to /v/ and shill there.

>> No.3169805

New DOOM is going to rock the world whether you like it or not you pathetic /v/ermin permavirgin grognard.

>> No.3169812 [DELETED] 
File: 2.71 MB, 385x354, 1447919180571.gif [View same] [iqdb] [saucenao] [google] [report]

>Come into /vr/ to check up on muh Doom WADs
>Thread is filled with Bethesda marketers trying to sell me bad games

Where the fuck are the mods?

>> No.3169815

Mods aren't going to be in Doom 4. There's only SnapMap, the best and deepest FPS level editor ever to be seen in gaming history! Who needs mods when you have endless replayability?!

>> No.3169816

>Where the fuck are the mods?
jesus christ I'm wadding as fast as i can give me a break

>> No.3169817
File: 444 KB, 1017x830, progress.png [View same] [iqdb] [saucenao] [google] [report]

Well, for what it's worth, this map is getting close to being finished. I've textured everything properly except the orange rooms now, and am in the process of decorating/putting in monsters/weapons/ammo/health.

>> No.3169819 [DELETED] 

B-but wouldn't modding support give that anyway


>> No.3169820

I'm waiting for DUMP 3 to start so I can throw deathmatch maps at it like a fucking lunatic

>> No.3169823


Oh my god you actually did it !

>> No.3169824
File: 553 KB, 1179x2678, 1456997076415.png [View same] [iqdb] [saucenao] [google] [report]

/v/ please go. I just started working on a new map, take a break, check /doom/ and see this? Come on guys.

Looks pretty cool.

>> No.3169825

Yes. It turned out not so much a village though, because I couldn't nail that look down. Instead it's various sub-environs with arch-viles wherever you backtrack, having revived most of what you've slain already.

>> No.3169827

Archville still makes me laugh, looking cool, anon!

>> No.3169828 [DELETED] 

>Go fuck yourselves nostalgianiggers, I'm gonna enjoying motherfucking badass DOOM.
shill confirmed

>> No.3169831

Needs an edit to include rampant D44M shilling

>> No.3169834 [DELETED] 

Then it goes Doom 1>Doom 2>Doom 64> Doom 2016.

(Maybe Final Doom after Doom 2).

>> No.3169835 [DELETED] 

>muh lolsoretro ebin old garbage
Move the fuck on and get new DOOM, you don't have to buy it retards, just fucking pirate like I'm doing.

>> No.3169836

Who are the source port characters supposed to be (other than chocolate of course)

>> No.3169837

Any good sourceport for Rise of the Triad? WinRotT GL would kinda do it for me but the mouse support feels fucked compared to ZDoom or ECWolf

>> No.3169838 [DELETED] 
File: 173 KB, 623x554, 43874873.jpg [View same] [iqdb] [saucenao] [google] [report]

>full blown le shill shitposters at full speed spreading drama about a single trailer that got taken down
>full blown shitposters faking interest in the game to further shit up the thread

can't you just either enjoy thing for once, or state your distaste for it instead of putting up a rehearsal of a /v/ thread

>> No.3169840

zdoom, zandronum, zdaemon, and I guess odamex in the back

>> No.3169841
File: 789 KB, 1280x960, Powerslave-EX.png [View same] [iqdb] [saucenao] [google] [report]

Maybe let's talk about this underrated masterpiece?


>> No.3169843

I played the EX version and while it was definitely fun, the lack of manual saving really killed my desire to finish it.

I hadn't died a single time to the enemies, but died so many times due to platforming. I'm sorry but that's just bullshit I ain't willing to put up with.

>> No.3169845

Ex is a port of the PS1 version which was a completely different game than the PC one, similarly to Doom64 being different game entirely.

Anyway the DOS PowerSlave also has no manual saving.

>> No.3169850

That don't make it any less annoying.

Weren't Night Dive Studios gonna re-release it?

>> No.3169852 [DELETED] 

that's because they're actively working together at the same pace to try and bring down any doom 4 related discussion, regardless of the size it takes in the actual thread.

That should be pretty obvious by now.

>> No.3169853

They were but the original IP owner said no at last minute and decided not to sell it. Same with NOLF games.
Said IP owner also threatened to sue if they don't take down download for PowerSlave Ex so they did.
But you can still get it here:

>> No.3169854

Brutal Doom is shit but the reactive gore is interesting. What other WADs out there do what it does but better and aren't memed to shit?

>> No.3169860 [DELETED] 
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

>Look everywhere else
>People seem to be generally happy with the state of DOOM '16 after the stream last night
>Come back here
>People are shitting their pants and running around like they're having a fucking autism attack over a leaked trailer
>The only defense is "SHILL! SHILL!"
What a quality Doom community.

>> No.3169862

Did anyone port over the extra minicampaign from DOOM 2 BFG or do I need to use the .wad that comes with D3BFG?

>> No.3169863
File: 54 KB, 500x500, wheels.jpg [View same] [iqdb] [saucenao] [google] [report]

please go away

>> No.3169864 [DELETED] 

>People seem to be generally happy with the state of DOOM '16 after the stream last night

>> No.3169867

>They were but the original IP owner said no at last minute and decided not to sell it. Same with NOLF games.
Who was the original owner?

>> No.3169869 [DELETED] 

And allow you free reign to shitpost and shill? Nah, make me a sandwhich.

>> No.3169872

They didn't say.

>> No.3169874 [DELETED] 

T shut up and
O post classic doom

>> No.3169875 [DELETED] 

Not him but......

gimme a hUg, man

>> No.3169876 [DELETED] 

Sexist vapid pig

>> No.3169880 [DELETED] 

Where have you been seeing people being happy about the game? I usually stick around /vr/, but even my friends who don't use 4chan at all are pretty bummed about DOOM's state.

>> No.3169882 [DELETED] 
File: 36 KB, 720x540, 1441736064654.jpg [View same] [iqdb] [saucenao] [google] [report]

please go away

I even quoted you five times

>> No.3169884 [DELETED] 

t. shill

>> No.3169887 [DELETED] 

Why should I? My interests are of classic RETRO Doom while yours are of D44M. You have no place here, shillarino.

>> No.3169889 [DELETED] 

I'm glad I saved the vid, though.

>> No.3169891 [DELETED] 
File: 216 KB, 1280x720, doom2_mohu202.jpg [View same] [iqdb] [saucenao] [google] [report]

Report and ignore.

>> No.3169894
File: 1.77 MB, 1920x1080, Screenshot_Doom_20160426_231135.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3169895 [DELETED] 

fuck is this

>> No.3169897 [DELETED] 
File: 212 KB, 800x600, Screenshot_Doom_20160407_211113.png [View same] [iqdb] [saucenao] [google] [report]

I, too, can post random screeshots from maps I didn't play to avoid my post getting deleted despite shitting the thread further.

>> No.3169898

What source port?

>> No.3169901 [DELETED] 

learn2google you little /v/ermin parasite

>> No.3169904

GZDoom, been told it's the best one

>> No.3169905 [DELETED] 

But monster hunter ltd is my favorite wad. I just joined the discussion.

>> No.3169906 [DELETED] 


Welp, Bethesda already deleted it. But here's a backup copy, in case anyone missed it:

>> No.3169907 [DELETED] 


>> No.3169908 [DELETED] 

gimme a hug, man

>> No.3169913

Options > Display Options > OpenGL Options > Texture Options > Texture Filter Mode > None

>> No.3169914 [DELETED] 


I guess we learned something new today: If you discover a video of a certain nature, make a backup first before posting it online. aka: ARCHIVE FUCKING EVERYTHING.

>but people did th--

I know. I'm simply stating the obvious.

>> No.3169916


>> No.3169917

Go to opengl preferences in the video settings menu. Where it says "trilinear filtering", set it to either none or none "(linear mipmap)" with 16x antialiasing. The later option doesn't ruin pixels close up but removes visual artifacts for distant objects. I'd only use "none" for playing at low resolution.

>> No.3169918 [DELETED] 


>> No.3169924

Even better, thanks to you too anon.
GZDoom is best right? I mean if I want some enhancements.

>> No.3169927

Generally, yeah. Although Zandronum is about 90% the same but with better multiplayer.

>> No.3169928 [DELETED] 
File: 40 KB, 593x413, the yellow filter.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn son.
id Software is off the fucking rails.

>> No.3169930 [DELETED] 

>encouraging a piss filter

>> No.3169934 [DELETED] 

How do you think consoles convince people their games look good?

>Low resolution
>Low texture quality
>Low polygon count
>Low draw distance
>wat do?

Just turn the post processing up to retarded levels and nobody will notice!

>> No.3169939

Yes, it's the most advanced. A tip: type "vid_renderer 0" in the console if you want to try the software renderer.

>> No.3169941

there is a thing called "Ketchup" which is BD's gore system by itself

>> No.3169943 [DELETED] 

>having no sense of banter

>> No.3169947

I know how software looks and don't want that, no need to suggest that anon. I was only trying to get rid of the forced filtering on everything.

>> No.3169950
File: 463 KB, 1920x1080, doom05.jpg [View same] [iqdb] [saucenao] [google] [report]

>only default textures Doom 1 has for wall blood is Hell related

That's mildly inconvenient.

>> No.3169951 [DELETED] 

I think he's taking the piss.

>> No.3169956 [DELETED] 


>> No.3169958
File: 150 KB, 640x480, whitetomove.jpg [View same] [iqdb] [saucenao] [google] [report]

Post classic FPS (TM). Here's some OC. This is a very early WIP of my current map project (number 3). I love starts like this where you're allowed to make the first move. Sunlust had a few of them, but mine's obviously easier since I'm not a doom god.

The "way the dev intends" is to not fire a single shot. You start with four shells + the shotgun laying directly on your spawn. Run past everything. Arachnotrons in the towers will start shooting you. So will mancubi on the ground between the towers. Follow the trail of health (not pictured) to a rocket launcher and fight some skeletons. Move too slowly and the mob you ran past at the start will fry you. That's as far as I've gotten in about 2 hours.

After the skeletons, I hope to set up a quick telefrag/crusher sequence to let the player squash the tower arachnotrons. The last teleporter will warp to the next area. I'll probably surround the player with monsters on the other end of the teleport to make up for letting them run away during the first part.

>> No.3169975 [DELETED] 

enjoying your anger I see lol

>> No.3169980


>> No.3169986

nice work, good to see some SW love.

>> No.3169990

this is 100% spot on, and why model enemies look fucking awful in Doom (and Duke as well) When that shit is in 2D, you can work around it but when it's in 3D and you can rotate around it fully than suddenly the 2-frame animation becomes incredibly obvious and it looks atrocious.

>> No.3170007 [DELETED] 
File: 758 KB, 517x289, tumblr_o3n29y9qSw1ramnmyo2_540.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3170010

With 3d models that have interpolated animation and also rotation interpolated to the actors angle (so it doesn't snap around 90 degrees) there should be no issue. I think only 3DGE allows that.

>> No.3170025 [DELETED] 

Surprise - business actually have a responsability to not fritter money away on shit that only a handful of autists will use so they can keep paying their fucking employees.

>> No.3170035 [DELETED] 

Nobody is going to mod Doom 4 to the extent that Doom has received, and you know why? Because the people with the skills to actually do that would probably rather grab UE4 and make their own fucking game and maybe earn some cash instead of making mods for games.

The Bethseda RPGs are in their own weird little place where you do get modellers in fair numbers, but that's mostly because the games are glorified dress-up simulators.

>> No.3170039 [DELETED] 

>that only a handful of autists will use

yes because that was such an unused and neglected component of the doom games

oh wait

>> No.3170040

>The proportions and shape is fine, but the issue here is that how it's literally animated in frames as if it was a sprite, which looks REALLY weird and unnatural
don't listen to this guy, anon. voxelized monsters look fine when they're done well.

>> No.3170046
File: 2.12 MB, 640x400, voxelcow.webm [View same] [iqdb] [saucenao] [google] [report]

>you must have an amazing computer.
I'm running on a GTX 570, a six year old graphics card. It's below the minimum system requirements for Doom 4.

Here's the minotaur with an improved (although still not as good as I'd like) color palette.

>> No.3170048
File: 1.11 MB, 640x400, pixelcow.webm [View same] [iqdb] [saucenao] [google] [report]

And here's the sprite version. I haven't done blood on either yet.

>> No.3170052 [DELETED] 

How many people modded Doom 3 compared to the first two? and then how many people modded Rage?

The days of a team of mod developers making stuff that rivals retail games quality-wise is long over, because they can now just easily grab UE4 or Unity and make their own games and get them published more easily than ever.

>> No.3170057 [DELETED] 

very few, because the mod tools were shit

see also: the nwn1 modding scene versus the nwn2 modding scene
one is still surviving and thriving
the other is wrestling with shitty tools and barely making anything

>> No.3170058

Eduke32 has that though, and the HRP enemies still look fucking awful. The way the enemies move in both Doom and Duke looks absolutely ridiculous when you put it in 3D, because they move in weird zig-zag patterns. In 2D you don't even notice it but as soon as you put that in the 3rd dimension you immediately notice the retarded way it's moving.

Whilst you might be able to work around that with pre-baked animations or whatever, that's a massive massive amount of work.

>> No.3170069 [DELETED] 

>How many people modded Doom 3 compared to the first two? and then how many people modded Rage?

The difference there though between Doom and Doom3+Rage is that Doom wasn't uninteresting at the core level. If your base game is lame to the public eye, they sure as hell won't be interested to expand on it, except for the few trying to prove they can do better than what was given by the developers. Plus what >>3170057 said; the mod tools were hot garbage.

>> No.3170083 [DELETED] 

No, the difference is that making a Doom 3 mod was a lot fucking harder than making a Doom mod. I've seen dozens of mods for Doom 3, HL2 .etc that promised everything and all they managed to do was post some rooms and some fucking AK47 untextured renders before realising that making games is hard and giving up.

We can blame the developers and poor mod tools all you want, but ultimately making a mod for a 2D game is a lot easier than making a 3D game. Doom 1 modding has a very low barrier of entry - I would bet money that modding id tech 6 would be much much harder to the point that it's beyond any reasonible effort that an enthusiast would want to put into it without it actually being their job.

>> No.3170092 [DELETED] 

Doom editing is so simplistic that you could literally write a level by hand before editors were released. Now you can do what essentially amounts to drawing a map the same way you would a blueprint and make a map out of it, it's nowhere near the same thing. To make a mod in Doom 2016, or any AAA game of comparable quality and an in-house engine, you'd likely have to deal with:
For level design -
>making the playable area of the map in true 3D space - several times more difficult than drawing a blueprint
>detailing said area
>a billion AI nodes so that everything animates and navigates the level properly
>making any custom assets you want to use, to the standard the game uses, and deal with porting them to the game through whatever tool it uses - potentially this process even involves expensive third-party software that they can't legally provide because they don't even own it. Hell, that could be the case for huge chunks of middleware in the engine itself.
For custom content:
>making a complete model for whatever you want to include to the standard used by the engine, animating it, figuring out how to get the engine to handle all of the stuff you've made - again, possibly even running it through commercial tools that id can't provide
>coding the function of the custom thing, likely in C++ since the engine is in-house and has had no R&D put towards being accessible to non-professionals like a commercial engine like Unity, Cryengine or U4E would.

By the time you can do enough of this competently enough to produce a mod or level, you may as well be making your own fucking game.

"B-but it's their fault it's hard!", I hear you cry.
Idtech is in-house, can you comprehend how much money has been dumped into making Unreal and Unity into engines that can be sold to indies? Most of their goddamn budget. idtech post-4, though? None, they've stopped trying to sell it.

>> No.3170093

If you're talking about the Spear of Destiny one then IMO they're both shit

>> No.3170101

God I love everything about voxels. I hate that GZdoom renders them so piss poorly because I'd go crazy with them.

>> No.3170103
File: 2.96 MB, 1152x720, Fire_Trail.webm [View same] [iqdb] [saucenao] [google] [report]

Making a rocket launcher replacement

>> No.3170106

100% spot on, you put it more eloquently than I could.

Doom I think has that perfect sweet spot of entry - Wolfenstien is too simplistic and making a level in Build requires much more work in general. Doom is simple enough but has enough complexity that a lot of stuff is still possible with it.

>> No.3170107 [DELETED] 
File: 137 KB, 750x617, creamypies-cock002.jpg [View same] [iqdb] [saucenao] [google] [report]

i alwawys thought doom was better than quake

>> No.3170114 [DELETED] 

that's a cool looking doom mod!

when will I and those other 20 guys be able to play it?

>> No.3170115
File: 203 KB, 1440x900, VOXELS.jpg [View same] [iqdb] [saucenao] [google] [report]

Come over to the Build side, you can have more voxels than you'll ever know what to do with

>> No.3170118 [DELETED] 
File: 18 KB, 400x299, 1457448392808.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3170119 [DELETED] 

simply epic

>> No.3170121

Motherfucker Mike Matei has a taste.

>> No.3170125


Shame all the level editors are garbage.

>> No.3170128
File: 5 KB, 168x354, jd unfinished.png [View same] [iqdb] [saucenao] [google] [report]

I've considered it a ton of times. Stacked sectors still feel better than 3d floors. Still though, there's just more you can do with Doom at the moment.

>> No.3170129

>making a level in Build requires much more work in general

Only if you're going to get the most out of the engine, for DOOM levels Build is a complete cakewalk and I can't see why people barely discuss it here since Mapster32 solved any issues the original editor had and is fairly user friendly.

Instead you have people porting Build games to idtech1 (or bastardized versions of it) instead of doing the opposite. Weird. Modding Duke is also pretty powerful and could be done from the very start.

>> No.3170131


nah it's cool, Doom actually has multiplayer which is a big bonus over Duke. So far though the only thing that's stopped me from doing something in Duke is my own poor coding skills.


>> No.3170139

Yeah there's a ton of insane shit possible, too bad there's not much Duke modding going on around here but I like to pop up every now and then and post a shot of something I've worked on.

>> No.3170140

doom's got more maps

so goddamn many more maps

>> No.3170141

I doubt he chose that.
Pretty sure James stuck that in and Mike rolled with it.
I mean, Mike is the same fuck that played DOOM I and II all the way through on stream in DOSbox, with a fucked aspect ratio, unchanged keybinds, no mouse, and he went 2 miles an hour through the whole thing.

>> No.3170148

yeah Doom gets multiple megawads a year, with us Dukers we're lucky to get 20 maps a year. I spend all of my time making TCs though but still.

>> No.3170150

>Doom actually has multiplayer which is a big bonus over Duke

It's not like Duke doesn't have multiplayer, but as far as TCP/IP and matchmaking goes only Megaton got it right, which now is no more. But you can definitely play Duke3D just fine over P2P (I also play Doom that way straight from ZDoom), you just have to do it old style, grabbing people over at IRC or other places.

>> No.3170160

I should of clarified a bit, I meant Eduke32 - they were working on a client/server system but only got a little bit into it so it's been without multiplayer for like 6 years now.

it did annoy me because originally the AMC TC was just SP only but one of the other members convinced me to try and get MP working - after a while I eventually did and it was fucking awesome...but then they broke the MP support a few months before we released episode 1 so all of the work I put into preventing desynching and stuff went to the birds.

>> No.3170174
File: 91 KB, 311x170, 5Byazcy.png [View same] [iqdb] [saucenao] [google] [report]

3D Maze Screensaver Textures and, finally, Sprites.


Got the mouse, the Start button, the smiley, the fractal walls, all in convenient PNGs.

Sprite format converted by paulguy, not myself.

>> No.3170192

So apparently we have DoomScript now? Are we in for a new era of mods?

>> No.3170195

you'll need to use the wad that comes with, or you can always use the texture replace for the medkits, and ship it out again

>> No.3170235

that is almost straight from the rise of the triad

>> No.3170242

nobody commenting on romero's newest level?

>> No.3170247

Yeah, except ROTT's was way better.

>> No.3170249

how do you make custom missiles leave scorches/bullet marks/etc.?

>> No.3170253

Actor property is Decal decalname

Any mods that add warp effects etc to water and that's all? I want to play maps with the water shader on.

>> No.3170263
File: 85 KB, 533x468, 1454241352769.png [View same] [iqdb] [saucenao] [google] [report]

awesome, thanks anon

>> No.3170287
File: 828 KB, 384x272, 1446671139486.gif [View same] [iqdb] [saucenao] [google] [report]

Literally what?

>> No.3170289
File: 1.73 MB, 1680x1050, 1574358934.jpg [View same] [iqdb] [saucenao] [google] [report]


So I made another gameplay video of the WIP Mechwarrior mod.
In it you'll see the pseudo parallax cockpit when turning and looking up and down, the new camtex zoom, changed nv colormap, and weapon gldefs.

Things I think need work are the jumpjets, which at the moment feel very floaty, and the monster balance.
The player is only really threatened by huge hordes of monsters. I'm talking Sunder level of monster armies.

>> No.3170296
File: 10 KB, 1022x414, watch your step.png [View same] [iqdb] [saucenao] [google] [report]

Is there a gameplay mod out there that makes the game's combat a little more complex, without BDing it up?
I'm talking about giving the demons a few more/varied attacks, giving each weapon an alt-fire or so, etc.

>> No.3170312

>chocolate doom

Thats pretty good

>> No.3170313

I wish GZDoom could render voxels into sprites in real time, so you could get the infinite angles but have it still treated as a sprite

>> No.3170319

I personally enjoy RLA Monsters coupled with LegenDoom, makes for refreshing situations thanks to the added stronger monsters that can spawn + chance of turning legendary and dropping varied weapon effects. Good luck if it spawns a pair of legendary Bruiser Brothers or something, though.

>> No.3170323

what are you guys using to record yourselves playing/testing?

>> No.3170348

I recorded my first attempt at it. I ended up killing myself with a rocket launcher like a scrub so im probably not gonna upload it.

was fun though.

>> No.3170374

You are the man, man. Testbuild when

>> No.3170376

Dxtory (not free) or OBS (free)

>> No.3170405


Filesize out the ass, but it's simple and straightforward.

>> No.3170409


>> No.3170415


>> No.3170419
File: 3.63 MB, 360x196, How Stupid.gif [View same] [iqdb] [saucenao] [google] [report]

If you're looking for something on the 10 of the dumb bullshit scale - Doom RPG + DoomRL arsenal does a decent job.

Would not recommend if you want a 'Doomy Doom' - but it's a blast if you're looking for a semi fresh take on things.

It plays more like Doom than BD - but does has a reasonable amount of gameplay changes...

pic unrelated

>> No.3170471


>> No.3170478


Custom palette, greys a little blue, blues a little up top, reds a little orange in the mids and a little magenta in the shadows, etc

>> No.3170518


>> No.3170541
File: 25 KB, 512x384, DoomRL Arsenal.jpg [View same] [iqdb] [saucenao] [google] [report]


It's a pretty cool map, and pretty challenging and fun for 2016.

And to think he said a few years ago that people would criticize him for releasing a 1993 map in this day and era.

>> No.3170542
File: 2.66 MB, 320x240, zdoom 2016-04-26 21-39-11-70.webm [View same] [iqdb] [saucenao] [google] [report]

Finally finished my textures gun, whew.


Replaces Plasma Rifle, looking for feedback about damage/ammo use etc.

enjoy my first, awful webm

>> No.3170591

>1993 map
>Advanced engine needed : Limit-removing source ports

>> No.3170593

You definitely sat in the bathrooms during lunch

>> No.3170610

We didn't have limit-removing source ports in 1993.

>> No.3170623
File: 87 KB, 1280x960, DOOM05.png [View same] [iqdb] [saucenao] [google] [report]

I wouldn't be a l33t gamer and find all Romero secrets in my first try if I didn't

>> No.3170624
File: 206 KB, 1920x1080, Screenshot_Doom_20160426_222624.png [View same] [iqdb] [saucenao] [google] [report]

John, you missed a spot over here.

>> No.3170626

You certainly aren't that 1337.

>> No.3170628

tweet him

i wonder how he would respond

>> No.3170629

Eww, HOMs.

>> No.3170630

Graceful Doom - A Nonrandom Alternative to Pain Chance [1.0]


>Graceful Doom is an experiment to see if I could recreate the dynamics produced by pain chance in Doom without relying on random chance.
>Instead, a system similar to Poise in Dark Souls is used, allowing for a more "fair" and consistent experience than vanilla Doom.
>Depending on how tough they are, enemies will consistently resist weak hits, but can be reliably stunned by taking a large amount of damage all at once or overwhelmed by successive rapid fire attacks.

A nice detail.

>> No.3170631


go check the IGN video, listen to what he says and then shove your technicalities up your mum's ass

>> No.3170634

Post your blind run dude

>> No.3170639


We didn't have limit-removing source ports in 1993.

>> No.3170643

Did you ask me to watch a video so that I can learn his own vague definition of a nebulous descriptor for a map that can't be played in anything that existed in 1993?

That's so 2010 rhetoric, and if you think that's wrong I'll have my half-hour facecam of me waxing philosophical up on IGN by 12.

>> No.3170656

>Romero got Matthias Worch to test his map

Woah, that's fucking nice. I hope he gets him to help out with Blackroom as well.

>> No.3170662

>you must have an amazing computer.

What are your specs, out of curiosity?

>> No.3170669


how about no.

>> No.3170681

>And to think he said a few years ago that people would criticize him for releasing a 1993 map in this day and era.

His recent map does not feel 1993 at all. Its a bit more detailed than that. Feels more like something from 1999-2003 era.

>> No.3170690
File: 121 KB, 498x491, megane.jpg [View same] [iqdb] [saucenao] [google] [report]

>Leave two Imps and a Mancubus to infight.
>Come back later.
>The Imps won.

>> No.3170693

If the imps flanked him they can trigger his pain condition fairly easily and lock him down. But yeah, that's really unlikely.

>> No.3170694

I've honestly always wondered how feasible destructable limbs are playerside.

>> No.3170697


I can't stop watching your webm. The fire draw in effect is so goddamn slick.

>> No.3170702

...Project Brutality?

>> No.3170704 [DELETED] 
File: 41 KB, 852x477, doom 4.jpg [View same] [iqdb] [saucenao] [google] [report]


Oh hey, Doom 4 singleplayer trailer leaked because somebody from Bethesda doesn't know how to set videos private.

>> No.3170705

I remember the PPC in Mechwarrior 2 acting more like a rocket from Doom. Slow, big balls of pain.

>> No.3170706


BURL_TUMD. Like holy shit.

>> No.3170709

It would be very hacky and probably wouldn't work that well in mp.

I was thinking of implementing a "critical hit" system, where if you take damage above a certain threshold from an attack a random weapon will be destroyed.

>> No.3170710


This comic still flatters me every time I see it.

>> No.3170715

Well lore-wise that is incorrect. The PPC is a beam weapon.

>> No.3170745

how you doing Sgt. Mark?

>> No.3170749

You even got the Mechwarrior 4 Mercs ost, this is looking good

>> No.3170772 [SPOILER]  [DELETED] 
File: 735 KB, 1920x1080, 1461730493742.png [View same] [iqdb] [saucenao] [google] [report]

name that map layout

>> No.3170778


>"I’d like to add a new hero or two to Samsara"

Let's see. It took almost two years from the moment he started hyping up the newest update of Reelism to actually release said update. And Reelism is one of his most well-known mods (there's Doom Enhanced too, but that's another story for another time).

It took that long for one of his own mods. And quite frankly I don't want to think about the very idea of waiting until 2021 to play with Prisoner 849, so I'd rather thank him for releasing this bugfix and leave things be.

I've heard a lot of horror stories when it comes to Samsara and gameplay balancing, and (officially) introducing another character doesn't sound that good. I would rather look forward to see both men work with other projects with the natural delays than see them trying to revive Samsara.


>> No.3170809

What? No. They've laid the groundwork for it though, and extended DECORATE in the meantime (if/else blocks)

>> No.3170816

What new heroes? There are none to add if they need to be a stickler for balance to support fucking deathmatch. It should've stayed as a co-op mod.

>> No.3170818
File: 11 KB, 252x264, 1456097553921.png [View same] [iqdb] [saucenao] [google] [report]

This is so fucking good

>> No.3170824

That caco triggers me

>> No.3170831


Guess again.

>> No.3170854

>dat Hexen
I felt the same way after I spent five minutes wandering around until I realized you could punch windows and then another twenty until I found the switch in the hub world hidden in plain sight
I am not good at these games

>> No.3170856

>It should've stayed as a co-op mod.
oh ye of such newfaggotry

it started as a DM mod
co-op was patched in later

>> No.3170871

Nothing in Hexen is really spelled out for you very well. Playing with a guide is pretty much mandatory I think if you want to even get out of the first hub. Same could also be said for Strife.

>> No.3170873

I spent a night as Doomguy in Hexen via Samsara and made it out of the first hub off of sheer dumb luck. I've never been able to replicate that feat because I just get bored to death and can't remember the exacts as to how I did it, and shortly into the second hub I lost interest because of just how exhausted I already was.

>> No.3170876

Korax is laughing at your incompetence

>I wonder when this mortal is ready to die.... Has he made it past the entry level yet?... hmmm no.... not yet....

>> No.3170883

The warrior I can understand, but you'd think the mage would figure that shit out pretty quick
No, he just runs around grunting as he humps all the available walls for some hidden switch or door or ANYTHING to go to the next place

>> No.3170886

Its a pity the mage can't cast 0 level spells like "detect magic" or "find secret door"

Even Arcane marking an area would be handy as fuck later on

>> No.3170893

wouldn't mind Leonard from Redneck Rampage getting added(I know he's included in at least one version of Extra Heroes, but a somewhat more "official" version would be nice)

>> No.3170914 [DELETED] 

Wreck Tang Ularity.

>> No.3170919
File: 35 KB, 720x540, 1446960801805.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Chex Quest in Samsara with Duke Nukem

>> No.3170920

Literally the best mechwarrior game in over a decade.

Fuckin' well done, man.

>> No.3170928
File: 39 KB, 911x334, loosing control of my faculties mmmm.png [View same] [iqdb] [saucenao] [google] [report]

>playing chex quest with demonsteele and the midipack

>> No.3170929

anon, the only decent challenge for a player in a mech is other mechs. Its time to make some mech enemies!

Also when you die you should eject out and be able to continue on foot, then snipe out an enemy pilot and take their mech, like in Battlezone (fuck that game is good)

>> No.3170932


>> No.3170936

Aww, bless Carmack. His such an awkward little code monkey.

>> No.3170939

She's young and willing. A bit of a tough bitch though, you might need to be forceful and tie her to the bed or something

>> No.3170964


>> No.3170973 [DELETED] 


>> No.3170975

Couldn't you have released the TC using the slightly older version of EDuke32 with working multiplayer?

You may not have the rights to put the sourceport with your TC though some people do it especially when they modify it a little for their mod purposes.


>> No.3170978 [DELETED] 

Is it meant to resemble a Wolfenstein 3D map? Because that's what it looks like.

>> No.3170992 [DELETED] 

It's meant to be E1M2, the one people were freaking about in the Snapmap stream on Monday but the demonstraters didn't play.
That's the limitations of Snapmap unfortunately. The map is 'technically' intact, but so harshly shifted and improvised you'd barely recognize the layout if at all.

>> No.3171014

Doom II: Hell on Earth - Cinemassacre Live Stream

>> No.3171019

What is wrong with all the sounds? God damn.

>> No.3171024

xbox bfg edition

>> No.3171025

What a terrible port. Even the screen melt transition is slow as balls.

>> No.3171026


>HMP difficulty


>> No.3171030 [DELETED] 

It's a shame they don't have any confirmed tool for making/packaging custom tiles. Even if it resulted in a bunch of maps being PC exclusive, they could probably take the cream of the crop and include it in Snapmap for all platforms, probably even through through workshop given how friendly Bethesda and Valve are with each other. They'd pretty much be giving themselves free content.

Speaking of which, is custom content accessible to consolefriends on any of the classic doom ports to current gen? If they really wanted to they could even get a (basic) builder and centralized CDN on console as well given how small most .wad files are, especially if they stuck to vanilla limits.

>> No.3171032
File: 543 KB, 480x480, 0ff7281afc653bbc3c6e3cbdb6778a31.gif [View same] [iqdb] [saucenao] [google] [report]

Alright, hammered out some ideas for new monster behavior in Blastmaster:


+certain monsters can fire projectiles that destroy your bombs

+increased movespeed for some monsters

+fires projectile bullets
+can do a three shot burst

+classic shotgun burst attack
+can do the whiplash blast attack, complete with absurd knockback

+throws arcing fire grenades at closer ranges, travels through fellow imps

Lost soul:
No change, they're annoying enough

+projectile bullets
+grenade attack that bounces around at closer range

+dash attack that scatters bombs around, if he hits a player, they go flying

+implement the amusing deflate death

Lost soul:

Hell Knight:
+grenade fireballs too
+can throw a special fireball to detonate your bombs

+has a chance to do a special missile attack, a screaming skellyhead that explodes into little boners that fight with melee
+has a chance at random to AAAAAAAAAAAAAAAAAAAAAA again
+all rev fireballs deal punch damage, meaning bombs will go flying

+flamethrower attack at closer ranges
+can also launch a special detonating fireball

+can fire the ocassional bouncing beam
+fires a special WSL laser at times

+fire grenade attacks as well
+can lob bombs ocassionally
+can also fire detonator fireballs

+rapidfire bullets
+some rapidfire chaingunner grenades too
+can launch a rocket that spawns lil spiderbombs that crawl at the player, spiderbombs can be detonated or punched away

+no edits, he's an asshole

+every third rocket in his rocket volley will be a detonator missile
+can fire a special missile with a clusterbomb payload
+shotgun attacks

Comments, thoughts? More additions?

>> No.3171035

welcome to pitch shifting, a relic of doom pre-1.4

be glad it's gone

>> No.3171036

So THAT'S the pitch shifting stuff I heard about. Man, thank god it bugged out and stopped working after 1.4 and they never bothered fixing it.

>> No.3171037

Crispy Doom has an option to re-enable it if you want to try it out for yucks

>> No.3171039

ZDoom has the option too. Options -> Sounds -> Randomize Pitches.

>> No.3171043
File: 182 KB, 400x400, EqYSm0p.png [View same] [iqdb] [saucenao] [google] [report]


>I’m also grateful for your concern over my incessant partying, which has somehow led me to be married to the same beautiful woman for 17 years now, while raising two incredible daughters together. You should maybe try the partying, since your unparalleled work ethic and strong character has (just in the time I’ve known you) left only a bloody trail of ex-wives, fatherless kids, and ill advised breast implants strewn across this fair nation, even before you flew all the way to Romania for your latest wife. If she’s not still around, let me know, and I’ll see if I can pick another one up for you here in Russia.

>> No.3171045
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]


>something from 8 years ago
>linking to kotatku

>> No.3171047

Speaking of Romero...


>> No.3171050

Time to give this a play.

>> No.3171051

He plays like a grandma and doesn't even have a fast turning speed.
He makes my Doom 64 on a PS4 controller look like Sonic the fucking Hedgehog.

>> No.3171058

Dropbox hasn't killed the link for bandwidth overuse yet?

>> No.3171059 [DELETED] 

>The map is 'technically' intact
Looks like a heap of secrets are missing, including the window into the chainsaw room. No idea what's going on with the eastern portion of the map either, it's like they couldn't close the loop where the red key is.

This tile inflexibility is really disappointing, especially when TimeSplitters pulled this off 15(!) years prior.

>> No.3171060

Doomworld has a mirror for the map:


>> No.3171062

All this in three days?!

>> No.3171064

Nice map. I like how everything kinda opened up and flowed into itself as you went on. It's giving me high hopes for Blackroom if it'll be like this.

>> No.3171067
File: 18 KB, 130x133, 1430237250965.png [View same] [iqdb] [saucenao] [google] [report]

You put in lost soul twice

>> No.3171068
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3171069


He annoys me that much

>> No.3171070
File: 113 KB, 262x313, 1423377333364.png [View same] [iqdb] [saucenao] [google] [report]

You must think he's a real bonehead

>> No.3171071

It's less than 100KB for fuck's sake

>> No.3171072 [DELETED] 

Maybe players can be more clever than the devs were, but yeah, it's pretty bad for trying to recreate things faithfully. I expect a lot of shortcomings with the inevitable E1M1.

>> No.3171074
File: 23 KB, 1600x1000, 1445887139274.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3171075 [DELETED] 

What does the network percentage mean?

>> No.3171079 [DELETED] 

triggers and stuff i think

>> No.3171080


Hey if I can crank out laser pistol upgrades, an augment, and sprites for both within a day, I got this shit in the bag because 90% of this work is all DECORATE

>> No.3171083

Is that a drawing from a Going down map?

>> No.3171084

Make a gun that shoots bullets... That autoaim on enemy-fired bullets and destroy them. So you could shoot enemy's bullets out of air with the bullets of your own.

>> No.3171086 [DELETED] 

And a map as basic as that already puts it near the limit of what you can do in Snapmap? That can't be right.

>> No.3171097 [DELETED] 

I know this might have been said before by someone else, but my three theories for these limits are:

1. The limits are in place because the engine is so unoptomized or the consoles can't handle the amount of cpu controlled mobs.

2. It's an attempt to balance maps to prevent edgy 14-year-old's from spamming "10000 Cyberdemons XXXDDDD" maps in the workshop.

3. It's a jewish scam so that in the inevitable single-player DLCs, Bethesda will provide increases to the Snapmap limits.

>> No.3171106 [DELETED] 

probably 2
they also have some "AI conductor" that randomly adds enemies to a level if it's empty or whatever

>> No.3171107
File: 4 KB, 100x100, trait-wolf-granddad.png [View same] [iqdb] [saucenao] [google] [report]


> It took that long for one of his own mods. And quite frankly I don't want to think about the very idea of waiting until 2021 to play with Prisoner 849, so I'd rather thank him for releasing this bugfix and leave things be.
Well, I did say "I'd like to", not "I am absolutely, totally going to".

Samsara's codebase is from a strange place in ZDoom history, even discounting the multiple programmers involved with different ideas on how to do things. Adding a new hero that doesn't suck to play as or against is a seriously non-trivial act... one that's honestly best left to people who regularly play Zandro DM. I'm admittedly more of a SP nerd.

For now, I'd rather focus my new-content focus on little bits of polish to go with the bug fixes.

>I would rather look forward to see both men work with other projects with the natural delays than see them trying to revive Samsara.
Term isn't really involved in this aside from helping diagnose the occasional bug or sending me old development materials. He's busy with his Next Fun New Thing, and this is a little diversion from mine. :)

>> No.3171108 [DELETED] 

What is this, EYE?

>> No.3171113 [DELETED] 

I think just the amount of junk it has stacked and lined up to make barriers is pushing the network over.
There's a bunch of pillars made of what looks like boxes stacked ontop of eachother like 50 times to reach the ceiling, and the "walls" are stacked barriers. I saw a video where someone did basically the same thing and the network limit was the first thing to go.
If really put any effort into optimizing it, they'd probably be able to unload rooms to make the limit a "per room in radius" limit.

>> No.3171114


I don't even wanna try to wrap my head around that mess. I'm gonna stick with a manually aimed weapon

>> No.3171115 [DELETED] 

It's just a stability/memory restrictions thing, like the Budget in Halo's Forge mode.

As I understand it, consoles are a lot crashier than PC games when they run out of memory. That might have been an artifact of hard drives being optional on the 360, though, not sure what it's like this generation.

>> No.3171117 [DELETED] 

It's something you have to set up, a way to create 'dynamic maps' that you can script up for waves or various scenarios and such.
But judging by the footage i've seen, it uses the demon teleports as an excuse to literally just dump enemies in plain sight or right behind you for a quick hit, so it's literally just plopping them down.

>> No.3171119 [DELETED] 

I think it's closer to a spawn volume, which is a really common thing in editors. It can definitely be made to spawn new stuff globally, but you can trigger it and restrict where they spawn as well.

>> No.3171135


Pretty good. Not nearly as challenging as his e1m8, but I guess it's probably not meant to be.

>tfw he's probably going to spend the duration of the kickstarter releasing doom maps to get publicitiy and prove he's still got it

>tfw we might get a whole new episode 1 out of this

>> No.3171136
File: 523 KB, 1920x1080, gzdoom 2016-04-27 21-06-49-56.png [View same] [iqdb] [saucenao] [google] [report]

>Try out DoomRPG + DoomRLA together
>Only familiar with the latter
>Get this

What the fuck is going on

What do I even bind all of these extra actions to

>> No.3171139

It's DoomRPG, it's a gigantic clusterfuck that's unbalanced as shit.

>> No.3171140

Hell, I'd be down for that. 8B and 4B were good stuff. I like how you can now actually play Episode 1 with every level by Romero now with no one else helping.

>> No.3171146
File: 28 KB, 480x361, cowabunga05.jpg~original.jpg [View same] [iqdb] [saucenao] [google] [report]

>Intel Core i5-480M
>GeForce GT 540M
>Win7 SP-1 64bit
Nothing amazing, but GZDoom is badly optimized, and the way it handles voxels especially.

I really do admire the effort, but I don't think it looks good, and I don't think the huge performance dip is worth it.

Things I think you'd have to fix
>a proper idle animation, a three dimensional object walking in place looks awkward
>about 50 times the animation frames, cycling much faster

>> No.3171147
File: 184 KB, 1920x1080, gzdoom 2016-04-27 21-14-11-70.png [View same] [iqdb] [saucenao] [google] [report]

I see that. Admire the effort put in but it's making things a bit more complicated than it needs to be. Think I'll give it a skip.

I think Doom RLA alone is alright, though you get these moments where you're wondering if slamming modpacks together will actually result in anything. Not to mention that sometimes you find boots all over the place or occasionally find a BFG in those random boxes. Some of the enemies in that plugin can be absurdly powerful too, I was caught entirely off guard by those fucking Hunger things.

LegenDoom is okay though it's merely just weapons and the occasional powerful monster. Are there any other similar mods worth a shot?

>> No.3171151

There's a weapon mod called Dakka that I recently played with which felt pretty nice. One of those "make everything faster and stronger" types of mods that felt great to use and is becoming one of my favorites. Not a big fan of the two included new weapons though.

>> No.3171152

Yeah, Classic Complete is better.

>> No.3171154

Got a link? ZDoom forum search ain't doing shit for me

>> No.3171156


>> No.3171158

where's the remaining semen meter?

>> No.3171162


So in the case of Dakka, is it Z& compatible or is BE just used to host the file? Either way, gonna rip into this now, thanks.

Will also give Combined Arms a go too

Come to think of it, it's not far off from those exaggerated HUD edits /v/ makes. In fact, in action it's probably even worse!

>> No.3171163

It has z3.0 in the filename so it looks to be made for Zandronum. I've been running it in GZDoom fine though.

>> No.3171167
File: 1002 KB, 720x360, he was the bravest zombieman.webm [View same] [iqdb] [saucenao] [google] [report]

One down, 12 more to go.

>> No.3171168

rip in pepperonis

>> No.3171174

Feels like im gonna break this damn thing

>> No.3171179
File: 979 KB, 642x409, mmp.gif [View same] [iqdb] [saucenao] [google] [report]

That's really neat. And any kind of performance issues notwithstanding, I am an animator in real life and respectfully disagree with the other anon about the resolution necessitating a lot of additional animation.

>> No.3171180
File: 859 KB, 1859x878, fireblu.png [View same] [iqdb] [saucenao] [google] [report]

My money is definitely on 1, because they are desperate on making the console versions equivalent to PC version, including making all snapmaps universally usable. To achieve this they gimp platforms with more power.

Also, nothing quite like FIREBLU.
The hell knight and imp are merely in that room so I have somewhere to store them before I teleport them somewhere else. By the time you go through the teleporter, it's just 3 demons

>> No.3171182

You forgot the part where you replace every Pain Elemental with a Cacodemon.

>> No.3171187

it was p cool but having 9000 weapons in the inventory does make it hard to choose them in close quarters.
also, fuck railgunners

>> No.3171191
File: 712 KB, 720x360, SOMEONE'S been doing some shopping in the Combined_Arms catalog.webm [View same] [iqdb] [saucenao] [google] [report]

2 down, 11 to go

>> No.3171194

Gimme the FIREBLU, daddy.

>> No.3171218

Why can't I see anything whatsoever when I launch GZDoom

>> No.3171221 [DELETED] 

What are those orange things?

>> No.3171237
File: 2.10 MB, 640x360, Cacowall.webm [View same] [iqdb] [saucenao] [google] [report]

When bored/not sure what to do with map, make gimmicks!

>> No.3171241

so.... essentially you can dodge the projectiles of all enemies? I thought the prioritization of histscan vs projectile enemies was an integral part of doom gameplay?

Maybe your gun projectiles should move faster? 256 speed or something?

>> No.3171246


I like projectile weapons though, besides the player's combat options are drastically different now, you don't have any hitscan weapons either.

>> No.3171252

but will you increase the projectile speed to realistic speed? or just have bullets dodgable?

>> No.3171256

make sure you have some core WADs in your GZDoom folder?

>> No.3171257


I like my bullets dodgable but punishing.

Plus the other monsters are gonna be adding their own quirks so you'll have new problems to worry about.

>> No.3171268

I've been trying to get that working. Given the interface, I'm surprised it isn't really straightforward. One of these days I need to sift through its documentation.

>> No.3171270

When you guys play the likes of DoomRLA, LegenDoom, or practically just about any gameplay-only mod featuring powerful weapons, what wads do you play on? Do you play through megawads blind with the mod on or simply go through old ones you're familiar with?

I'm asking because OBLIGE maps are starting to feel more and more repetitive and I haven't played through TNT/Plutonia or any megawad in their entirety for that matter, vanilla or not

>> No.3171271

>John romero
>unparalleled work ethic
>not partying
I'm missing something am I not

>> No.3171273

i like my huge oblige megawads

>> No.3171279

I think it's based on MAP02 from that, yeah.

>> No.3171280

It's good, but tbph if it was part of dump I wouldn't have seen it as out of place, but I think it says more about how many good maps there are in dump. Maybe I'm just bored of the aesthetic of vanilla doom because my favourite maps so far are the cyberspace and cryogenics lab. See one wall of computer equipment, seen them all.

>> No.3171287

>Do you play through megawads blind with the mod on or simply go through old ones you're familiar with?
i never play maps with gameplay mods until i've done them to 100% completion normally

>> No.3171294
File: 54 KB, 748x470, OBLIGE.png [View same] [iqdb] [saucenao] [google] [report]

I just keep seeing repetition of pre-made areas, which kinda irritates me the most. What settings do you use? This is what's currently set on mine, and I also use Jimmy's Jukebox to handle music.

Usually on an OBLIGE run with DoomRLA I run into one of the enemy variants from the plugin that catches me off by doing something ridiculous.

That's a good mindset to have. Guess I need to play more megawads by themselves.

>> No.3171301

>I just keep seeing repetition of pre-made areas, which kinda irritates me the most.
the thing with oblige is that the human brain is highly optimized for pattern recognition so good as the program is you can't help but see all the maps as minor variations on the same theme after playing a few of them.

>> No.3171303

I do. For example I get to the menu screen of Doom 2 (the music plays and the menu appears), but I can't even see the menu text.

>> No.3171304

i use demonsteele's "nowthatwhaticallmidi" thing instead of jimmy's jukebox (plus a flashlight)

for the oblige settings, i use large size, more monsters and weapons, harder strength and the rest on normal
i disable prebuilt maps, enable quiet start and the sky generator, put MOAR secrets (if i could i'd specify more computer maps) and the rest is more personal choices

oh, and check on the oblige forums, someone added a little more stuff, it's nice

i really wish someone made an huge ressources wad from doom/freedoom/douk/heretic/hexen/shadow warrior/powerslave and made oblige presets from that

>> No.3171307


It's not really MechWarrior if you're blowing up infantry and vehicles

>> No.3171308

Looking into OBLIGE's forums now

Can you elaborate more on the flashlight part?

>> No.3171310

it's just darkdoom's flashlight

it's pretty much like half-life's except it doesn't run out of batteries

>> No.3171318

I'm playing Hellbound with Accessories to Murder, it's pretty good.

>> No.3171334

Nnnnnnnno, Kinsie should leave the characters alone. Adding new characters to the base game as opposed to letting people use addons doesn't change the horrible character balance, weird weapon replacements, and the fact that very few of them play like their original game. Just now it'll be unavoidable.

Some games and characters just aren't suited for Doom.

>> No.3171343

The only Doom levels I enjoy enough to play without gameplay mods are the ones made for Doom 1. When it comes to Doom 2 and associated megawads, I don't give a fuck about the "intended experience" and just play them blind with gameplay mods. I never beat 2 without mods and I never beat TNT or Plutonia period. The only set of Doom 2 levels I liked enough to beat without gameplay mods are NRFTL and Coffee Break Episode 1.

>> No.3171367

Can you give a link?

>> No.3171372

>I don't give a fuck about the "intended experience"

>> No.3171373
File: 5 KB, 130x150, i don't like your guts.png [View same] [iqdb] [saucenao] [google] [report]

Why are the status bar faces so great?

>> No.3171374

The ouch face gives me the shits.

>> No.3171378
File: 2 KB, 108x119, DkI4lfr.png [View same] [iqdb] [saucenao] [google] [report]

DooD gave me a few chuckles

>> No.3171381

>I never beat TNT or Plutonia period
thou art casual

>> No.3171384
File: 1.00 MB, 499x310, berserk pack.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3171385
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3171386

Because I know I won't like it. If the level is designed to my liking then I am okay with playing it without mods, but cases like that have been very rare with Doom 2 so I don't bother to take a chance and just jump right in with gameplay mods.

>> No.3171390
File: 5 KB, 423x83, 1461761688.png [View same] [iqdb] [saucenao] [google] [report]

wish i'd thought of this

>> No.3171392
File: 1.41 MB, 478x218, IDDQD.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3171394
File: 1.00 MB, 499x310, Doommania.gif [View same] [iqdb] [saucenao] [google] [report]

Oh yeah, I made that GIF edit and a couple of others, including the Armstrong and Burt ones that get reposted a fair few times. Have the version with the grin at the end.

Sorta tempted to do more.

>> No.3171397
File: 1.02 MB, 960x540, hey how's it goin.gif [View same] [iqdb] [saucenao] [google] [report]


I KNEW there was one that ended with a grin, thank christ I thought I was going crazy.

>> No.3171407

Do you care about being called a casual when it comes to games you don't like?

>> No.3171408

>Sorta tempted to do more.

Please do. These are gems.

>> No.3171413
File: 2.07 MB, 640x360, STRAFERUNNING HERE.gif [View same] [iqdb] [saucenao] [google] [report]

For the record I didn't make >>3171385 or >>3171392

Got any ideas?

>> No.3171419
File: 549 KB, 720x534, 1450681384030.gif [View same] [iqdb] [saucenao] [google] [report]

>That gif

>> No.3171429

right, so it's not just because you can't cope with revenants, archviles, chaingunners, mancubi, arachnotrons, pain elementals, etc.

>> No.3171435

NRFTL and CAFEBRK1 have those monsters

>> No.3171445

is it perhaps because doom2 megawads are too long? in 32 maps there's much more likely to be a few less compelling entries

>> No.3171446
File: 1.57 MB, 240x180, D2TWIDDI super secret map path.gif [View same] [iqdb] [saucenao] [google] [report]

How were you supposed to figure this out?

>> No.3171451

Well some people do just press use on everything.

>> No.3171454

Not the same guy, but most megawads tend to drag on imo, even with pistol start. Most of my favorite doom 2 packs have been either filled with short maps (scythe, demonfear) or had less maps than a full megawad (nrftl, pirate doom, chex quest)

>> No.3171461
File: 50 KB, 460x440, 1449533761896.jpg [View same] [iqdb] [saucenao] [google] [report]

I've always liked episode replacements more then megawads, or if a megawad is cut up into three or four episodes instead of being one huge thing.

>> No.3171469

makes sense, if i ever did a megawad, it was always going to be a bunch of differently themed mini episodes with death exits, like scythe2

>> No.3171471

Keeps everything speedy and clean. Just like in Doom how every episode helped the mappers make maps with a solid theme to work with.

>> No.3171475


Saw a Chain gunner take out a Mancubus. I think if I remember right, I saw one take out TWO.

>> No.3171484

two or three demons eating a cyberdemon to death, they'd got it against a wall and it couldn't move

>> No.3171485

Ahh, nature.

>> No.3171486

but yeah chaingunners are very good against anything without a robust pain chance, as long as their target is unable to return the attack

>> No.3171517
File: 1.32 MB, 1983x2961, 12782581205_00403f1e1a_o.jpg [View same] [iqdb] [saucenao] [google] [report]

Found a nice barbarian font if anyone needs some sort of medieval warrior theme font.



Looks sort of like the Deathstalker title, which may just be a modified version of Introspect if the typeset is old enough.

Also included the font Looking Glass since it's very similar but with some more flair here and there.

>> No.3171519

I wish I had something off the top of my head. When I get some more coffee I'll chip in an idea or two.

>> No.3171527

sorry, i got distracted by computer issues
scroll down a little and download darkdoom then open the zip and just keep the flashlight plugin

>> No.3171529
File: 50 KB, 708x456, muh console.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of fonts, I really should finish and upload my confont replacement some time. Quite pleasant to read compared to the standard one.

>> No.3171531

That movie sure had a lot of rape.

>> No.3171546

Alright cool

It's getting late here so I might read whatever is archived tomorrow and make a delivery next thread.


>> No.3171552
File: 25 KB, 1341x498, freelook.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3171558
File: 30 KB, 256x264, 1460351740371.png [View same] [iqdb] [saucenao] [google] [report]

>finally get to playing DUMP 2
>get to the final boss

>> No.3171561
File: 1.34 MB, 720x360, even with projectiles this guy is really annoying.webm [View same] [iqdb] [saucenao] [google] [report]

Hm, what's the best way to make sure the barrel bombs are aware that mr. chaingunner here is the target so it flies away appropriately when shot wih the slug?


This works fine when -I'm- punching barrels but when it's slugged by the chaingunner's slug, it thinks I'm the one that fired it

>> No.3171569 [DELETED] 

>mods will fix it
just like every fucking bethesda gam-
w-wait a sec

>> No.3171583
File: 871 KB, 1440x1080, getthisthingoffmyclaw.webm [View same] [iqdb] [saucenao] [google] [report]


Is there a mod or something that lets you spectate as demons brutalize the hell out of each other? I would love to see some demon ecology in all it's natural wonder.

>> No.3171584


>head split open and still ticking fine
>other thing gets decapitated and somehow its guts spew out from the neckhole

Fucking anime violence man, this shit never fails to make me squeamish.

>> No.3171585

Wait, what is happening here and what is supposed to happen?

>> No.3171586


Chaingunner fires a volley of bullets, every once in awhile he fires a big slug bullet, slug bullet hits bomb and flies away from ME because it's confused.

The bomb is SUPPOSED to fly away from wherever the slug hit it.

>> No.3171592

What is this from?

>> No.3171596

Do you need zandro compatibility?

>> No.3171598


I'm working with 3.0 here, so I should be fine.

>> No.3171602

That is from Devilman: The Birth. FYI someone uploaded it to youtube.

>> No.3171605

Okay I figured it out. You need to use A_TransferPointer and +HITTRACER on the projectile. Use the function to switch the Target of the projectiles Tracer to the Target of the projectile.

>> No.3171606
File: 250 KB, 1920x1080, gzdoom 2016-04-28 02-55-47-33.png [View same] [iqdb] [saucenao] [google] [report]

Alright so is this the intended effect flashlight anon? Using it with the provided dark_doom.pk3 as well.

>> No.3171607


That's what I figured, I'm assuming I'd use A_transferpointer on the chain gunner's slug when it hits something?

>> No.3171610
File: 650 KB, 1920x1080, gzdoom 2016-04-28 00-28-24-36.png [View same] [iqdb] [saucenao] [google] [report]

Might as well post a 'before' screenshot too.

>> No.3171612
File: 67 KB, 1280x720, What-a-palette.png [View same] [iqdb] [saucenao] [google] [report]

Bradley Gratis also looks nice.


I need to find a better way of adding cheesy graphics that'll translate to Doom better. Maybe just forgo blending modes altogether and if I want a radial glow, just mask everything out and create normal gradients.

What a pain that would be.

>> No.3171614

yeah, that's the one
i never used it with darkdoom before (as i always found doom dark enough, especially in oblige exteriors) but it's the one

>> No.3171616

Thanks man

>> No.3171617
File: 377 KB, 1366x768, Screenshot_Doom_20160427_113033.png [View same] [iqdb] [saucenao] [google] [report]

In HateArena you can summon monsters on opposite sides of an arena, and when you push a switch they'll start fighting.

>> No.3171620

Kinsie can I be Doominati?

>> No.3171623
File: 380 KB, 1920x1080, gzdoom 2016-04-28 02-58-56-99.png [View same] [iqdb] [saucenao] [google] [report]

I might fiddle around with the sector darkness settings in GZDoom's graphics preferences. Suppose gamma would also have a significant impact too, which you can accidentally bump up with F11 it seems.

Nice lightweight flashlight mod too. With the amount of mods used at this stage it's a nice little addition.

>> No.3171624

Yup. Might want to put a class checking condition/jump function in there to so it doesn't forcefully make anything hit by it hate the chaingunners guts or whatever(unless you find that funny)

>> No.3171628


>> No.3171629


I do. Infighting is hilarious.

>> No.3171630 [DELETED] 

Sorry about potentially inciting a civil war but what time is the D44M SP stream?

>> No.3171632 [DELETED] 

Three hours 10 minutes. Don't mention it here too much since the janny cleaned up the thread a shitton last night after the leaked trailer thing.

>> No.3171634 [DELETED] 

Actually, I lied, 2 hours 10 minutes. 2PM ET.

>> No.3171658

there is a test wad that comes with the MBF sources, called battle.wad. it is simply a large box containing two boss spawners of opposite polarity. in my test just now, the friendly one's forces quickly overwhelmed their opponents, so it's not very well balanced.

here is the file:

>> No.3171663


I'm having issues figuring a_transferpointer because I'm thick.

Maybe I should maybe the slugs do something else to the bombs when struck, I don't want to make them immediately detonate because that'd be really annoying. Plus that's reserved for the stronger monsters.

>> No.3171667
File: 69 KB, 1360x768, beamflashlight.pk3.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh man I've been playing with Dark Doom and a Flashlight mod for quite a while and I love it. Currently going through BTSX E1 with them, but IMHO this flashlight looks better.

Also, it's been a while since I used that flashlight but I think this one has better performance.

>> No.3171674


>> No.3171678

Beamflashlight.pk3 leaves a little to be desired, but ultimately it does it's job, adds that neat little feel that Half-Life always had with it's flashlight.

>> No.3171754

>death exits
...Oh, so that's why that exit after the first Devil Driver in Scythe2 in Demonsteele damaged me.

It was supposed to kill me if I used standard Doom health.

T-thanks, iframes.

Speaking of, does anyone know why the Devil Driver in Demonsteele is such a massive asshole? Can't figure that thing's attack patterns out, if it has any and isn't just random bullshit.

>> No.3171762

Knn-kn kn-dishin'. Knn-knn kunDISHIN'!

>> No.3171767
File: 795 KB, 1493x639, place things.png [View same] [iqdb] [saucenao] [google] [report]

Whoever invented "Place thing on vertices/linedefs" should be praised for allowing this comfy curved item placement.

>> No.3171771

Mmm, that does look pretty comfy. So curvy.

>> No.3171772


Tell me more about this, because I want to use it later

>> No.3171790
File: 832 KB, 1916x1080, Like this.png [View same] [iqdb] [saucenao] [google] [report]

Very simple. I assume you know how to make a curved line, or maybe you prefer to draw them yourself. That's fine too. What you do is the following. You select the linedefs/vertices you want to put items on. Then in the top, in the linedefs/vertices dropdown, select "Place Things". You'll get the standard thing window, you select the thing(s) you want to place, and hit ok. Bam, on every selected vertex (also if you used linedefs mode), a thing is now placed. Then just remove the linedefs/vertices because they're just wasting space afterwards, and you're done.

GZDoombuilder, I don't think standard Doombuilder has it.

>> No.3171794

>I assume you know how to make a curved line

I actually don't, I'm pretty green to modding but I'm learning everything I can.

>> No.3171797

never give up, bud!

>> No.3171801

Two options. Draw Curve in the sidebar, or "Curve linedefs" (select linedef, shift+C).

Don't fret, I started mapping mid/late march.

>> No.3171808


I -was- doing a map for DUMP 2 but between going on vacation and getting pulled into a contest on the Zdoom forums, that got put on the backburner.

I give myself too much to do.

>> No.3171834

I was just on a server playing it last night anon. I didn't get to see my own map played, but it was fun anyway since I played the whole wad in beta. Make something for DUMP 3!

Not the anon you replied to, but can I draw curves in Boom maps without the universe exploding? I don't like mapping for ZDoom because of demo compatibility concerns.

>> No.3171842
File: 84 KB, 1185x382, curving.png [View same] [iqdb] [saucenao] [google] [report]

I... Don't see why not? I personally don't keep Boom compatibility in mind, but a curve is just a "line" cut down into line segments. Unless Boom can't handle a lot of vertices close to eachother. Even then with "Curve linedef" (shift+C), you can set the amount of vertices you use, so it's up to you how smooth you want the curve to be. (the smoother the curve, the more vertices ofcourse).

>> No.3171845 [DELETED] 

Is rocket jump the accepted nomeclature for the trick in vanilla Doom? It's a bit weird IMO. Same with wallrunning.

Also Doom 4 SP stream starts in 15 minutes in the odd chance anyone cares.

>> No.3171879 [DELETED] 

>if you are really into exploration
>we totally ruin it for you lol, here's a map with all secrets pointed out because fuck you

>> No.3171892

>Is rocket jump the accepted nomeclature for the trick in vanilla Doom? It's a bit weird IMO. Same with wallrunning.
blowing yourself up with a rocket launcher in order to reach a target floor further away than if you were only running normally is usually called rocket jumping, yes. for example the secret exit on e3m6 is meant to be reached via such a rocket jump (but everyone does it by straferunning or just pressing the switch through the side)

>> No.3171896

what if you use a sourceport's jump

>> No.3171904

then you are a cheating scummy. haha no i kid. the thing is, it just became customary to refer to jumping as running (or being blown) quickly across gaps, since the original game didn't have jumping in the sense of a manually-activated vertical thrust. the fact that source ports came later and added "real" jumping makes no difference, the terminology was already ingrained.

>> No.3171909

Only UDMF allows for fractional vertex positioning. The other formats have only integer precision, so you can draw a curve, it'll just be a little bit janky.

Problem with fractional coordinates is that the only nodebuilder that supports UDMF, ZDBSP, wigs out on them a lot. It drops from float precision (which should be double anyway) to 16.16 fixed-point precision, which causes those holes in the floor you've probably seen before. Going only one or two decimal points deep seems to be the accepted rule of thumb with it.

>> No.3171925


Hey MechwarriorAnon,I hope you don't mind me stealing your mod...
Just kidding I'm planning on making a large PlanetSide style mass conflict mod
Also I guess I should thank you for getting me into BattleTech.

>> No.3171926

Fuck, forgot WEBM
aaand its too big.
better crop it.

>> No.3171934

I'd just throw it on mixtape.moe or something

or throw it on /wsg/ if it's under 4MB

>> No.3171935

PlanetSide 1 or PlanetSide 2? I'd be tempted to contribute in any way possible if the former

>> No.3171942
File: 2.99 MB, 512x384, zandronum 2016-04-27 19-20-06-27.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3171943

I tried it. Looks fine to me in PrBoom+ testing. Great for trails of health powerups!

>> No.3171945

Marty this isn't an update.

>> No.3171948

fucking radicool, make explosion sprites out of them too

>> No.3171949

pls look into using 16 rotations

>> No.3171952

Well that's all you can do when your coder is being a dick.

>> No.3171954

This would actually be great for voxels, and since it's square and animating would involve rotating entire parts rather than organic movement, it would be easier to do than a normal voxel monster. Same for models.

>> No.3171956


Reminds me of that lego mech game, Mobile Frame Zero.

>> No.3171957

Probably because it changes the pacing to one degree and adds visual bells and whistles to another in such a way most people don't like.

I believe its meant to making dated WADs playable (the ones that thought fighting hordes of humans and imps was a challenge) but you shouldn't need it to play classic WADs like the Scythes/AV et al.

However I only described what its "meant" to do, I don't agree or touch the mod at all personally, but I absolutely understand the appeal.

In fact, Brutal Doom makes it really hard to perform on Slaughter Maps that are kind of essential to Doom. If your computer can run this, it will look like shit anyways, I thought the point was beautification.

on another note: I noticed this about watching Doom 4, Console Games have this concept called: "unit slotting" where the player is never forced to fight more than a couple enemies at a time, and when I was watching Doom 4 gameplay I noticed the same shit. They advertise like the game will be fast which is good but means nothing if you are quickly 1v1ing easy enemies. I don't see the player getting surrounded or mobbed.

>> No.3171959

> PlanetSide style
..are you going to do someting insane with zandybams database features?

>> No.3171967

He just added new shotgun sprites, an entirely new mp40 weapon, and there is some other weapon in the works too.

>> No.3171968

I take offense to that first sentence, as someone born between quake and half life. I downloaded brutal doom after seeing it on freemans mind and immediately switched to the thoughtfully provided vanilla gzdoom because to me it was an unplayable mess where I couldn't see if the twats I killed have actually died yet and made my computer chug like my bike in sixth gear doing 30 kph
I'm a man of efficiency, and if I can't quickly move on from one pack of demons to another then it's pointlessly wasting my precious time isn't it?
Still, mapsofchaos-ok did put a fresh spin on it when I started my second playthrough of the game

>> No.3171971

I personally seem to be unable to find a gameplay mod I actively play. The novelty lasts for about 30-60 mins, then I get bored and return back to stock gameplay.

>> No.3171978

I'm... not too sure? I've only actually seen a friend play the latter. What was different? Either way, I'm not going to be slavishly copying them, I want to make my own game.
Huh, that things only a placeholder. If you guys really do like it, I guess I should keep it. Makes things easier,even.

That would be becuase I actually got the LDD model source from a guy on a forum for another lego wargame, BrikWars.

Ha ha, I wish. I can barely use ordinary databses, let alone in the doom engine. Plus, what would I use them for? Unlocking gear?

>> No.3171980

try DAKKA - it makes stuff a bit fresher and a wee bit more OP (ideal for slaughterfest) without overstepping the boundaries too much and keeping stuff simple.

>> No.3171983

Play Combined Arms! It's hella fun.

>> No.3171989

If you want a detailed scientific essay on all the ways PS2 ruined the franchise, hit me up on IRC, otherwise it'll suffice to say that the original game had brilliant progression mechanics, better and more vehicles, amazing stealth/sabotage gameplay, as well as actual achievable goals instead of just being a BF reskin with a cash shop. Don't get me wrong, PS2 is mostly -okay- at this point in development (after 4 fucking years), but it simply doesn't compare to the original in any way.

Even if it's not a port, I'd still love to help out, the original is probably my favorite game of all time.

PS1 launched in 2003 with 12 continents, PS2 launched in 2012 with 3 continents :^)

>> No.3171990

The DUMP 2 final boss is gr8.

>> No.3171992

>does anyone know why the Devil Driver in Demonsteele is such a massive asshole?

He wants you to die, and die now.

>> No.3171995



>> No.3171996

Speaking of, can I get to the final boss without the hubworld? Is it just map63 or whatever or is it some weird trick to prevent faggots like me from playing it? I'm asking because the hubworld is un-fucking playable on my laptop and my other pc is currently in a state of "it's probably the hdd but I'll take a gtx550 or so as well while I'm at it"

>> No.3172016

Well, I don't know how close this will be to actual PlanetSide, but I hope not to disappoint regardless.Also thanks for the offer to help, but I'd rather get a working prototype of all the basic game mechanics before getting other people involved.

>> No.3172021

map mapfinal

>> No.3172041

I can respect that, I'm mostly doing the same with what I'm working on as well. Just check out some footage of the original game for inspiration since it had a lot of clever mechanics that allowed for an extreme variety in playstyles, which is something you really want if you're going to do a large-scale conflict mod since one of the things PS2 fails at is making roles feel different. When most roles have too much overlap, combat turns into "who can fire more bullets", which is pretty but not very strategically satisfying.

>> No.3172043

>I'm asking because the hubworld is un-fucking playable on my laptop

I can only wonder what kind of laptop you have because I stress tested it on a five-year-old integrated-graphics craptop and it still managed to get about 24-ish FPS.
But enter "map mapfinal" in the console and have a funs.

>> No.3172056
File: 1.15 MB, 3104x1746, DSC_0026.jpg [View same] [iqdb] [saucenao] [google] [report]

Lenovo flex 14d with some integrated ati graphics methinks (somehow opengl compatible)
Even down to 640x480 it chugged at like 3 fps. Fuckin' lights.wad manages to get it to skip when there's more than a few light sources at a time (that is, whenever there's imps around)

>> No.3172063

Sunder and Sunlust are some good mapsets for this sort of thing

>> No.3172085
File: 156 KB, 630x1200, [email protected]_V1_UY1200_CR90,0,630,1200_AL_.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone do something with this

>> No.3172093
File: 486 KB, 630x1200, tnanewenant.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3172095

Too late, the joke's burned out already

>> No.3172096
File: 420 KB, 630x1200, the re'er eht.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3172097

Oh shit that looks like a demon face with red eyes.

>> No.3172103


>> No.3172104

Riddle me this guys: what's this about games about virtual simulations?
Off the top of my head, Saints row iv only gave you superpowers because an alien locked you inside one and now this backroom thing is also about simulating the murder of millions of demons.
What, do you think It'll break my immersion if you don't provide an explanation for why things that don't happen in real life can happen here? Doom isn't realistic at all but it's fun and who cares about immersion

>> No.3172105

Like the predator,

>> No.3172125

I'm sure somebody did it already. Or was it The Martian with the status bar face superimposed?

>> No.3172191

From what I understand, the main point of the simulation in Blackroom is an excuse to make a mishmash of a variety of settings and time periods. One of the scenarios that was described is an old west town that suddenly leads the player into a castle. This is unlike Doom and Quake where the games mostly stick to one theme or, if there are any variances in theme, the transitions don't occur within a level.

>> No.3172198

We have teleporters which work perfectly well.
Just let me pretend I'm actually murdering people instead of pretending to pretend to murder people
And get croteam to work with you

>> No.3172201
File: 179 KB, 1500x2000, ub847Jv.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm having a bit of trouble hosting a Zandronum server for my friends and I. I have DMZ on and my ports forwarded, but whenever I host a server, it spits out a LAN IP address instead of an internet one.

Is there a specific thing I'm not seeing to make the server online-only? I un-checked 'Broadcast to LAN', but the issue persists.

>> No.3172202


>> No.3172213

E2 kind of does weird theme transitions, consider E2M2, you have this big warehouse but slap in the middle of it is a big gothic temple hall. E2M7 as well has tech bits and hell bits.

>> No.3172235

I always considered E2 a thing where Hell and Reality "overlapped", kind of like in Event Horizon.

>> No.3172260

Since this is Romero we're talking about, his style of levels are compact and the different areas of the map are very interconnected. The use of teleporters goes against Romero's design if they're used simply to move the player along from one area to the next.

If you look at the two maps he recently released and promises to have the kind of gameplay he's going for in his new game, the only teleport to be found in them is the exit at the end of E1M8b. I think what he's accomplished in E1M8b and the many ways he made the different rooms in the map connect to one another without the use of teleports is really impressive.

>> No.3172285
File: 2.86 MB, 640x360, Crashing and pillar.webm [View same] [iqdb] [saucenao] [google] [report]

Textures! Showing things I've shown already to hide the fact that I'm only slowly placing monsters and shit.

>> No.3172347

because the super secret map is absolute shit and they wanted to hide it as much as possible

>> No.3172405


Holy shit that was pretty damn cool.

>> No.3172415
File: 83 KB, 1159x744, 1461799249961[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Always will be the funniest doom edit pic.

>> No.3172418


No, not really.

>> No.3172421


Fine. Post something better.

>> No.3172447
File: 122 KB, 400x378, plutonia.png [View same] [iqdb] [saucenao] [google] [report]

>columbiner tier edgelord shit that belongs on /r9k/ or some other trash board
Yeah, hilarious.


>> No.3172496

Retarded question, but how come low poly mapping isn't more a thing in modern shooters? I see better and more memorable map design from games like Blood or Thief than from all the intricately detailed foliage and rubble in many AAA titles.

>> No.3172498


A lot of these modern games are focused on visuals and being a "visual story experience" or whatever. They are outright embarrassed to be video games. They're pretend movies. So they focus so much on nice graphics, and set pieces, and telling a story. Add in console limitations, and this means stages are often corridors.

In other words, strong level design is not a key selling point of these games. They're just different animals and can't be compared.

>> No.3172638


>> No.3172702
File: 36 KB, 540x316, 1985 Toyota Corolla GT-S - UI inspo.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else think that the 1985 Toyota Corolla GT-S would be a cool hud?

Still not sure how to go about it but I know it's there.

I'm going to post my own freehand go at it separately so you get your own immediate thoughts and not just a variation of mine.

>> No.3172708

Mech mod anon, get in on this.

>> No.3172718

Make it an ae86 dash with tofu for the character portrait

>> No.3172720 [DELETED] 
File: 6 KB, 283x283, concept.gif [View same] [iqdb] [saucenao] [google] [report]

I could forgo the usual straight bar design and make it a little curved, I've never actually made a new UI before though.

>> No.3172723

Hey Ijon, are you going to update Dakka for ColourfulHell83? Just curious. Thanks for the mod. You're awesome.

>> No.3172739

The more I see it, the more I'm incredibly dissatisfied.

>> No.3172740

Burl Tumd is good shit.

>> No.3172743

Question; how would one go about setting up a bat file that runs a unique config in zdoom? I don't want to have to change around all of my settings everytime I run this particular setup. Could I just make a new config with a different name and then -config anon.cfg as the first thing loaded after the exe?

>> No.3172747

-config configfile

http://zdoom.org/wiki/Command_line_parameters has more

>> No.3172748

the v82 version should work just fine, because v83 doesn't add any new monsters to my knowledge, and I'm guessing no monsters gained XDeath states

I actually do nothing but tack on a script call to the beginning of the monsters' death states via the use of Super::Death and Super::XDeath, so I don't need to update it if the behaviour of the monsters change - only if monsters get added or monsters gain XDeath states (since I can't detect if an actor's superclass has the XDeath state at runtime).

it's really convenient because it means the entire patch is like 3kb large

>> No.3172754



>> No.3172756

I think that "Accessories to Murder" changes the gameplay without being overpowered, keeps it a challenge, and has a consistent style. It feels whole, and I think that's something that allows me to use it for whole megawads. Also, reloading throwing away what's left in the magazine is a nice touch that forces you to be conscious of your reloading instead of firing off a few shots and reloading between skirmishes with 20-odd bullets left. Reloading in this mod is more than just grasping for content, it really adds some depth to the gameplay.


>> No.3172762

it's okay, you probably set out to dislike it since day one.

>> No.3172769

i'm all in favor for mag based reloads that actually take some time
firing and switching weapons have never been idle actions, so why should reloading be?
also it let's you balance the weapons without touching their damage per shot / dps output

also fuck the ATM arachnotron replacements
a truckload of plasma in your face out of nowhere

>> No.3172771

But anon, day one isn't even over... I'm trying again anyway, with feeling this time.

>> No.3172804


So you're saying I can just use the v82 patch with the v83 .pk3? Good stuff. Although I haven't updated in a while; are you still working on it at all? I don't see what you would actually need to change... just curious. Also, my last stupid question- what the fuck do the all of the bars mean? I couldn't find it in the readme.

>> No.3172809

Does anyone have a link to the latest GunGodz version

>> No.3172812

the bars in the bottom-right of the fullscreen HUD? those are ammo counters, unreal-style.

the top-right bar progress to next score reward - yellow when you're going to an ammo regen reward, cyan when going to an extra life

>> No.3172816

also I added back in the weapon switching keys from pre-dakka rewrite - the ones that selected the shotgun first instead of SSG, chaingun before minigun, etc

that's the only change I've made in the past couple months. my only other activity with doom has been making bad maps - I am having a hell of a time with a DM map right now, I know what I want to do with it but I don't know how to do it, it's pain

>> No.3172835


Well god damn, it all makes sense now.
About your map... I know greatness requires patience, but could we see it soon? Everything you do is pretty fucking awesome regardless.

PS I was the dude who came in here those few months ago talking about how I drunkenly found your mod and got obsessed with it. Glad to still run into you from time to time.

>> No.3172850

you have your hopes pretty high for someone who's released like three or four maps in his entire doom career, one of which was a port of a quake map

really I'm just trying to make a handful of DM maps and see if I understand competitive map flow at all

>> No.3172858


Random thought, would you ever create a hi-score personal leaderboard that is wad based similar to ScoreDoom? It just seems like something that would kinda fit if someone actually cared about setting pbs or whatever the fuck

>> No.3172862

in zandronum? if you could somehow get a list of the wads loaded, it'd be possible, but otherwise no

in zdoom? ha, no, graf hates the idea of a mod saving ANYTHING between sessions, much the same way he hates everything else

>> No.3172876

how do I into making gud midi music

>> No.3172892


Cool. Thanks for being upfront about it. I didn't have a clue any other way. I guess naive me thought you could simply tie it into some extraneous cfg/ini or something. I am definitely on the slower side of things though.

I never realized you hadn't released much doom stuff in the way of maps. I guess I just ran into dakka and it felt like everyone knew who Ijon was after I asked so I felt stupid. But that isn't exactly a big surprise

>> No.3172908

>in zdoom? ha, no, graf hates the idea of a mod saving ANYTHING between sessions
I thought you could do that with cvars like drpg supposedly does
>much the same way he hates everything else
edward is way worse

>> No.3172926
File: 8 KB, 320x200, grasping.png [View same] [iqdb] [saucenao] [google] [report]

I really like the curves, the paired beige and blueish grey, the sort of modular design, and the lighting.

I'm getting closer, but I'm still very far away.

>> No.3172940

>I thought you could do that with cvars like drpg supposedly does

nope, you'd need a set of variables for every single wad combination possible, including ones that don't exist yet

see, zandronum supports SQLite3, and has a database interface for it in its ACS, which means it can actually robustly save data. it can be accessed by anything that works with sqlite3 databases, including other zandronum servers running *right then and there*. I think it's fucking amazing, even though I don't have much use for it (yet, anyway). with databases and the account system that zandronum also has, a score system is entirely workable, and in fact is what they're meant for!

(well, not quite: it's meant for duel and CTF rankings, but score systems aren't a very far offshoot from that, now are they)

meanwhile the zdoom devs had to be dragged kicking and screaming into CVARINFO, which doesn't even let you dynamically define console variables.

>> No.3172943
File: 942 KB, 1920x1080, Screenshot_Doom_20160425_223512.png [View same] [iqdb] [saucenao] [google] [report]

Definitely, DEFINITELY LegenDoom combined with Colorful Hell.

I'm running through Hellbound with it right now. Shit is so cash.

>> No.3172993

I think that was the general idea of E2. Hell had basically already taken control of Deimos and transported it to sit above Hell.

>> No.3173032
File: 90 KB, 1545x469, datsun5.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought about maybe doing driving sections in my mod, I even started on babby's first car model in blender for it. Probably needs to be done over though, it's way too high poly for what I want. I think at this point the car will just be the means to end the level, I figured that would be kinda unique. Doom world did it pretty well, except for the fact that if you left your car, the car disappeared forever.

>> No.3173036

Anyone seen this yet? This just showed up in /v/.

>> No.3173038

>Script error, "LegenDoom_1.3.wad:DECORATE" line 233:
>Invalid state parameter a_spawnparticle

It was from the Gamespot stream

>> No.3173045

oh hey it's the new painkiller :^)

>> No.3173048

Looks... okay. I bet Blackroom will be better.
Those fatality animations look like they'll get boring after a while.

>> No.3173059



>> No.3173280

all i feel is disgust
how could they make the weapons feel so weak, especially the TRIPLE MACHINEGUN and the BFG?

>> No.3173685


Will that kill you if you don't move out of the way?

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