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/vr/ - Retro Games

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3173052 No.3173052 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3168313

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.3173054


[04-27] RECOVERED023 (tsp)

[04-26] Graceful Doom - A Nonrandom Alternative to Pain Chance [1.0]

[04-26] Anon mod release: FrankenGun.pk3

[04-26] Custom Palettes

[04-26] 3D Maze Screensaver Textures and Sprites

[04-26] E1M4b, another new map by Romero

[04-26] Tenebrae, 5 horror themed maps for GZDoom

[04-26] Showdown in Suzhou: a map for Shadow Warrior, by NESFag

[04-26] A Morte released

[04-25] Anon resource release: F-Zero Velocity fonts

[04-25] BLACKROOM: John Romero and Adrian Carmack's new project

[04-25] Samsara 0.32 (bugfix update)

[04-24] Anon resource release: centaur.zip

[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.


To submit news, please reply to this post.

>> No.3173058

>is actually a GM

ya blew it lad

>> No.3173065

>Script error, "LegenDoom_1.3.wad:DECORATE" line 233:
>Invalid state parameter a_spawnparticle

>Script error, >"ColourfullHell83.pk3:decorate/imps" line 874:
Expected ')', got ','.

Please, send help

>> No.3173075

so I think we can all agree that a Gundam mod for Doom would be tits right?

>> No.3173078

heh, oh well. I know very little of giant robots. I had a Starscream when I was 8, but his foot broke off.
Is your gzdoom out of date?

>> No.3173080

Damn, I wish I had the anniversary Doom Playstation Official Soundtrack. Aubrey's bandcamp won't even let me listen to it anymore.

>> No.3173082

I'd Imagine something like a cross between that Mechwarrior mod and Project MSX.

>There will never be a new patch for PMSX
Damn it

>> No.3173083
File: 380 KB, 1035x1500, FA-78-1 Gundam Full Armor Type.jpg [View same] [iqdb] [saucenao] [google] [report]

Gundam.wad when?

>> No.3173084

Either of these work?
if you use chrome it auto translates very good site for music

>> No.3173085
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

>0 response to WAD release
>included in news post

feels conflicted

>> No.3173087

Doomguy 1>Doomguy 64>Doomguy 4>Doomguy 3>Doomguy 2(the cover version)

>> No.3173101

I mean http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

In semi-related music news, I didn't even realize this came out.

>> No.3173103
File: 122 KB, 540x417, jdpio1.jpg [View same] [iqdb] [saucenao] [google] [report]


That's a pretty acceptable list.

>> No.3173127

Which one was it? I'll play it right now.

>> No.3173135

what the actual fuck is going on in that tsp video?

>> No.3173150

maybe mix in some aspects of Demonsteele and Mechatron as well

>> No.3173151

clearly stuff is going on in it

>> No.3173167

>It's an "enemies slowly spawn in" arena shooter

>> No.3173175

Yep, I was a Doom 4 "Let's just see the SP" apologist, and even I have to admit that this completely turns me off of that fucking game. I'm fucking done, I'm washing my hands of this shit.

>> No.3173206



>> No.3173216
File: 72 KB, 956x717, temp.png [View same] [iqdb] [saucenao] [google] [report]

Who wants to explore some spooky dark woods?

Actual giant trees would likely be thinner in a real map. Just testing out some textures and stuff...

>> No.3173223

that looks preeeeetty good!

>> No.3173228

It's like they went "Hey, let's look what's popular within Doom Community now", then launched Doomseeker and saw Zandronum servers with BD, Complex Doom and Invasion Survival, and then went "Ok, we'll do it like that, it'd be totally oldschool yo!".

>> No.3173237
File: 67 KB, 956x717, temp.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. It's getting close... Want more outdoorsy areas compared to doom, so it needed a lot of outdoorsy assets. few trees and stumps, rocks, grass, shit blowing in the wind... There are some indoor things too. Lights mostly.

>> No.3173241
File: 729 KB, 1920x1080, Screenshot_Doom_20160428_031455.png [View same] [iqdb] [saucenao] [google] [report]

Hoo yes, me likey. The animated meters are a nice touch, I hope you expand on those. It's kinda hilarious to hear monster sounds coming out of a gun too.

>> No.3173242

I feel like your statusbar needs a 1~px line across the top of lighter grey, like how you did the shading and highlighting on the key slots. maybe bring that same effect to the parallel grey edges either side of the HUDface.
Would make the display transition a bit better, I think.

>> No.3173243


Also I've said it before but that staff is gorgeous.

>> No.3173245

Thanks for the mention of the SW map in the news!

>> No.3173247

apart from having 16 DM spawns and SSGs near them, how do you make DM maps?
asking because Double Impact was made by folk who primarily did DM maps

>> No.3173249

Prolly a good idea. Tomorrow. Spent all day after work redoing a monster...
Thanks. Fits well with the trees too

>> No.3173254
File: 686 KB, 1920x1080, Screenshot_Doom_20160409_194858.png [View same] [iqdb] [saucenao] [google] [report]

Hey, just curious, what are you using to make your sprites? They look really rad.

>> No.3173278
File: 630 KB, 1281x720, tspscreen17.png [View same] [iqdb] [saucenao] [google] [report]

real talk, TSP has some bitchin menu design

when is the next version?

>> No.3173290

Remind me of Square's Adventure's menus a bit.

>> No.3173297
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]

glad you enjoyed it

>> No.3173315
File: 49 KB, 600x450, Cg54XCHUoAEvjVe.jpg [View same] [iqdb] [saucenao] [google] [report]

Who else /daikatana/ here?
I can't leave without my buddy Superfly

>> No.3173339

JPCP bugfix update v1.1

>> No.3173350

Nothing but a embarrassing footnote in Romero's history. If anything, I hope Blackroom isn't another Daikatana.

>> No.3173353

just wondering, have you guys watched (or heard about) Hardcore Henry?

>> No.3173372
File: 176 KB, 1920x1080, gzdoom 2016-04-28 21-09-22-65.png [View same] [iqdb] [saucenao] [google] [report]

>Use demonsteele-nowthatswhaticallmidi-v3.5.pk3
>See this

I chortled

Where the fuck is everybody and the 32in24 team getting all of these MIDIs?

>> No.3173375
File: 42 KB, 375x523, John Romero.jpg [View same] [iqdb] [saucenao] [google] [report]

Surely a person can only make a mistake that bad once in his life.

>> No.3173379

I guess he has a harder leash on himself now, cause he definitely needs one.

>> No.3173385

Has anyone played Polished Skull?
If so, is it any good?

>> No.3173386

So, I'm trying to play Doom on Android with a PS3 controller. PrBoom in Retroarch is the only way I've gotten Doom to run on my tablet, and it doesn't seem to be getting any input from the emulated mouse/right stick. Wat do?

>> No.3173390
File: 2.75 MB, 720x360, goodmap.webm [View same] [iqdb] [saucenao] [google] [report]

guys, i can totally make maps

>> No.3173391

>no Archvile behind all the revenants

>> No.3173393
File: 422 KB, 1280x720, daikatana024.jpg [View same] [iqdb] [saucenao] [google] [report]


I think it's actually a pretty good game, then again, I am playing with the sidekicks disabled.

>> No.3173396

shit, knew i forgot something

>> No.3173397
File: 20 KB, 800x300, 1461786667.shadowmain_star.png [View same] [iqdb] [saucenao] [google] [report]


Which one is better for a title art?

>> No.3173401

probably should have done that

He doesn't seem to view Daikatana as a mistake

>> No.3173403


>> No.3173406

I'm go with left, but if I were you I'd add a little more red tint to the helmet window.

>> No.3173408
File: 14 KB, 400x300, 1461786667.shadowmain_star.png [View same] [iqdb] [saucenao] [google] [report]


A friend of mine is doing this for me. Just sent me this one

>> No.3173410
File: 372 KB, 1920x1080, dai.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot pic
only level 4
going for a strength build

>> No.3173412

Where would the title be?

>> No.3173414
File: 20 KB, 800x300, 1461786667.shadowmain_star(update).png [View same] [iqdb] [saucenao] [google] [report]


I'll probably add it myself once we got a good background.

He updated this >>3173397 here

>> No.3173415

Left still better.

>> No.3173419
File: 12 KB, 800x300, playpaltest.png [View same] [iqdb] [saucenao] [google] [report]

Is it going to conform to Doom's palette?

>> No.3173423


That looks pretty cool I think, we're gonna try adding those bars from >>3173408 with a different color and go from there

>> No.3173427
File: 16 KB, 400x300, 1461786667.shadowmain_star(wip2).png [View same] [iqdb] [saucenao] [google] [report]

I kinda like this one

>> No.3173445


I think it looks fun. It certainly got me hype.

>> No.3173447 [DELETED] 

>doom cuckolds

>> No.3173449
File: 1.45 MB, 1920x1080, quakespasm-sdl2 2016-04-28 06-27-53-60.png [View same] [iqdb] [saucenao] [google] [report]


You cocks, you've gone and painted it backwards.

>> No.3173452

No anon, it's actually a really deep, to truly experience death can only be done from the other side. And to truly read that Death, you have to be on the other side :'^)

>> No.3173454

The only thing on the other side was a power shield that was so helpfully placed as to only be reachable once you've already cleared the room of the dozen Knights and cloakniggers.

>> No.3173457


Daikatana is a legitimately good to great game without sidekicks. Episode 1 and the second part of Episode 4 still suck cocks, but the rest of the game is really good.

>> No.3173458

I meant the other side of the panel, not the room. Or is that panel visible from there too?

>> No.3173459

What's the best way to make an enemy move with an afterimage effect?

I want the pinkies to have a "Missile" attack where they run at the player at a higher speed for a short time, kicking up dust and shit (the dust I can do easy) and pass through actors as they run for you, meaning your bombs won't block them.

>> No.3173463 [DELETED] 
File: 23 KB, 478x373, 1452131639733.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3173464

The center pillar has DEATH on three sides and HTAЭⱭ on the fourth (which is the one you shoot for the secret), which is the side facing away from you when you drop down into the room and as such the side you'll see last after you've killed the shit around the sides.

>> No.3173479

have it constantly shitting out actors that are translucent versions of itself, and that die very quickly?

I thought there was some kind of projectile trace-tail thing that could do this...

>> No.3173483
File: 1.21 MB, 720x360, jesus christ how horrifying.webm [View same] [iqdb] [saucenao] [google] [report]


Oh man I think I'm onto something here

>> No.3173487

He's a fast boy

>> No.3173490


The scary part is he can pass through solid actors, like other monsters, players, and bombs.

Meaning you can't always bodyblock pinkies with bombs now.

I'm gonna make specters have this at all times

>> No.3173491

Spooky, I like it.

>> No.3173492

what if they get stuck?

>> No.3173493


The only way that happens is if they're phasing through another actor and exit out of it, at that point, take advantage of the stupid bastard's mistake and kill him before he tries running again.

>> No.3173496

for you

>> No.3173502
File: 179 KB, 1143x860, 1460315210671.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you guys play Doom? Is GZDoom still the best. Haven't played in a few years, help me out.

>> No.3173505

I play ZDoom because I'm a moderate purist. I don't jump/crouch unless the wad actively requires it, I don't use vertical aim/freelook, but I like all the options new madding standards like UDMF bring. But if you want to pull the most out of your doom, GZdoom is probably the best yeah. Zandronum is up to 3.0 now I believe, if multiplayer is what you want.

>> No.3173512

I had a go at this, just a quick demon replacer. Works pretty well though. Map01 had been replaced with a demon testing ground (runs with Doom2.wad)


The demons charge at you pretty fucking fast, and I cut down their melee animation so they can strike pretty much straight away. Pretty terrifying!

>> No.3173513

GZDoom with all the texture filtering turned off. Sometimes PrBoom+ as well with texture filtering off. Most of the time runs huge WAD maps with higher frames then GZDoom.

>> No.3173516

I play in GZDoom but I turn off things like sprite rounding/softening so that it still looks retro.

I've never liked the look of rounded sprites

>> No.3173517

I play prboom3d on my hacked 3ds, in full 3d because I have a grudge against my eyes.

>> No.3173549

I play in PrBoom+ even though I am a (G)ZDoom modder because modding has destroyed my ability to enjoy playing (G)ZDoom.

>> No.3173569
File: 323 KB, 1862x870, painting.png [View same] [iqdb] [saucenao] [google] [report]

Making those 1 line depth painting alcoves line up properly took way more time than it should have. Ah well, at least it's done now.

>> No.3173571

GZDoom is still the best, though system requirements peaked a bit in recent builds.

>> No.3173580

The difference in power needed between 1.9.1 and 2.1.1 is actually kinda high. Must've just been the change from OpenGL 2 to 3.

>> No.3173623

Well he did also make deus ex so he can't be all bad
I'd love to play it but on high graphics settings it chugs like a steam locomotive (even though I got it on gog) and on low graphics it looks like ass to the point where even my eastern European eyes are offended and still stutters when there's liquids

>> No.3173627
File: 1.53 MB, 720x360, master chief fights an angry raspberry.webm [View same] [iqdb] [saucenao] [google] [report]

I borrowed code from BURL TUMD again. :^)

Getting kinda nervous here, I'm at 40kb and I got another 7 monsters to edit.

and I can't fit that nice titlepic that was made for me either, that really bums me out.

>> No.3173631

Heard it's good, might see it if I'm bored enough and they're still playing it, but otherwise it seems like gimmickcore at best. First person perspective is good when you're actually in control, otherwise it brings the classic VR headache-inducer of "the perspective changes but I'm still looking straight". I've also heard the camera shakes like a cunt.

>> No.3173639

Imagine you're playing one of those old Sega CD movie games where you have to press left/right/a button to keep the movie running and not game overing.
Hardcore Henry is that but you don't press any buttons. Looks better then Sega CD video though.

>> No.3173647
File: 1.83 MB, 3377x3165, 1454413555248.jpg [View same] [iqdb] [saucenao] [google] [report]

I've never had a console older than the Play Station 2 slim

>> No.3173654

unzip your pk3, zip it back up with 7zip (by going into the extracted directory and selecting all the stuff inside, not the new directory made by extracting the pk3)

see how large it is then

>> No.3173667

Nothing has really changed too much. GZDoom is still the one for modern mods for solo play, and Zandronum is still the go-to source port for multiplayer since it's always behind in features. Though the 3.0 release isn't official yet, supposedly it's updated enough to handle Reelism.

I just wish GZDoom would move away from Edward's shitty netcode. That way we don't have to worry about Z& being behind and thus play with the latest flashy mods online

>> No.3173674

I mostly use GZDoom but when playing without gameplay mods, I use Crispy Doom.

If GZDoom just had the same resolution scaling technique as Chocolate/Crispy Doom, then there would be no reason for me not to use GZDoom all the time.

>> No.3173686 [DELETED] 


It has retro in it, please don't ban me

>> No.3173693

cancel that, compress to 7z not zip. i thought this guy got this mod down real small with zip alone but it's just a 7zip with the wrong filename extension

should be .pk7 and not .pk3 but i suppose that's just for humans since zdoom loads it fine

>> No.3173694 [DELETED] 
File: 16 KB, 600x549, 1456778760793.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3173701 [DELETED] 

Nevermind that, the brightness is what really bothers me. That part of E1M2 is supposed to be dark.

>> No.3173703 [DELETED] 

That's probably one of the worst looking versions of that bit of E1M2 I've ever seen.

>> No.3173704

also, expanding on compression, it seems to offer better results with 7z, LZMA2 with 256MB dictionary and 256 word size seems best with an archive i'm testing

>> No.3173712 [DELETED] 

>shown by dev

>25 years of development
And we finally have the ability to make graphics all murky and boring

Are you sure? I just watched someone speedrun through it after seeing this to make sure and it looked way better. newid, are you sure you're not mistakenly showing us a level from wolfenstein 3d? Because varying floor height is made conspicuous by it's absence.

>> No.3173714
File: 487 KB, 1277x1164, 1460315210671.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3173716 [DELETED] 

So does this mean we can use classic DOOM layouts and textures with the map-making tools?

>> No.3173717
File: 29 KB, 225x220, agitating.png [View same] [iqdb] [saucenao] [google] [report]

Oh god not this again

>> No.3173718

>Unzip samsara-v0.31-beta.pk3 to see how small I can get it
>It's full of duplicate files overwriting each other


>Originally 40.3 MB
>Now 29.9 MB
>26% drop in filesize

When will Slade just have 7zip shoved inside of it

>> No.3173720 [DELETED] 

>this one we're showing for the ad is pretty big, but the others are just one room big
okay, the whole "unlock the true doom levels" thing is cool
the less cool thing is that they stole that idea from shadow warrior 2013
oh, and secret levers take control away from the players, when you could have just swiftly punched/kicked them

>> No.3173727

I play in Zandronum cause I'm too lazy to download the others and I already had this one

>> No.3173728 [DELETED] 

Or UNFed them

>> No.3173729 [DELETED] 


>"what will you have when picking those levels?"
>"Uh they uh have individual loadouts and HEY GO BACK AND LOOK AT THAT HALLWAY"

That confirms not being able to unlock equipment at late game stages and then going back to earlier stages with end game gear, that's kinda shitty.

>> No.3173730 [DELETED] 

>It has retro in it, please don't ban me
The janny deciding to glass all D44M discussion now is pretty stupid and hypocritical, since it's been going on for months now. The problem isn't the game anyway, half the posts related to it are idiots bitching about it being brought up rather than actual discussion.
>hurt gb2 /v/vg/
Great, and split these threads even more on top of migration to bestchan. These threads were painfully slow and basically dead before D44M discussion picked up.

Though with the images being blocked from posted to 4chan by Bethesda, and the fact that all this deletion started once negative discussion of D44M became the norm, seems suspicios. Hmmmm...

>> No.3173731 [DELETED] 


>> No.3173768
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

so uh

do you like quake

>> No.3173769

Eh, it's okay

>> No.3173771

Yeah, Quake's cool.

>> No.3173772

Hell, I like it better than Doom.

>> No.3173773
File: 36 KB, 683x536, image.png [View same] [iqdb] [saucenao] [google] [report]

Quake? That's my favorite!

>> No.3173776

Why is Ranger so mad all the time?

>> No.3173778

Why wouldn't he be?

>> No.3173781

Well Doomguy keeps his cool most of the time...

>> No.3173783

Doomguy gets plasma guns and an enclosed helmet.

>> No.3173784
File: 212 KB, 1024x768, image.jpg [View same] [iqdb] [saucenao] [google] [report]

is this map real?

>> No.3173785

he's going insane from all the eldritch horrors around

>> No.3173786

They woke him up at 4, man needs his sleep. Even worse somebody drank the last peej.

>> No.3173789

Ok, I'll take that. Those can be a bitch.

>> No.3173790

Why not? Where did you get it from? Reminder that script/special spawned monsters don't appear in the monster count until they've spawned

>> No.3173791

>If GZDoom just had the same resolution scaling technique as Chocolate/Crispy Doom
So GZDoom with vid_renderer 0 and 640*400 res does it differently? I thought it replicated the standard way fairly well.

>> No.3173793

So did we decide what Ranger's Quake 3 description implied, that he went nuts and kept killing Cthulhu's inbred cousins or went nuts and started killing people back on Earth?

>> No.3173794

is there any difference between the two?

>> No.3173795

The status bar is fucked last I checked

>> No.3173796
File: 2.93 MB, 640x360, justfuckmyfloorupfam.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3173801

To him, probably not I suppose. Start seeing other people as monsters and all that.

If that description is to be taken as canon he's kind of a dick anyway. Not sure if that's linked to the whole Old One runic abuse and shit, though- if anything you'd expect that type of thing to just outright snap someone's mind while Doomguy's various ventures would be more likely to start tainting their thoughts with evil and hatred because Hell.

>> No.3173804
File: 37 KB, 299x400, 1453035952250.jpg [View same] [iqdb] [saucenao] [google] [report]

>That pulsating FIREBLU

>> No.3173805

i've seen people use reshade or sweetfx to palette gzdoom and pixelate it

i can't tell you how but i've seen it

>> No.3173807

>Getting kinda nervous here
Same here. I had some trouble with my ACS yesterday (FUCK YOU SetHudSize) and figured I'd take a little nap. Woke up 5am and had wasted an entire day of productivity :^)

>> No.3173810

I'm quite certain the description implies he went to other demon worlds and dimensions, it doesn't mention anything about returning and his genocide campaign led him straight to the arena itself so it wouldn't make sense for him to end up at an alien arena by killing people on earth.

>> No.3173814

It just says that he "embarked upon an endless travelogue of blood and destruction," and his ingame text quotes act like he thinks he's still shooting Quake's minions. Whoever Quake actually is, given that the whole thing between Quake and Shub-Niggurath was kind of fuzzy in Q1 and handwaved because who cares.

>it wouldn't make sense for him to end up at an alien arena by killing people on earth.
The alien things I forgot the name of that run the Arenas grabbed people from all sorts of times and dimensions- other combatants include a normal Earth person who was on death row for murder and a WWII German soldier who got blown up just before they teleported him in.

>> No.3173815

>Where did you get it from?
from ss13 general
>why not
i failed to find it via google images

>> No.3173817

I wouldn't mind a deathmatch map with a floor constantly moving in waves like that.

>> No.3173818
File: 2.73 MB, 3104x1746, DSC_0028.jpg [View same] [iqdb] [saucenao] [google] [report]

I enjoyed it during my trip down ancient history lane and remember enjoying myself after half life 1 had the worst shooting in history (seriously, how the fucj do you expect me to murder hitscan marines without taking damage myself when they have a whole fucking SMG mag's worth of health, and don't really feel pain so you can't stunlock them either)
Anyway, returning to quake after gzdoom, everything's so dark it makes my eyes hurt, the enemies are alright, the guns don't feel punchy enough when it can take a dozen shotgun blasts to fuck up one snake's shit, and overall, there's not enough enemies at once
Is anyone even reading this wall of text

Anyway, now I've downloaded duke 3d (which isn't piracy because I have the may 2002 issue of seedy action kicking around somewhere in my house) (and because fuck randy pitchford with a fork)
Let's see how that holds up. Will keep you cunts posted if anyone shows interest

Also, issue 07/2000 in which they gave daikatana a... 7/10?
And the cons they brought up are that the partner a.i. Is bugged and that there are some other small bugs.

>> No.3173820

Duke 3D is still fantastic. The shotgun will forever be one of the best ones in games.

>> No.3173824

Yeah the guy is making a zandro tc, he posts here from time to time. It looks amazing.

>> No.3173825

Quake is most certainly shub, I do not recall anything else being referred to as quake. As far as the description goes it's still a stretch to assume earth as if that were the case they would have implied it as opposed to vague violence, looking at the expansion packs for example are things that could have been after killing quake.

>> No.3173826
File: 39 KB, 199x170, mfw.png [View same] [iqdb] [saucenao] [google] [report]

>people think this looks good

>> No.3173829

I never liked the HRP. It's the same reason why I don't use Darkplaces to play Quake or use texture filtering in GZDoom.

>> No.3173830

It looks really stiff

>> No.3173832

>everything's so dark it makes my eyes hurt,
Turn up the brightness? I hope you're not using standard glquake.

>the guns don't feel punchy enough when it can take a dozen shotgun blasts to fuck up one snake's shit
The single barrel shotgun is lame, yes. It's Quake's version of Doom's pistol, but unlike the pistol, you actually have reason to go back to it once you get better guns (namely, conserving ammo on weak/distant enemies).

>overall, there's not enough enemies at once
I dunno, I like Quake's more sparse, intentionally placed and intelligent enemies versus Doom's hordes that you can just circle-strafe around all day until they're all dead.

>> No.3173836

The worst thing about is a lot of people who like the HRP or work on it have this attitude that anybody who prefers classic mode is some kind of luddite and not just because the HRP looks fucking awful.

>> No.3173839

So basically like the people that can't play Doom without using Brutal Doom?

>> No.3173840

I think darkplaces looks great with standard textures and no trilinear filtering. The lighting system really fits quake's mood and visuals imho

>> No.3173841

Setting the lighting to a more original Quake level it can look okay, sure. I just prefer Quakespasm's way of doing things.

>> No.3173842

Worse in different ways. At least Brutal Doom changes gameplay and adds various things...the HRP just completely rapes the aesthetic of the original game and some of the people working on it get really passive aggressive about people who prefer the classic style.

Even DNF looks better than the HRP.

>> No.3173845

>Setting the lighting to a more original Quake level it can look okay, sure.
Nah I like the lighting with all the bells and whistles, I just disable pretty much everything else.

>I just prefer Quakespasm's way of doing things.
Quakespasm is indeed a great port.

>> No.3173847

Sculptris, Maya, and Photoshop. Sometimes one sometimes all three.

>> No.3173849

That color scheme is kinda fucking with my eyes. Is that a Doomguy Powered GM? I think I know what I'm building in Gundam Breaker later tonight.

Oh right, Doom thread. Uh, it sure is a shame that Metroid Dreadnought's creator vanished.

>> No.3173850

>in the first second of the video you can see the seam of the arm in the corner of the HUD
>they didn't bother with full body awareness
lol, quality

>> No.3173851


I like the texture effects, reflections and shadows. Hate the models. Can you mix & match ?

>> No.3173854

I hate how the magazine kinda glitches into the pistol unnaturally. It's so stiff.

>> No.3173857

>seriously, how the fucj do you expect me to murder hitscan marines without taking damage myself when they have a whole fucking SMG mag's worth of health, and don't really feel pain so you can't stunlock them either)

You guys need to play more Rainbow 6

>> No.3173858

why couldn't they go quake with the models instead of bootleg cg movie

>> No.3173868

more polys and higher-res textures = better

Just ask all those Elder Scrolls/Fallout modders that just blow up all the textures in Photoshop and run a sharpen filter on them!

>> No.3173871

I've just played through the first Doom (the first few maps of episode 4 were brutal) and I'm currently making my way through Doom 2. Which would you recommend I play first after this between TNT and Plutonia?

>> No.3173873

Don't forget to save them as heavily compressed JPGs though, don't want the files to be too big.

>> No.3173876

Want difficulty above all else? Plutonia.
Something more balanced? TNT Evilution.

>> No.3173879

Why do you think a 19 yo is here instead of playing the division or whatever it is that normies do these days

They're not intelligent at all. I suppose I never got the hang of circlestrafing in doom so that's why I enjoy it more without a gamebreaker tactic making it too easy

First impressions are alright. I had to drop down from Damn I'm good because fuck respawning enemies, and turn off the music I'm listening to on my phone because the sound quality is shit. Is there maybe a remastered soundpack?

>> No.3173880

TGA is the most lore-friendly and immersive texture format.

>> No.3173881
File: 789 KB, 922x1098, bytch.png [View same] [iqdb] [saucenao] [google] [report]


>floaty hands
>magazine mysteriously floats into Duke's hand then vanishes
>those really bad textures
>those animations.

>> No.3173882


I'm taking my time so I would prefer a more gradual difficulty curve, at least for now. Once I finish with TNT and Plutonia I'm likely going to venture into the likes of Scythe and Alien Vendetta.

>> No.3173886

Technically, episode 4 was made after doom 2. Where in Doom 2 are you now? Opinion is more divided over its maps, with one of the more common opinions being that it takes a nosedive after Dead Simple. And which difficulty are you playing on?

I'd recommend TNT before Plutonia.

>> No.3173887

Refueling Base is the beginning of the less good maps.

>> No.3173889

I remember butthurt modders that did do that remove their mods after being called out on it. There's plenty of quality textures but some are just really fucking lazy jobs.

>> No.3173892

So does anyone know off the top of their head what would be the translation code to turn something red into green?

I want the hell knights to throw an imp fireball for an alternate attack but it'd be better if I can keep them green

>> No.3173893


Oh it was? That's interesting. I'm currently on Industrial Zone so just about halfway through by my count. I've not really had that much issue with Doom 2 so far aside from Tricks and Traps with the floor before the exit. That was cruel.

>> No.3173895

You could do that, you'd just have to edit the def files and strip out all of the models.

The real time lighting and stuff is really cool - the problem is they have no fucking idea how to use it. They reshade the default models and stick all of these bright uniform circular lights in pitch black rooms and it looks even worse than shovelware Unity games.

This is how Polymer should look:

>> No.3173897
File: 666 KB, 1280x720, hdoom_multiplayer.png [View same] [iqdb] [saucenao] [google] [report]

The HRP looks so fucking awful, why do people like it? The original aesthetics are beautiful and fitting.

The animations are one of my biggest gripes, they look like complete dogshit. Also every single part of the HRP sticks out like a sore thumb everywhere.

I've never seen 3D this bad.

>how the fucj do you expect me to murder hitscan marines without taking damage myself when they have a whole fucking SMG mag's worth of health
>standing out in the open when someone is shooting at you
It's your own fucking fault. Pig cops and assault troopers will rape you the same way in Duke, shotgunners and chaingunners in Doom as well.

>> No.3173898

"176:191=112:127", "168:175=112:115", "208:223=112:115", "224:231=112:114", "232:235=119:122"

It's a little complex since the spawn frames have some orange and yellow but this'll get it all green.

>> No.3173901

That shotgun is terrible. How do you let that slip? Sounds doesn't line up, animation looks floaty and weightless, muzzleflash looks stiff and unnatural.

>> No.3173904


Thanks man. I'll get a webm soon for you.

>> No.3173906

I didn't make that video, just showing the visual side of it (I agree that the weapon needed a bit of work though)

>> No.3173910

Plutonia. Tnt tired me out to the point where at level 27 I just stopped giving a damn. Dump is p gud tbph senpai

>> No.3173913

I'm a freak who prefers TNT. I hate Plutonia's theme. WTF is that? Space Vietnam?

>> No.3173914
File: 400 KB, 488x519, 3848348.gif [View same] [iqdb] [saucenao] [google] [report]

>Hdoom multiplayer
Jesus christ I hope this wasn't a /vr/ public server.

>> No.3173919

I dunno anon, space Vietnam is pretty cool. That's how we got the "OORAH OORAH" marines from Aliens.

>> No.3173921

Having just murdered a bunch of pig cops, no they won't. I only had a problem with them because I thought that them going prone is them being kicked back and needing to be kicked as a finisher. Chaingunners go down in one or two shotgun blasts and sergeants in one

>> No.3173930

The problem with the HRP is that levels were absolutely not built with it in mind. So there is a dichotomy between the levels architecture and the textures.

Somebody made a small episode BASED on the HRP, and that actually looks good, at least the environments. Now if I could only remember the name of the mod...

>> No.3173934

After playing Doom to death I've started Quake, shit is tight once you adjust the renderer properly. I really enjoy the verticality of the combat and the unique feel of every weapon, especially when compared to the relative simplicity of Doom's weapons. Would I enjoy Unreal? Is it worth playing?

>> No.3173935

Ah fuck, I died and got kicked back to my first save I did. What the fuck is that shit, eduke

>> No.3173936

You'll like Unreal

>> No.3173938

I just got the urge to bust out my old copies of Shadow Warrior and Redneck Rampage. What is a good build engine source port?

>> No.3173939

Unreal is great but definitely kind of wonky with the inventory stuff if you're used to the standard "1-9 for weapons and nothing else to worry about" like id's games and Unreal Tournament.

>> No.3173942

The best Shadow Warrior port is the paid version on Steam, IIRC. There's free ports out there, like SWP, but I remember them having issues with save games sometimes.

Redneck Rampage never had its source released, I think someone was trying to bend eDuke32 into handling it.

>> No.3173946

Oh, damn.

>> No.3173951

Best way to play both is still DOSbox imo. Well, for RR you don't have a choice.
For SW, there is Redux, which is pretty cool, but it doesn't use the original 2.5D 8-bit renderer. It's opengl only.
There is SWP which is free but it's a bit glitchy here and there.
Apparently one of the EDuke32 devs is working on a SW sourceport but that shouldn't be done before a long time still.

While you're still at, once you're done with the original game, it check my SW map, it's mentionned in the news up there.

Redneck Rampage has no sourceport.

>I think someone was trying to bend eDuke32 into handling it.

Not really, it's like BloodCM, it's a recreation, all behaviours re-coded from scratch as a guess work. it's terrible imo.

>> No.3173954
File: 1.76 MB, 720x360, and these guys were a pain in the ass enough to begin with, have fun.webm [View same] [iqdb] [saucenao] [google] [report]


Alright, so at closer ranges they'll throw arcing fire like imps, which pass through their buddies harmlessly.

They also have a chance of throwing the big fireball which detonates your bombs. Annoying AND dangerous as fuck

I feel like I should add a translation effect to the big fireball to further signify "HEY THIS FIREBALL IS DIFFERENT, WATCH OUT SON"

if someone could throw me a translation code for green to red, it'd be appreciated

>> No.3173957 [DELETED] 

>These threads were painfully slow and basically dead
Lmao, there we go again. These threads aren't even close to dead.

>on top of migration to bestchan
8ch's Doom threads don't exist. And if they do exist, they last maybe three days.

>> No.3173960

There's a few ways to translate green to red since red is a larger range than green.

For player sprites I like "112:127=173:191", otherwise "112:127=176:191"

You can preview translations and get the codes from Slade by right clicking on a graphic and going to Graphic, Color Remap.

>> No.3173973

A Dark Souls style Hexen mod...Serpent Resurrection kinda fits the bill but that would be neat to see. I don't mean a recreation as such but copying a few mechanics might be neat. Resting at bonfires would refill Quartz flasks to a point but it would also resurrect all the weak enemies killed (and maybe restore mana as well) Maybe change it so killing a level's boss monster would remove all the enemies as well unless you introduced a levelling system.

Speaking of which, something like DRL or Legendoom would fit even better in Hexen as well.

>> No.3173974

Duke Nukem Eternity?

>> No.3173994
File: 1.07 MB, 617x776, Randy Pitchfork.png [View same] [iqdb] [saucenao] [google] [report]

>The problem with the HRP is that levels were absolutely not built with it in mind. So there is a dichotomy between the levels architecture and the textures.The problem with the HRP is that levels were absolutely not built with it in mind. So there is a dichotomy between the levels architecture and the textures.
It's the same reason that using a HiRes pack with original Doom looks like dogshit.

>> No.3174009

>Uh, it sure is a shame that Metroid Dreadnought's creator vanished.

Nah, mate, I'm here.

>> No.3174016

>Speaking of which, something like DRL or Legendoom would fit even better in Hexen as well.
it would probably fit in Witchheaven the best, but nobody cares about this game

>> No.3174024
File: 194 KB, 557x605, 1454195342491.png [View same] [iqdb] [saucenao] [google] [report]


Thanks pal, I added some extra visual flair when this guy is winding up, I might do this for the caco too


This is FUN

>> No.3174037
File: 794 KB, 1920x1080, WAD COLLECTED3 at 2016.04.28 18-48-36.955 [R2601].jpg [View same] [iqdb] [saucenao] [google] [report]

Looks sweet man.

In the meanwhile, my goal is to finish placing the monsters for ARCHVILLE tonight, hopefully finish version 0.9 for testing tomorrow. Biggest thing that still needs doing is setting up a starting area that "triggers" all the arch-viles so they can ressurect without seeing you, and to make the bossfight script.

>> No.3174050

Any good gameplay mods that play nice with Chex Quest besides Samsara?

>> No.3174063

Brutal Doom

>> No.3174068
File: 68 KB, 640x480, Screenshot_Doom_20160429_051031.png [View same] [iqdb] [saucenao] [google] [report]

>Using actual images of mars as textures

Is there a way to display floors larger than 64 X 64?

Got the images from this 360 degree panorama shot. Some nice mountain and atmosphere shots


>> No.3174071
File: 655 KB, 1920x1080, ss.jpg [View same] [iqdb] [saucenao] [google] [report]

looks fine.

>> No.3174074


No, it really doesn't.

>> No.3174078

>Is there a way to display floors larger than 64 X 64?

Add them as textures (between TX_START/TX_END if you're using a wad, textures folder if a PK3) instead of flats. ZDoom is cool with using non-flats for floor/ceiling textures, and GZDoom Builder is too.

>> No.3174082

High res textures.
Or a ZDoom port, you can use any wall textures as a flat.

It just barely doesn't stand out like a sore thumb there, but as soon as it gets a little more abstract, it goes ugly.

If you thought Sandy's levels weren't aesthetically presentable before, boy, get ready for a surprise!

>> No.3174091

>Stuck in map 28 of Scythe

How do I go faster /vr/?

>> No.3174106
File: 456 KB, 499x499, 87980.png [View same] [iqdb] [saucenao] [google] [report]

is there any way to enhance the space/sky-box?


>> No.3174119
File: 1.11 MB, 720x360, that's not a baron....webm [View same] [iqdb] [saucenao] [google] [report]

Oh hey hellknights can do a spreadgun attack.

Wait something's not right

>> No.3174125

>is there any way to enhance the space/sky-box?
Yes. Define a GL cube skybox in your mapinfo lump, using a set of 6 ..spacebox textures from somewhere like OpenGameArt.

>> No.3174128
File: 53 KB, 320x240, 1450970909335.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3174129

I think you made him his own target somehow

>> No.3174132


I fucked up during inerhitence and the game's obituary said it was a baron. My bad.

>> No.3174145

Alcove, cubicle, whatever. English isn't my first language chap.

I think what you meant is that bit where the hell knight took damage. The modder has increased his own melee range, that's why, I believe.

>> No.3174146
File: 36 KB, 256x256, M_023.png [View same] [iqdb] [saucenao] [google] [report]

I seem to remember that if you keep floor and ceiling textures in multiples of 64 or 128 it works ok... I change a few of the 333 X 333 textures to 256 X 256 and it seemed to work

>> No.3174163

Yep, thems be alcoves.

>> No.3174178

Run forward and sideways at the same time.

>> No.3174190
File: 81 KB, 640x400, Screenshot_Doom_20160428_200142.png [View same] [iqdb] [saucenao] [google] [report]

Now to hammer out the rest of the vital info part of the hud ASAP so I can get working on the MFD displays in the corners. They're going to contain "software" for your cyber rig, like image intensifiers (zoom, rear view camera, night vision, flashlight), grav skate activation etc. If anyone has any suggestions for utility features like that I'd be glad to hear them.

>> No.3174202

alcoves is fine comrade, i just can't see or hear the word without thinking of this scene https://www.youtube.com/watch?v=zQXlW0GzlD4

>> No.3174207


hoverpacks (Temporary flight)

stun grenade (just have a big projectile sit there with +forcepain and toggle it on and off with a_setflags)

taunt module, doesn't do anything but you can go HEH HEEENNNHHHH with a push of a button

>> No.3174209

I adore that film.

>> No.3174215

so this is going to be a SS1 style mod?

>> No.3174228

How about a regen module that converts battery power into health. Or a info module that give you info on the target you're aiming at (like a picture of the target, its health, etc.)

>> No.3174229

Yeah. It's called doomshock.

I kind of don't want to break maps or upset balance too much. But a stealth field that eats armor or cells perhaps? Would use aux power if I had the time to implement a system for it.

A stun of some sort is a great idea. But I'm thinking a flash of disrupting energy around the player (radiusgive with some script executing item) that does some nasty temporary flag changes on monsters would perhaps be more fitting than a grenade.

>> No.3174235


Stealth and invisibilty are usually shitty in doom. Could always go for a disc of repulsion to swat away monsters and projectiles then

>> No.3174253
File: 531 KB, 750x951, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_kManIpx.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3174254

>taunt module, doesn't do anything but you can go HEH HEEENNNHHHH with a push of a button
kegan pls

>> No.3174259
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3174263

I'd be inclined to agree, but my beef with the Beta wasn't just the generic multiplayer, I could ignore that. But the movement feels like wading through hot dogshit because it's so optimized for consoles.

>> No.3174265

Even with ijon-formatted posts!

>> No.3174273


>> No.3174297
File: 133 KB, 600x845, CaX5t5LW0AAFPbq.jpg [View same] [iqdb] [saucenao] [google] [report]

or is there any wad / pk3 for that?

tried niteskye.wad
but it didn't do anything.

>> No.3174317

Are you making it as a patch to an existing mod or modifying the original file directly?
Regen module is a great idea.
> Or a info module that give you info on the target you're aiming at (like a picture of the target, its health, etc.)
Hovering the cursor over a monster displays it's health and class name as a tooltip already, but more advanced target info should make for a good "program".
Toggleable partial invisibility should be pretty useful against chaingunners.

>> No.3174320

>why not just... show more stuff when theres more stuff to show? you yourself had said before that things come up and it gets busy, but at the same time theres all these sort of needlessly overhype style stuff

>> No.3174325

quick question: how many calls of a_raise does it actually take to put a weapon in the ready state? also why isn't this on the wiki

>> No.3174334

I feel like that clicking sound any time I want to shoot the blaster/pistol will get on my nerves (it already does and I'm not even playing it yet), I don't know about anyone else though.

>> No.3174340

Only one, looping.
A thing you can do though is to add another frame with A_Raise, displaying at 0 tics, which will double the speed at which the weapon is raised.
This works for A_Lower as well
The more you add, the faster it swaps.

>> No.3174347

>The more you add, the faster it swaps.
yes I know, but exactly how many times does it have to loop until it's put in the ready state?

>> No.3174348

I think anon means how many times is a_raise called in the loop until it's done raising / how many tics of looping a_raise does it take

>> No.3174349

dunno, but it's easy to test

PISG A 0 A_Raise
PISG A 1 A_Print("1 tic")
PISG A 0 A_Raise
PISG A 1 A_Print("2 tics")
PISG A 0 A_Raise
PISG A 1 A_Print("3 tics")


>> No.3174354

Then where's the next version, you hack fraud?

>> No.3174356


>> No.3174359
File: 406 KB, 1920x940, 2162.jpg [View same] [iqdb] [saucenao] [google] [report]

has there been sam's corpse in some game

>> No.3174363

While he's kinda right, he didn't say it in the aggressive tone you're implying.

It's also not really marty's fault the state of things.

>> No.3174370


What, you didn't get the 1.1 update? :^)

>> No.3174373

You have to ask the dev channel on IRC.

>> No.3174386

thanks, it stopped at 15.

>> No.3174387

>next version
what would even be added?
>inb4 new monsters/maps

>> No.3174415

What... exactly are the benefits to using each of Shihong's styles, mechanically speaking? Aside from special attacks.

I know Strength gives energy from melee attacks, Guns give energy from ranged attacks, but what does Ghost give energy from? I know that Guns lets you throw random junk (and an occasional bouncy ball or rubber duckie) if you use the grenade and you have no ammo. I know Ghost makes you go faster and jump higher. Does it increase damage to nearby enemies when you fall, too?

>> No.3174419

ghost is a bit of a wildcard
go faster
jump higher
jetboost regens MUCH faster

the latter is the big thing, since basically it means you can dodge a lot more

it also lets you wallgrab with crouch, but that's kind of wonky in practice

>> No.3174423

kind of curious what marty will say. the guy is one of the nicer guys in the community.

i see chronos point tho

>> No.3174425

One or more of the eight things the creator mentioned as potentially being in a future version.
I think it's fine as it, but it would have been neat to see more cool shit to mess around with.

>> No.3174427
File: 6 KB, 415x195, This is getting silly.png [View same] [iqdb] [saucenao] [google] [report]

Now I'm not saying this is the dumbest thing I've made.

But this is the dumbest thing I've made.

>> No.3174428

Too bad Serious Sam (FE) is two years shy of being eligible for /vr/. I had a lot of fun with that game.

>> No.3174429

does it scream constantly in flight?

>> No.3174432


When I'm done with it, yes.

Then on impact it releases three mini boners that run around and punch you in the leg

>> No.3174435

Maybe if it had bulging eyeballs in the sockets it would be super silly.

>> No.3174445
File: 4 KB, 259x184, What fresh hell have I just wrought.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3174457
File: 7 KB, 259x184, Doomguy-chan.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3174458
File: 19 KB, 350x300, 78b8501da2489b043056aa8a95c71f79b1905bdb.png [View same] [iqdb] [saucenao] [google] [report]

Looks weird, man.

>> No.3174462

It makes the geometry stand out like angular dogshit.

>> No.3174467


Yeah, if there's one thing that debacle taught me, it's not to get excited over and hastily announce things involving features that requires a lot of outside help.
Sorry about that.

>> No.3174469
File: 4 KB, 292x206, mfw tripping on soul spheres.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3174475

I enjoyed tse more because of the theme variety, but that's another year from then.
The pumpkins felt really out of place though

>> No.3174476


>> No.3174491

Not yet eligible for /vr/
the "messing with the set dressing" part was the best obv but the combat system was amazing for being simple and skillful, as opposed to the pure number accounting of other RPG games

>> No.3174518

Observing from the Shadows (ver. 1.1) - Hollywood Holocaust (E1L1) remix

>> No.3174519
File: 933 KB, 720x378, pls no banerino.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3174530

The textures and the lighting are wrong (too bright, for one).
Surely there's someone they can pay to faithfully remake that section so it looks more like it's supposed to.
Hell, maybe even make a basic filter for the area to overlay which makes it look like the diminishing lighting from the original renderer.

>> No.3174545

lol that they go to the trouble of adding in the classic E1M2 maze but then

* import the textures with way too high a gamma
* totally remove all the atmospheric lighting effects that made the maze look interesting
* put many of the textures on upside down for no apparent reason

>> No.3174565
File: 357 KB, 1165x1716, clay_doomguy-X2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3174575

is this Doomero's new mod?

>> No.3174585

Shadow Warrior already did this

>> No.3174591

The textures are fine I think, but yeah the lightning is fucked.
Are you a janitor? If so yes

No, but for real. It's in the new game, there's one each level apparently.
W:TNO too.

>> No.3174593 [DELETED] 


>> No.3174594

But then you can't see that IT'S REALLY DOOM YOU GUYS


>> No.3174626 [DELETED] 
File: 121 KB, 600x450, 1378416215457.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't handle how console-y the movement is fuck me.

>> No.3174636 [DELETED] 


>complaining about one aspect of a game like it's a big deal
Besides, I kinda like it. Not crazy about the gamma but there's some kind of charm to the lack of environmental lighting when you go in.


It's actually a lot faster than the beta or alpha. Besides, it's being played on a console, so I'd imagine it'd be/feel faster on PC with a higher FOV.

>> No.3174640

And Rage

>> No.3174645 [DELETED] 

But the entire point of that maze was that it was dark and foreboding. The repro doesn't convey that even in the slightest.

>> No.3174646 [DELETED] 

I'm not going to list 20 other complaints just to pad out a shitty forced nostalgia attempt.

Bring nostalgia with Doom gameplay, not cheap recreations of a section of a Doom map tucked away in a corner.

>> No.3174647
File: 638 KB, 720x360, oooohhhh hell.webm [View same] [iqdb] [saucenao] [google] [report]

Oh boy this is the moment I've been waiting for.

>> No.3174649 [DELETED] 

i don't care about doom4 at all

>> No.3174654 [DELETED] 
File: 1.27 MB, 5000x5000, 1458969217255.jpg [View same] [iqdb] [saucenao] [google] [report]


but it's just an easter egg guys not part of the actual game/campaign

>> No.3174656

Is this enhancing gameplay, or degrading it

>> No.3174657 [DELETED] 

I'm mad but it'll subside in time.

>> No.3174658


I'd say enhancing, he's not gonna get agitated 100% of the time when hit at close range, but when he does you might want to back the fuck up.

>> No.3174663 [DELETED] 

And? It it's still a shitty forced nostalgia attempt.

Bring nostalgia with Doom gameplay, not cheap recreations of a section of a Doom map tucked away in a corner.

They couldn't even bother making the single player feel like Doom, so they settled for putting half-assed sections of Doom maps in as easter eggs amongst the loadouts, announcers, and slow gameplay.

>> No.3174668 [DELETED] 

If you're not gonna try, then why put it in at all?

I'm not even one of those guys who hate Doom 4.

>> No.3174673 [DELETED] 

It's an easter egg, so it can easily be ignored. Besides, there is talk about id recreating Doom 1 and maybe 2 as DLC. It's likely gonna be priced but w/e it'll prolly be better than in the easter eggs.

Also >slow gameplay

>> No.3174678
File: 86 KB, 640x400, Screenshot_Doom_20160428_223151.png [View same] [iqdb] [saucenao] [google] [report]

Berserk pack allows you to slice through a spider mastermind in seconds with the rapier so I figured a reminder was appropriate.

>> No.3174685 [DELETED] 

And? They're still making shitty forced nostalgia attempts.

You can tell me to not look at it all you want but they're still shitty developers making a shitty game with nothing but a name to skate by on for their BLOPS clone.

>> No.3174689 [DELETED] 

How is it like Black Ops?

>> No.3174690 [DELETED] 


Just ignore him. He's trying to rile up shit, most likely an angry manchild from /v/

>> No.3174691 [DELETED] 

He was probably more referring to Advanced Warfare.

>> No.3174692 [DELETED] 


Fair enough, I've just been kinda irritated cus of a separate thing I've got goin' on.

>> No.3174695 [DELETED] 

i've not the slightest interest in it but i'd like our normally friendly crowd of regulars who clearly are to be able to mention it without activating a seething undercurrent of rage in many readers who immediately fall over themselves in their haste to say how awful it is -- until the online reputation management squad (or someone doing a very good impression of such) show up, and then 300 posts or the entire thread gets deleted. if you people could post well-tempered opinions instead of spewing hate filled bile i am sure there would be no problem.

>> No.3174702 [DELETED] 

I'm just using it as a derogatory word for any "modern shooter" with a weapon limit, console-controls, slow speed, and generic scifi tech designs.

>> No.3174705 [DELETED] 

The weapon limit is only for Multiplayer, in the SP you're allowed to carry all weapons. The other stuff is totally valid.

>> No.3174706 [DELETED] 


God damn it, I'll bite. The SP doesn't have a weapon cap, and the speed works fine for the levels the game has been designed around.

the MP is flawed but the SP looks just fine for what it is, because it could have been infinitely worse.

>> No.3174717 [DELETED] 

>(or someone doing a very good impression of such)
its almost as if you were pretending to be non biased!

>> No.3174720
File: 2.95 MB, 640x360, Hidden Computer.webm [View same] [iqdb] [saucenao] [google] [report]

I can't get enough of these secrets

>> No.3174725 [DELETED] 

>weapon limit
Not on SP and better than afps on mp
I don't get this one
I'm assuming you mean it doesn't require m+kb to be good at the game or something?
>slow speed
It's not slow though

>> No.3174727 [DELETED] 

It's hard to explain unless you've touched it, but there's this sluggish feeling you get when a game's controls are optimized for a controller. Something to do with acceleration.

>> No.3174731

>ah i see you've found my $4000 gaming rig

>> No.3174750

The scale is completely fucked up too.

>> No.3174756 [DELETED] 

i'm not sure what you're trying to imply, but regarding the part you quoted, well, i'm just not convinced they're real. posts like "grandpa can stick with his old games when the rest of us will be over here playing something new" - on the Retro Games board - seem so completely idiotic that they must be the work of parody.

>> No.3174757 [DELETED] 

fair enough, disregard that post. sorry.

>> No.3174759
File: 75 KB, 754x960, 8979889.jpg [View same] [iqdb] [saucenao] [google] [report]

trying to find a single pk or wad that enhances the skybox.

>> No.3174762

>Everyone can make cool updates on the Doom monster designs except id games.
What a fuckin' world we live in.

>> No.3174770

>"but doomguy IS a generic space marine! they can't update his design!"
>literally millions of different fan-interpretations of doomguy that all look better

>> No.3174772

there's not a single original id in id anymore. john's gone off to make you his bitch, while john's gone off to give you a headache

>> No.3174773

Honestly, the only new ones I don't like are the Cyber and the Hell Knights.

>> No.3174775

Cyberdemon is terrible. Rest are okay to good imo.

>> No.3174778

how does that shit even happen? isn't the current id team composed of fans of the first doom games?
i mean, the whole reason why one applies to work in id in the first place? to fanboy all over your favourite IP?
or maybe it's zenimax being complete tards

>> No.3174779
File: 823 KB, 960x540, smack my bitch up.png [View same] [iqdb] [saucenao] [google] [report]

These guys are a real hassle, you know, but at least their aesthetic is alright.

>> No.3174783

What the hell is going on here? Explain yourself, Marty!

>> No.3174786


>> No.3174791
File: 839 KB, 960x540, oh-hey-guys-whats-up.png [View same] [iqdb] [saucenao] [google] [report]

I don't know, I just stumbled onto this party and now they're all mad.

>> No.3174792
File: 160 KB, 1280x960, 1461878836.jpg [View same] [iqdb] [saucenao] [google] [report]

Reid Kimballs House
rkhouse.zip (56 KB, 1997-06-06) - Reid Kimball

a My House In Doom map. quite detailed. the hellish textures seem out of place. but it looks nice from outside. could be a comfy place to live, especially since there's no hellspawn. in summary, why did i download a wad from levels/*/deathmatch/? there's nothing to do!

>> No.3174804

Do the different colored guys and corresponding skeles do anything different or just eye candy?

>> No.3174810

Caco, Mancubus and Hell Knight/Baron look great. Everything else looks more questionable.

>> No.3174815

>tfw have never made a MyHouse.bsp because I couldn't figure out the scale for id tech units


>> No.3174821

Rage used what game?

>> No.3174823

Lost souls are baller, and what do you have against pinkies?

Also, you know what I noticed? The grey spiky imps haven't been shown on a long while
Hope they didn't ax them

>> No.3174824

wolfenstein, doom, and quake.
each one would give you a different statue

>> No.3174831

>john's gone off to make you his bitch
with kickstarter

>> No.3174835

i liked anon's
>John Romero is gonna make you a pitch

>> No.3174840

Right now it's just eye candy. I would love to do something different with them. Any suggestions?

The only difference is the guy with spikes, he shoots a "Screaming Soul" that is aggressive as fuck but really easy peasy to kill.

>> No.3174841

Maybe the green one has a "poison aura" around him that deals damage to you if you're even within a certain distance.

>> No.3174858

A "storm elemental" that exudes dark cloudy puffs constantly. Attacks with a railgun attack using maxdiff parameters, first announcing it's point of attack with a charging period of progressively more accurate 0-damage bolts of lightning before firing a powerful lightning attack.

>> No.3174859
File: 239 KB, 512x512, spetsnaz_david_skimask_sp_col.png [View same] [iqdb] [saucenao] [google] [report]

I complete DOOM 1/2 with crispy doom port (using only 70 fps unlock), trying to play TNT and PLUTONIA with brutal doom wad - what a shite.

>> No.3174860

this picture is far older than railfist works

>> No.3174862

>To play this game you must fund me, John Romero
(from @doom_txt)

>> No.3174895

he would have a better ground to stand on if he actually formatted his fucking posts instead of being one of these cunts who doesn't bother and thinks it's cool.

Anyways TX has pretty much leaked that Gearbox is actually working on a new episode for Duke. Apparently the maps ARE good but everything else will be bad.

The worst news is that JSJ has recorded new lines and in typical Gearbox fashion they're just fucking memes. One of them is "Bazinga"

>> No.3174905

>I'm not linking to my PayPal to donate while I work on TSP
marty with the subtle snipes, damn

>> No.3174906

>Anyways TX has pretty much leaked that Gearbox is actually working on a new episode for Duke
>new episode
like, on the Build engine?


>> No.3174917



Fuck Gearbox.

>> No.3174921
File: 20 KB, 626x354, 1460703636033.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3174924

Yeah. Hopefully it can be played seperately much like that new nerve episode for Doom was.

because Gearbox and dem ebin memes dude! XD

>> No.3174929
File: 1.96 MB, 265x200, beard.gif [View same] [iqdb] [saucenao] [google] [report]


>Anothy burch tier writing coming out of Duke's mouth.

>> No.3174934

>The worst news is that JSJ has recorded new lines and in typical Gearbox fashion they're just fucking memes. One of them is "Bazinga"

Honestly I don't really know what to say, but that's probably because everything there is to say about that sort of thing has already been said before, but I'll say something anyway:

Resorting to internet memes as a source of humor in fiction is a sign of shitty writing ability.

>> No.3174943


You know, the absurdity of hearing Duke saying "Bazinga" made me chuckle a bit. In a "Elmer Fudd doing the do you feel lucky, punk bit" kind of way.

>> No.3174947

can we get him to say "agitating skeletons" ?

>> No.3174951
File: 1.57 MB, 364x207, Ambrose-Barrett-RAW-gif-001.gif [View same] [iqdb] [saucenao] [google] [report]

whoaaaa mel has giant fuck off gauntlets now?

>> No.3174960

Bazinga isn't an internet meme, though, it comes from the single most popular television currently airing. Given it's popularity, spread, and future exposure through syndication, "Bazinga" is a great example of something that actually will become a true blue meme as Dawkins defined it, unlike literally every internet "meme" so far.

>> No.3174962
File: 998 KB, 400x167, 76651.gif [View same] [iqdb] [saucenao] [google] [report]

ip man punch when??

>> No.3174973
File: 1.10 MB, 184x141, 1444654884979.gif [View same] [iqdb] [saucenao] [google] [report]

fuck yes donnie yen

>> No.3174982

>Giant gauntlets for powered punches
Tell me more Marty.

>> No.3174983

she stole them off Lord Blaz

>> No.3174985


>Working for a developer owned by Zenimax

...Was he expecting that not to happen?

>> No.3174990

I remember a old Wad where in each level you started in like a small shuttle-type ship. You would then explore the levels to get to another shuttle.

I have no idea the name.

>> No.3174992


...are those exhaust pipes on the right, towards the bottom?

>> No.3175000

>When you die only a skeleton remains
Too spooky

>> No.3175001
File: 3.97 MB, 400x220, michael-jai-white-o.gif [View same] [iqdb] [saucenao] [google] [report]

Right now they are...giant gauntlets for powered punches! My original plan doc said they should be electrified, so I might do that!


>> No.3175008

How strong are they?
Like compared to a vanilla weapon

Is there combos or special moves?

>> No.3175026
File: 2.79 MB, 640x360, Triggered.webm [View same] [iqdb] [saucenao] [google] [report]

The current/placeholder start to Arch-vile. Current version has those weapons at start, because it's not intended for a pistol-start.

>> No.3175040

it's some kind of GM variant
it looks like the ones from Stardust Memory

>> No.3175081

>Doomguy Powered GM
So it's got little miniature doomguys running around in hamster wheels to make it move?

>> No.3175115

>The worst news is that JSJ has recorded new lines and in typical Gearbox fashion they're just fucking memes. One of them is "Bazinga"

So this pretty much confirms the leak is bullshit. Many thanks for your playing.

>> No.3175130

i would unironically love to see this

>> No.3175172

>Go into Odamex
It's ded
>Go into ZDaemon
I'll find an active server if I'm lucky
>Go into Zandronum
Hooray! Now I can finally play 8-BITCOMPLEXBRUTALZDOOMWARSVENDETTA to my heart's content!

Guys. How do we save the multiplayer community?
In my eyes, it's dead.

>> No.3175175

How can you save that which has begun to revel in being lost?

>> No.3175179

what you have to do, anon, is go into irc, chat for a few months until you're popular, and ask everyone to join your server

once the game is over you have to discard your identity and do it all over again

>> No.3175185

We just need a multiplayer port that attracts the ZDoom and Doomworld community rather than the Zandronum community, since pretty much all issues stem from the Zandronum community being the physical manifestation of every Deviantart drawing and level of autism combined.

Seriously Graf, get the fuck to work on GZDoom's netcode, faggo.

>> No.3175186

Powered GM is actually the name of the GM variant used in the OP pic, which is named for the fact that is uses a more powerful reactor and thrusters then normal GMs of the period when it was made;


I'd host some games myself, but I'm still trying to figure out how to open the ports on my router

>> No.3175209

Compatability Doom (strict)
Smooth Doom and NCHud

>> No.3175228
File: 34 KB, 500x497, 1448078196479.jpg [View same] [iqdb] [saucenao] [google] [report]

host a BestEver server, and/or play on /vr/ servers when they pop up

some day soon i'll toss up an instagib or fisticuffs server, i stopped doing it because i'd regularly get no more than 5 connections and maybe 1-3 players that would actually stick around

>> No.3175239

You know, watching KingDime playing Going Down makes me wonder. Is there any word about moudly/cyriak making more Doom maps?

I kinda hope Going Down is not a oneshot thing because of how good it is.

>> No.3175251
File: 11 KB, 447x335, 1450145293338.jpg [View same] [iqdb] [saucenao] [google] [report]


Cyriak made a Doom map?

Is it full of zombie cats and mutant cows?

>> No.3175256
File: 2.24 MB, 640x300, fractalnuts.webm [View same] [iqdb] [saucenao] [google] [report]

Can anyone link me the music is for the "Agitating Skeleton" bit from the Pro Strats video? Thanks a bunch, that music's jammin'.

It isn't, but it's one of my absolute favorite maps, it's almost gleeful in how fucking insane and hard it is, one of the levels is a city full of Archviles who are more than ready to rape your ass with fire.

>> No.3175257

Yeah, Going Down is that map.

>Is it full of zombie cats and mutant cows?
That would be cool. Probably why I haven't heard of him in awhile. Too busy coding a ZDoom mod just for that purpose.

>> No.3175258

i stopped joining since fisticuffs needed to really be separate from brutal doom

>> No.3175260

good Linux doom ports?

>> No.3175262


Tried to make some snappy lasers. Got 4 pitch variations, with and without vibrato, and 24-bit originals without the pitch modulation at the end so you can do whatever you want to them.

Low quality preview https://clyp.it/d1dyxnof

>> No.3175263

do you think anyone that isn't sgt. mark will care if i rip his melee assets out?

if not i'll probably go about slapping some shit together, finishing my TEXTURES gun stoked the fires of my modding spirit

>> No.3175268

>dem babby bones what fly up after the massacre

>> No.3175269

>Sgt. Marking Sgt. Mark

I... I honestly don't know...

>> No.3175270

>Cyriak made a Doom map?
A whole megawad, actually.
Going Down.
He contributed a few other maps for projects such as Doom 2 In Name Only, Mayhem 2048 and NOVA The Birth.

>> No.3175273
File: 980 KB, 335x348, 1461513187967.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck me, Going Down was made by Cyriak Harris?

No wonder I hear people talking about it here constantly, now I /have/ to play it.

>> No.3175279

they're not even his, lol

we have people that are pretty knowledgeable about doom resources, someone will be able to identify what came from where and get a credits list rolling

>> No.3175284



>> No.3175289

Don't try to bone me out of music anon, it really agitates me.

>> No.3175291

did u click it tho

>> No.3175295

>do you think anyone that isn't sgt. mark will care if i rip his melee assets out?

>I... I honestly don't know...

That's assuming the assets are actually HIS.

>> No.3175296


>> No.3175342

Playing Plutonia with Shihong is pretty fun. I'm not sure why but I really like Plutonia's levels, aesthetically and design wise.

Meanwhile the first 2-3 levels of TNT really put me off.

>> No.3175373
File: 880 KB, 1920x1080, zandronum 2016-03-21 20-41-43-61.png [View same] [iqdb] [saucenao] [google] [report]

For fuck's sake

>> No.3175376

Yeah, it's really good.

While a bit too hard for my tastes, it certainly has some of his surreal touch.

>> No.3175381

Google Band + MIDI


Check this out my guy

>> No.3175382

Don't you mean to say...
"Four fuck's sake"

>> No.3175384

Not on chrono's side on this side he of all people is one to talk, nigga tryin to lob grenades while living in a glass house, but
>It's also not really marty's fault the state of things.
What you mean by this?

>> No.3175491


>> No.3175524

There's an actual 3d 3ds doom now?! Time to finish hacking mine.

>> No.3175543

make this a relatively rare spawn version of it - just to trip people out.

A "the fuck did I just see" thing

>> No.3175545

I don't think it has gotten an update in a while, but it works fine if you don't use the 3D. You can use the touch screen for aiming.

>> No.3175554

But the 3d is the whole appeal to me!

>> No.3175557

The framerate tanks hard when using it.

>> No.3175568

>hdoom team versus
>demons versus humans

>> No.3175569

its designed to show how much better the new game looks. Of course they'd leave out lighting and have the textures too bright and garish. It makes the new game look phenomenal when you walk back out of the corridor

>> No.3175573

Fuck, actual 3d Doom was something I was really hoping would happen. Guess I'll hold out for VR or something. Ironically my first experience with Doom was on one of those really bad 90s VR headsets.

>> No.3175574

Link to the pk3? I remember downloading it but it didn't want to work with my game for some reason. But then again I'm pretty stupid.

>> No.3175581


>> No.3175593

well it's not like you're actually killing anyone
so deathmatch is a bit unfitting

>> No.3175598
File: 309 KB, 1920x1080, zandronum 2016-03-21 21-00-30-29.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon


Ctrl + F 'super cool music pack'.


Love these billboards

>> No.3175625

What are these billboards from?

>> No.3175629
File: 1.08 MB, 1920x1080, zandronum 2016-03-21 20-43-10-52.png [View same] [iqdb] [saucenao] [google] [report]


You might know them for some pretty decent multiplayer wads with funny map names and MIDI soundtracks.

>> No.3175632
File: 330 KB, 1920x1080, zandronum 2016-03-21 20-44-25-48.png [View same] [iqdb] [saucenao] [google] [report]

Last one I had screenshotted, there's several more

>> No.3175669

>Tfw2underage to ever experience glorious MP Doom.

>> No.3175681

Just fucking ask for somebody to host a DM game through Best-Ever or something, then.

>> No.3175684

Wasn't one of the 32in24's a single player megawad? I think it was 14.

>> No.3175693

Believe the 14th was, yeah. I love how the ending is a really shitty map that recycles and copy/pastes at least two different multiplayer maps from a previous 32in24, and your reward for beating the trainwreck is some dumb end of episode text.

The 12th in particular I think was CTF oriented? Some early shitty ones also tried being single/co-op maps too.

>> No.3175714
File: 114 KB, 640x640, smug+anime+girl.jpg [View same] [iqdb] [saucenao] [google] [report]

it runs fine in 3d mode on new 3ds
you do have a NEW 3ds right?

>> No.3175725
File: 255 KB, 800x833, tumblr_mltrsmKNz11r2to8go2_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

no, just an old3ds.

>> No.3175730

well, tough luck then. you can't kill demons while also killing your eyeballs

>> No.3175735
File: 1.03 MB, 1680x1050, Screenshot_Doom_20160429_013638.png [View same] [iqdb] [saucenao] [google] [report]


dm map #2 pretty near close to done

>> No.3175738

Looks tight. As in close quarters, and "pretty good".

>> No.3175742
File: 274 KB, 1200x1500, SuiseisororitasHQ.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any WH40K mods for Doom?

>> No.3175745

Not any good ones, at least.

>> No.3175750

And Wolfenstein TNO...

.. and every time it looks terrible. No shading, no lighting, the scale is off, sometimes the textures are upside down or not even missing... etc

There is nothing "neat" about this. Not a single effort was put into it.

>> No.3175757

Every new version of an old shooter needs to have a secret "old version" room. It's like an unwritten rule.

>> No.3175770

did Doom3? i don't recall

>> No.3175772

It had an arcade machine and some magazine that use Doom 1 sprites, at least.

>> No.3175774
File: 52 KB, 368x584, dqref1.jpg [View same] [iqdb] [saucenao] [google] [report]

There was this, too.

>> No.3175778

Doom 3 didn't have a retro room. It had jokes like the magazines laid about, news tickers talking about Quakecon, >>3175774 and Super Turbo Turkey Puncher 3, but beyond that the game was pretty set to try to make itself independent from its predecessors personality-wise.

I don't think having retro rooms or levels is a bad thing, but RAGE did it, Wolfenstein: TNO (and TOB did it even moreso since it had the entire first episode of Wolf 3D), so now it's pretty much expected at this point and not really amazing anymore. Especially since they all are half-assed and rather quirky or lacking lighting and effects.

>> No.3175784

>tfw Doom 2 was the only game to do retro rooms right

>> No.3175785

They could be bullshit, yeah. I'm only repeating what TerminX is stating, he could be just as full as shit as Gearbox is. He's certainly quick to lose his temper, I honestly think he's just digging a bigger grave for himself right now.

>> No.3175789

Is Aeons of Death basically Samsara? How the hell is it 300mb?

>> No.3175793

It's a gigantic clusterfuck of enemies, power-ups, weapons, and assets from all sorts of games. And it doesn't really care for balance or sensibility.

>> No.3175803

hAs anybody started archiving EDuke32 stuff already?
If things go legal and TerminX loses, Gearbox may make EDuke stuff disappear from most parts of the internet.

>> No.3175805

to be honest it wasn't as big a contrast as it is today, and they still cheaped out by only having one enemy type that are literally chaingunners with different sounds and sprites

>> No.3175809

Samsara and AeoD couldn't be more different if they tried. The only thing the two have in common is "features stuff from other games".

>> No.3175813

They can't do this, and aren't legally challenging eDuke32's code or existence - they're challening TerminX's right to commercially sell the game data.

However, should TerminX lose, the lack of dosh from selling a cool mobile version of the game means real-life is probably going to keep him too preoccupied to work on it anymore himself, so someone else would likely have to take over.

>> No.3175821

>He's certainly quick to lose his temper

Gearbox has been dicking around with him for MONTHS before anyone outside of his circle of private friends knew anything about this whole story.

>I honestly think he's just digging a bigger grave for himself right now.

How so? It's Gearbox's fuck up. They gave him access to their files because they wanted to hire him as a consultant, but when he refused to pretty much give away his mobile port to them, the consultant job was cancelled as well (and he didn't get the money promised for his help - and is still helping the mappers of Gearbox new episodes with tips because they're using his map editor).
Except that it took them months to realize they forgot to close his access to their files. He didn't sign any NDA or anything. Legally speaking he's allowed to share those "hypothetical rumours".

Sure, that will make Pitchford mad at him, but Pitchford already showed he wants to stomp on him.

Sharing how terrible Gearbox is handling this gives him baggage in the public eye, and that can help when it gets spread via major video game news site (and it has).

For instance he's shared that Gearbox supposedly ripped off part of EDuke32 code... so they use his work, rip it off, but threaten to sue him....

Also supposedly they did changes to the base engine with their new port, which they're making from the ground up to avoid paying royalties to anyone.
Those changes supposedly broke compatibility with modding support that were there out of the box with the base game in 1996 !!!! How insane is that.
Obviously most maps made in the past decade probably won't be compatible with their port.

>> No.3175827
File: 499 KB, 200x163, 1390289169264.gif [View same] [iqdb] [saucenao] [google] [report]

Holy shit, fuck Gearbox, I hope they burn. The only good game they ever made was Opposing Force, and that was a fucking expansion to someone else's game. What a worthless company, right up there with Atari.

>> No.3175838

How would you guys recommend playing Doom on an Android device? I have a controller.

>> No.3175845

Use PrBoom+

>> No.3175871
File: 588 KB, 1600x1236, 20110926015023duke_nukem_forever_2-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3175886
File: 2.46 MB, 512x512, agitation intensifies.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3175894
File: 474 KB, 1280x720, daikatana029.jpg [View same] [iqdb] [saucenao] [google] [report]

It feels crazy recognizing a texture in a game after you've first seen it used in a custom map for another game.

>> No.3175896
File: 1.04 MB, 1920x1080, spasm0003.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3175897

No Duke please. Don't use today's pop culture.

>> No.3175898

needs to launch you up and backwards on ramming into you, and pull you in when he tries to bite

>> No.3175903

nice-looking blues? in MY quake?

fucking heresy

>> No.3175907

So, how's Daikatana? Never bothered to proceed after the part when you get a second sidekick and they all need to jump through some sort of gap to the other side to the exit from the mpa.
they failed every single time, then they just sat down in the hole, and I had to drop down there and lead them out to atempt jumping the gap again. Did it 20 times, they tried jumping it 20 times and failed every single atempt. At that point I said fuck it, im not up to this shit.

>> No.3175912

>That was EPIC
>mfw you just got owned
>tfw all outta gum
>I'm gonna make America great again
>(sees first alien) ayy lmao

>> No.3175918

Saw that thumbnail in the catalog and thought I was on /m/ for a moment.

>> No.3175924

I still think there needs to be clarification on PC game eligibility in the sticky, like what Windows OSs it has to be able to run on to be eligible. Kinda irks me that Serious Sam TSE is technically not allowed, despite being released in the same month as Conker's Bad Fur Day, which is allowed because its on N64.

>> No.3175925

TFE* sorry.

>> No.3175934
File: 543 KB, 1280x720, daikatana010.jpg [View same] [iqdb] [saucenao] [google] [report]

I disabled sidekicks and it's actually been quite enjoyable. My main gripes with it are mainly with the enemy design and use. Sometimes the game just throws too many enemies of one type at you, usually a melee enemy, I guess it's for the sake of making the Daikatana see its use but it gets boring. Also, I'm on the third episode now and every single episode seems to have its "annoying small enemy that's hard to shoot" and they can be frustrating to deal with too.

Another problem is that the Daikatana itself is clunky to use, it has several attack patterns that are executed at random and the direction and range of the attack varies per attack pattern. I prefer poking at an enemy from a distance where I can back away safely when he attacks but often times the Daikatana just executes short range swing combos so I end up having to attack several times before an attack pattern with a thrust executes and I can land a hit on the enemy. I guess you're supposed to master the thing, memorize the patterns and adjust your aim and movement based on the attack animation, but who the hell wants to bother with that?

But it's still enjoyable because it really feels like you're going on a great adventure and the level design, while mostly linear, has plenty of variety in both aesthetics and architecture.

>> No.3175935
File: 753 KB, 1024x768, 1000cuts3l.jpg [View same] [iqdb] [saucenao] [google] [report]

>what is IK blue

>> No.3175936

How do you disable sidekicks?

>> No.3175938

>I disabled sidekicks
Damn, that might actually get me to touch the game.

>> No.3175946
File: 474 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

What about these blues?

Get the unofficial 1.3 patch

Then just tick the "no sidekicks" option when starting a new game.

>> No.3175949

that would be hilarious.

>says "lol" instead of laughing

>> No.3175950

So Daikatana was made better with custom patches? Is it actually like, completely playable now without any crashes etc?

>> No.3175952

quick question, is there a way to set up respawning while playing single player Doom, instead of having to restart the whole level whenever I die?(using Zandronum and the Beast Incarnation mod if that helps)

>> No.3175953


Cyriak goes by the name Mouldy in doomworld so anything made by Mouldy is by Cyriak obviously.

>> No.3175954

type "resurrect" in the console

>> No.3175956

in console
>netgame 1

>> No.3175957

Doom is too 2D for space battles. Descent or Quake would probably be better engines.

>> No.3175958

I'm in the third episode and haven't crashed once. Though Superfly disappeared on me somewhere in the middle of the first episode and that prompted me to restart the game with sidekicks disabled.

>> No.3175959

Use manual quicksaves. When you die, you load back to where you quicksaved.
Or use the "resurrect" command. Makes you come back to life with 100% health on the spot you died.

>> No.3175960


could just have it be earth bound like most Gundam games are, plus Doom is easier to make stuff for

>> No.3175964

Is that a ZDoom command? Don't know it.

>> No.3175965


it turns on multiplayer simulation

>> No.3175967

Yeah I figured just now. Ignore that.

>> No.3175968

I really never knew a good FPS with completely free 3D movement.

>> No.3175969


>> No.3175970

i think the sound is a bit too dry, maybe try adding more echo/reverb?

>> No.3175971

Descent was pretty good at being a free-movement Doom.

>> No.3175972

Try typing "multiplayer" in the console.

>> No.3175973
File: 78 KB, 640x480, Screenshot_Doom_20160429_222800.png [View same] [iqdb] [saucenao] [google] [report]

What should I do with this "Realistic" mars map?


Some kind of survival horror shit in low G and with all the sound muted?

Casings or no casings? Reloading pistol or no?

>> No.3175974

asmr and sleep aid

>> No.3175979

An adventure map maybe? Very small monster encounters.

>> No.3175987

No, fuck no. Even if Duke were a modern day nerd he'd at least be quoting obscure sci-fi movies with wrestlers in them, not fucking Big Bang.

... He probably would take selfies with his enemies' corpses though.

>> No.3175996

I was wondering, which gameplay/gun Doom mod is everyone's favorite? I tried that one called Combined Arms a little while ago and it feels pretty balanced, but still good fun.

>> No.3176000

I like DAKKA - it's he same old weapons (with 2 new, non-replacing ones), but with altfires and a bit more powerful. Weapons feel better than vanilla.

I'm working (slowly, because Im a lazy fuck) on a patch for it to switch vanilla weapon sprites with Eriance's renditions.

>> No.3176003

TerminX acted like a smug twat when somebody made a request to change the sprite colour system back to the old style. He pretty much said "none of the COMMERCIAL mappers are having any problems with it" (despite most of the mappers in question barely taking part in the community as it is)

pretty ironic giving the current situation now though.

Anyway I blame 3DR more than Gearbox, for once I actually think Randy is on the level. If they hadn't lose the license to Duke by trying to carry on making a game they weren't allowed to than this never would of happened.

>> No.3176013

speaking of eriance weapons
imagine the hell weapons with something like RO grade attacks and equally crazy altfires
also powered up states. and powered up altfires

>> No.3176029

>Anyway I blame 3DR more than Gearbox, for once I actually think Randy is on the level. If they hadn't lose the license to Duke by trying to carry on making a game they weren't allowed to than this never would of happened.

I think they were allowed to. But threats and pressure from Gearbox made 3DRealms give everything away.
That's how I see it, but I could be wrong. After all I don't have Gearbox's opinion on that case, except from his recent twitter posts which ARE full of legal threats with no backup...

I've never heard of that sprite colour system case request though. Was it something recent? I've heard they changed some stuff so that the Bombshell-prequel can switch between different palettes.

>> No.3176038

Fair enough. I'm amazed it's as polished as it is already.

>> No.3176057
File: 15 KB, 299x251, Beretta_96D_Sprite_Set_Fixed.png [View same] [iqdb] [saucenao] [google] [report]

Casings, reloading pistol.
Makes it more interesting. Especially in low G and seeing the casings fly about with that.

>> No.3176059

>I think they were allowed to.
Here, >>3168954
>Duke Nukem Survivor
>Duke Nukem Critical Mass
Pretty sure that's one of them. This contract specifies that they had the rights to keep making that game. However I bleieve the loophole is that at the time Gearbox had the rights to DNF and to "any future Duke games (excluding those 2 listed)", so they must have been playing on words saying that what 3DR was making wasn't exactly what was specified in the contract.

>> No.3176060

He probably would do the selfie thing, because it fits his ego and audacity.

I like Accessories To Murder, but then, I've also tweaked it a bunch for my tastes.

>> No.3176092

Fuck yes, I love how the casings bounce in slow motion, with the tiny 'ting' sound as it bounces.

I added some underground tunnels, turned rifleman and an instant use stimpack. The enemies are much tougher than doom, but with much less health, making your pistol feel powerful as fuck.

Reloading's cool, but I need a good reload sprite set for the standard doom pistol. Surely someone in the forums has done that, I'll have a look around.

>> No.3176106

In 1996 I meant (or 97)

>> No.3176132

Best gameplay/gun mods?

>inb4 Brutal Doom

got bored of it I like the gore and what not but the fact that I constantly have to finish off the wounded enemies because Sgt.Faggott IV thought it's le cool and gritty to fucking nerf the guns and force players to do some MK like fatality unless they want to hear screaming all the time is a good idea. Fucking dumb fuck fuck him.

>> No.3176135

Combined Arms, DAKKA and BURL_TUMD are my favorites.

>> No.3176136

if that's the only thing that bothers you, have you tried different (unofficial) versions of BD (like project brutality, BDSE...)

>> No.3176145

Project Brutality would be better if it didn't have orbs falling off enemies like in some console hack and slash game.

>> No.3176147

If Ketchup had blue blood for Cacos it would be by far the best Doom mod.

>> No.3176149

isn't there a way to remove that in the options?

>> No.3176150

You can only switch to Classic or Traditional mode which in turn disables new weapons which are the best thing about this mod.

>> No.3176165

What would be the best way to make a particle effect that's pulled towards the actor that spawns it?

I want to make the cacodemon do a windup attack where he's drawing little energy particles into his mouth as he charges up a big blast.

>> No.3176170

Have the caco spawn a whole lot of actors close to himself (towards his front), and have the actors A_Warp towards the caco as soon as they spawn

>> No.3176179

>I'm gonna make America great again
tbqh I'd enjoy that one

>> No.3176180


Never used a_warp before, I'm assuming it's safe to use in Zandybam as well, right?

Gonna need to play it with it and figure how it works, would I need to call a_warp several times to show it being pulled in?

>> No.3176189

>tfw hdoom is dead since a year
>tfw no one makes wad or sprites like these anymore

>> No.3176196

I had a play around with this.

Here's the DECORATE code I use to change the caco:

If you want to see it in action I added it into the mars map:


Only issue is I'm not sure how well it handles the caco being at different heights.

I think every time you call an A_warp, it warps over the length of the frame. So if you do:
TNT1 A 10 A_Warp(etc)
it will warp for 10 frames.
but if you type
TNT1 A 50 A_Warp(etc)
it will take 50 frames to warp.

I could be wrong about that though

>> No.3176201

Not really a fan of HDoom, but I can appreciate what it tried to do.

>> No.3176246

Epic meme

>> No.3176249

Yeah because all of Mike's other projects are certainly bustling, HDoom's been getting a great deal of content updates!

>> No.3176259

Slow =/= dead.

>> No.3176262


I'm not having any luck with my particles.


>> No.3176268

Make more Multiplayer mods and promote them on the Zandro forums?

>> No.3176269

Try having your SpawnItemEx frames as 1 tic instead of 0.

>> No.3176270
File: 348 KB, 1768x992, Screenshot_Doom_20160429_170621.png [View same] [iqdb] [saucenao] [google] [report]

Here we go, testversion 0.9 of Arch-Ville. Looking for criticism and pointers to things I forgot/messed up (Unalligned textures, wrong texture, missing texture, a button not working etc.). Special props to you if you make a (G)ZDoom demo. That being said, it's a hard level and I don't know if you can wing it like that.

>All difficulty levels are the same: Ultra-Violent.
This level is supposed to be hard. Once UV is set, I can tweak for other difficulties.
>This will be secret level in my wad, not intended to be pistol started.
To deal with this, you're being spawned near the weapons and ammo you can see in the screenshot.
>The level ends without entering colosseum
The final bossfight is still WIP. As a result, if you open the final gate (red), the level ends.
This is also why it is currently impossible to reach 100% kills.

>> No.3176271


>> No.3176275

Apparently Romero cancelled his kickstarter until it gets a demo done.
>You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.

>The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.

>There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch.

>To all of our backers: your support has been incredible and valuable. We will, of course, honor backer achievements in the next campaign (and an extra something for those of you who continue to support us in the next campaign).
Can we talk about it here, right?

>> No.3176278

It's a good idea. He was basically asking for 700,000 dollars from an idea pitch. He was never gonna make it without some actual gameplay to show.

>> No.3176281

Last time I saw something close to a demo version of the game was BroForce's Expendabros thingy. Not many people do that nowadays.

>> No.3176282

Nice. Admitting error and correcting it.
Makes me a bit pleased.

>> No.3176284

We know Romeros still got his level design touch, its really everyone else that needs to prove themselves so this is a good idea

>> No.3176286

Oh wow, I'm actually really happy to be seeing him do this. It means he's listening to what people have to say about the Kickstarter. Excited to see what he can whip up, hopefully it's not TOO basic.

>> No.3176289
File: 1.69 MB, 720x360, stupid hissy.webm [View same] [iqdb] [saucenao] [google] [report]


I don't think that's the problem the particles are spawning fine, they're just not moving.


Tried that, no dice, on the plus side I just realized how easy it is to make the cacodemon's charge attack literally blow up in its own big dumb face. I'm keeping this because it's hilarious

>> No.3176292

>That attack

>> No.3176295

>Also supposedly they did changes to the base engine with their new port, which they're making from the ground up to avoid paying royalties to anyone.
>Those changes supposedly broke compatibility with modding support that were there out of the box with the base game in 1996 !!!! How insane is that.
Why is this at all surprising? The classic-Doom port in Doom 3 BFG Edition is a custom in-house one that breaks all mod support. You can't even record demos or load PWADs with it.

>> No.3176298


It's not even that powerful, it's just does a shitload of knockback to be annoying.

I'm starting to give the monsters attacks and abilities you can have, the forceball as seen there, the slug shot, the shotgun blast, I think the mancubus is gonna get the sticky fire, and the cyberdemon is gonna have a rocket with a clusterbomb payload.

I keep forgetting how much fun it can be to make monsters

>> No.3176303

Add an extra frame to the start of your Cacocharge spawn state. The first frame is always ignored, and in your case thats the A_Warp frame. Thats why they're not warping.

>> No.3176305

I am not surprised, but I find it insane because it's disrepectful to the game and its community, and also means that they take down Megaton (which wasn't perfect) with their own port which sounds like will be even worse; and also because on a business point of view, it probably costs them more to do remake an entire port from the ground-up than to pay a bunch of royalties.

>> No.3176318


It pretty much boils down to...

>Don't use today's pop culture.

Duke's entire character is 80's/early 90's pop culture distilled into a single man. You can't transplant 2000's/2010's pop culture into him and have him still be the Duke everyone loved. You get a diluted, half-baked duke that's clearly a shadow of his former self, not knowing where he stands.

Either you set the game in some vision of the 80's/90's, or you go the demolition man route have him literally walking around spouting 30 year old memes and offending the fragile sensibilities of everyone he meets.

>> No.3176320

The original Duke from 3D is the only, best Duke in my eyes. Even replaying it now I have a constant grin on my face whenever he talks.

>> No.3176324

I want them to do what was done in Ash vs. Evil Dead: make Duke a sad shell that's trying to be his old self, but is just an old useless fart that no one knows about, but can still man up when the time comes.

>> No.3176328
File: 313 KB, 640x360, 1456740006648.png [View same] [iqdb] [saucenao] [google] [report]

Why is the Doom 4 section of DWF so fucking cancerous

Where the fuck are the mods

>> No.3176330
File: 790 KB, 720x360, raspberry gets bullied.webm [View same] [iqdb] [saucenao] [google] [report]


No luck, and I was told the process of what I want is gonna be SUPER math intensive, so new plan:

Particles that fly out of his mouth. That's easy

>> No.3176331

thought that skele had titties

>> No.3176335

Oh yeah man I'm with you, that Ash VS Evil Dead series was great. They totally nailed the whole "return of the action character full of clichés" right.

It's like, Duke's old, alone and useless now, living in a trailer park watching porn from the 80's while eating burger king, but Aliens invades Earth once again and he's the best and only one who can do something about it.

>> No.3176337

Make it spawn particles that go inside his mouth instead, like most charge-things do.

>> No.3176339


That was the original plan. To do that requires intense math and that shit is outta my league.

Plus ain't noone got time for math, I'm on a serious deadline here.

>> No.3176340

Wow a developer that isn't tone-deaf. Can't wait for the demo. I'll probably back the game if I like it. I think I will, too.

>> No.3176341

That's odd, the caco code I sent you works fine! I added the SXF_NOCHEKPOSITION and it works a treat

>> No.3176342

make it shoot out real fast and invisible, then put the velocity in reverse

maybe that'll be easier

>> No.3176345

He was already out of shape by DNF

>has to stop and catch his breath after jogging for 10ft
>get's absolutely smashed drunk on a single can of beer
>can only carry two guns

>> No.3176348
File: 30 KB, 515x310, 1409809600833.jpg [View same] [iqdb] [saucenao] [google] [report]


I musta botched something, sorry anon.

I see you're using that charge demon though


That might actually work. Gimme a sec

>> No.3176352

Fucking hell playing DNF was so sad.

>> No.3176354
File: 654 KB, 1920x1080, 4.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I'm tinkering with the code of all the doom enemies I'm putting in. Shotgun guys are faster and have to reload, but rapid fire at you, and imps and demons charge you and dont hesitate to attack. The imps fireball is faster too. The Demon and the caco were the examples for you guys, but I'll probably leave them in because they're pretty cool. My shit isn't for anything in particular, just fooling around with a mars map.

>> No.3176356


Doomguy seems to be fairing better

>been locked in a stone coffin for god knows how long
>breaks a revenant's head in before rolling out of bed
>gets suited up and resumes killing shit like nothing happened

>> No.3176359

Any decent megawads that came out recently?

BTW speaking of megawads Requiem and Memento Mori is Doom equivalent of AC/DC or Queen - outdated fucking dog shit praised only because it's old, surpassed by every later wad.

>> No.3176362

I love Queen, don't be mean anon. But if you haven't given Going Down a try yet, that's one of the best Megawads in recent memory, so go for that. There's also Sunlust.

>> No.3176363

Check the recent Cacowards. I think there was one or two.

>> No.3176364
File: 117 KB, 680x528, 1460772522288.png [View same] [iqdb] [saucenao] [google] [report]

> AC/DC or Queen - outdated fucking dog shit praised only because it's old, surpassed by every later wad


>outdated fucking dog shit praised only because it's old, surpassed by every later wad

>> No.3176365

Yeah, it's the must infuriating and awful FPS I've ever played.

I think it helps that he's got no real defined character to put expectations unto.
He just has to fuck shit up.

>> No.3176368

>AC/DC or Queen - outdated fucking dog shit
lol nah

Reverie sounds right up your alley and something you would really, really love.

>> No.3176370

i like the marker in DNF

specifically i like watching let's players draw penises with it while saying how shitty the game is and howling with laughter

>> No.3176374

Other then Duke trying to act all cool and shit and it was not working, the gameplay was just such stiff, mediocre garbage.

>> No.3176379


Drawing schlongs and poop with the marker while the soldiers behind you were basically praising your superior intellect was one of the only genuinely funny things about douk forever.

Perhaps the only thing, I can't remember anything else that stuck with me.

>> No.3176381
File: 372 KB, 628x475, 1455580852119.png [View same] [iqdb] [saucenao] [google] [report]


I can totally agree with someone saying this for AC/DC or Journey or Aerosmith, but fucking Queen?

>> No.3176384

what is DWF?

>> No.3176390
File: 389 KB, 1600x900, Screenshot_Doom_20160429_104646.png [View same] [iqdb] [saucenao] [google] [report]

and here we see the wild skeleton leading their young in hunting its natural prey: Doomguys

>> No.3176392


Doomworld Forums

>> No.3176394

Aside from Russian Overkill and Trailblazer all gun mods are shit.

>> No.3176395

alright, what do you find cancerous about it?

>> No.3176397

Dakka and Combined Arms are fine.

>> No.3176398

Why would anyone use this gimmicky barrel gun instead of vanilla weapons or any other weapon mod?

>> No.3176404
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google] [report]


Because it's fun. It's not rocket science here anon.

>> No.3176407

>clusterbomb payload

>> No.3176408 [DELETED] 

Having a shit weapon is not fun this failed abortion of yours is less reliable than vanilla guns.

>> No.3176410

making weapons and customizing monsters is fun as fuck. As to would anyone use it? well if you never made it, no one would ever use it. but if you make something... there's usually someone out there who will enjoy some aspect of it.

>> No.3176415

>less reliable than vanilla guns.
oh that gives me a great idea!

The pistol... should jam! fucking yes

>> No.3176416


Man I don't know who stretched your anus open this morning, but I roll with gimmicks. It shows in everything else I've made.

Unless you'd like to start shit talking GMOTA and Combined_Arms, but I've seen firsthand a lot of people like what I make, so I keep trying new and weird shit. I'm not forcing you or anyone to play them

>> No.3176418 [DELETED] 

You're Uwe Boll of modding.

>> No.3176421

but the forums are fine. banned or something?

>> No.3176425

yeah and you're a fucking imbecile lol

how's about that

>> No.3176426 [DELETED] 

Combined Arms is like Accessories of Murder or X- Weapon - uninspired dogshit that barely touches vanilla arsenal and calls it a day the only decent weapon mods for Doom are Russian Overkill and Trailblazer.

>> No.3176427


If he was banned I don't think he'd be asking where the mods are, anon

>> No.3176428
File: 591 KB, 472x524, Fuck son.gif [View same] [iqdb] [saucenao] [google] [report]


I haven't challenged anyone to a fist fight over the stuff I've made, I don't make awful things for the turning over a quick buck, and I certainly don't destroy the source material I base my shit off of.

Like damn man, not only is that harsh, that's just not true.


Oh you're one of those guys. Gross.

>> No.3176430


And I say to myseeeelf...Whata wonderful (Doom)world~

>> No.3176436 [DELETED] 

>I certainly don't destroy the source material I base my shit off of.

Well you certainly make Doom shittier with every mod.

>> No.3176437

You see, after playing through the whole game, most people don't give a shit about about how powerful or useful a gun is, they want novelty and to piss about.

>> No.3176439

hey anon, what happened today

what's wrong

>> No.3176446

you can still logout and browse the forums around.

just wanted to know what is so supposedly cancerous or bad about them, shitposting was never a huge deal over there to begin with and it's generally a chill place.

what even is there that's worth a call out to the mods?

>> No.3176448

That's bullshit you homo people try weapon mods for both novelty and better toys if players wanted quirky shit Extreme Weapons pack would be praised. And it's not.

>> No.3176449

What shitty opinions you have.

>> No.3176450

I'm not saying either of you are right or wrong, but quirky shit Extreme Weapons mods get a lot of activity on the ZDoom forum.

Meanwhile, the clearly superior Accessories to Murder slumps off into the distance.

>> No.3176454

>implying Requiem or Memento Mori are bad
>implying AC/DC or Queen are bad


>> No.3176457 [DELETED] 

AtM was boring fuckfest that just polished stock guns that's why it went fuck itself the only thing it's superior to are joke wads like that nigger fucking COD like mod that turns Doom into cancer.

>> No.3176458


AC/DC has been dadrock incarnate ever since Brian Johnson joined the band

>> No.3176460

Pirate Doom is one of the best and uderrated mods around.

>> No.3176462

That's a hot opinion you've got there, but I don't think you fully believe it.

What's up anon? What's really bothering you?

>> No.3176467



>> No.3176469 [DELETED] 

Opinion my ass fucking faggot and as far as I remember the fucking thing also touches enemies for no reason so not only this ''gun mod'' doesn't have any interesting guns it makes the gameplay shittier you fucker.

>> No.3176472
File: 12 KB, 400x400, 1447163325608.jpg [View same] [iqdb] [saucenao] [google] [report]

>Didn't know about Trailblazer
>Just played E1 with it

Holy shit so satisfying. Think I've found a new favorite.

>> No.3176479 [DELETED] 


literally what? Stop shilling your bullshit.

>> No.3176483

Huh? I'm not shilling anything. It's just a simple weapon mod that makes guns do more damage and shoot faster.

>> No.3176487
File: 2.72 MB, 720x360, Raspberries and boners oh my.webm [View same] [iqdb] [saucenao] [google] [report]


You're a goddamn beautiful genius and I love you.

>> No.3176492

If you think summoning a brick wall and brickmancy in general is uninspired, you dont know what inspiration is. No need to vent your frustration here. go play some brutal doom or something

>> No.3176494

okay here's an fda recorded with uhh 'gzdoom-g2.2pre-1403-g11cd38f.7z' or whatever on the DRD repository. I don't usually record demos with gzdoom but this seemed to work & plays back for me at least. apologies if it doesn't work on your end. no deaths, managed to find all 3 keys and exit in ~25 minutes. download here: https://www.dropbox.com/s/6me17fmz4nyoi42/archville-fda.lmp?dl=0

- unfortunately, i did not like this map very much. after a somewhat promising start, the layout devolves into long noodly corridors and lots of bland featureless expanses that all look the same. there's a lot of clashing themes across rooms with no sense of cohesion or place.
- there's simply not enough resources in this map. to make matters worse, the vast majority of them are locked away in secret rooms. i was hurting for health and ammo most of the time, being reduced to punching stuff without a berserk fist at some points. even if you're only balancing around continuous play (and there's a very good reason that people don't do this), it's a really bad idea to assume the player will have a glut of resources to burn through.
- the secrets i found were rather poorly implemented in themselves. lots of wall humping with no visual indication a secret is available. i only managed to find a few of them out of pure apathy. the map was dangerous enough so i didn't feel a strong desire to stick around after grabbing the red key.
- there was a point when pressing a button made '1' appear on the screen. i have no clue what that was trying to communicate.
- the room with the fireblu pulsating floor looked pretty neat. on the other hand i'm not a fan of 64 unit wide mazes with partially obscured enemies.

>> No.3176495

Hahaha the mini skeletons!


>> No.3176501 [DELETED] 

Wow one original weapon saves the whole mod. Fuck you.

>> No.3176504

And the barrel gun mod that started the whole debate is one weapon, and is original. Ergo its a good mod.

>> No.3176508
File: 122 KB, 1200x675, u salty.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3176510
File: 747 KB, 300x264, put a spin on THIS.gif [View same] [iqdb] [saucenao] [google] [report]


You remind me of this guy, and lmao this anon's
>>3176504 got you there

>> No.3176520

Basically, only dumb little side shit like that was what I enjoyed.
The combat was awful, the level-design was abysmal, the bosses were boring, the gunplay is some of the worst I've ever seen.

I've said it before, and I'll say it again, it's the fucking worst FPS of it's time, and I know there's one guy who takes issue with me saying that, because he's a faggot stuck in the past, but there's no standard by which it's not an awful game.

>> No.3176523

It would be cool to have a mod that gives something like Lawmaker from Judge Dredd you know one gun but with multiple firing mods and purposes. DoomRLArsenal was close but it still not quite the same.

>> No.3176531
File: 85 KB, 600x893, escape from doomworld.jpg [View same] [iqdb] [saucenao] [google] [report]

I think /v/ moved in, so you've got the entire board full of underage cancer who literally only can say "it looks like call of duty, doom is dead, everyone who disagrees is a marketing shill" and any kind of real discussion is pushed aside.
(altough Doomworld was never the cream of the crop of discussion either)

It'll probably die down once the game is released.

>> No.3176532
File: 1.86 MB, 581x542, 1459715585750.gif [View same] [iqdb] [saucenao] [google] [report]

I'm thinking of streaming either Doom stuff (either vanilla or modded) or some kind of retro FPS later tonight. If anyone's interested, what do you want me to do? If I do go through with this I'll say when I plan to start.

>> No.3176539

Dark Arena on Hard

>> No.3176540 [DELETED] 

I just played Combined Arms and it's shit.

>> No.3176541


Pirate doom

>> No.3176543

>why would someone try something fun?


>polished stock guns
Well that's just objectively incorrect. The only guns that are similar to the original weapons in behavior at all is the BFG and the SSG, everything else behaves differently.

>> No.3176546

I've been meaning to try Strange Aeons for a while but I also don't want to put the effort into the three minutes it would take to download the mod and load it up into a source port.

So I guess watching that would be interesting.

>> No.3176549

No, fuck YOU.

Sunlust with Fractal Doom

>> No.3176556 [DELETED] 
File: 70 KB, 500x460, 61a+jGLmlmL.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3176557 [DELETED] 

Wow every doom mod aside from Brutal Doom is shit.

>> No.3176559
File: 601 KB, 720x360, swarm of boners.webm [View same] [iqdb] [saucenao] [google] [report]

This is fucking hilarious. I should do something with this later.

>> No.3176561
File: 498 KB, 956x531, 1458113764394.jpg [View same] [iqdb] [saucenao] [google] [report]


Alright, tight. These are some good suggestions for my stream! In fact I've been interested in Pirate Doom for quite some time.

Tell you what I'll do. I'll take as many suggestions as I can, maybe throw in some of my favorite mods and play them all! Also, keep throwing out suggestions and I'll certainly look into it for tonight.

>> No.3176564 [DELETED] 

I suggest you kill yourself.

>> No.3176578
File: 29 KB, 400x300, 1452304728157.jpg [View same] [iqdb] [saucenao] [google] [report]

At this rate why not create a Revenant-themed weapon pack? This could be the BFG9000.

btw, I don't know what to think of myself if I still remember that old gangbang VHS of Felicia something with the same title as your filename

>> No.3176580 [DELETED] 

Combined Arms is fucking boring.

>> No.3176585
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]

>At this rate why not create a Revenant-themed weapon pack?

Don't tempt me.

>> No.3176587

Don't spoiler yourself MAP45. That was some good shit.

>> No.3176597

Well help yourself to any of the other ones floating about. You'll find one that fits you.

>> No.3176619

Speaking of which, there aren't many Weapon-only mods. I know I can just use SLADE and edit the monsters out, but what gives?

>> No.3176621


Balancing weapons for vanilla doom monsters isn't easy.

>> No.3176623

do you know who was being rumored to replace ozzy when he did all the coke and got kicked out of black sabbath in the 80s? freddie fucking mercury.


>just wanted to know what is so supposedly cancerous or bad about them

what happens is that the new game brought quite a bunch of new (majorly underage) users and they have naturally spread in the new doom forums as well as the rest of the site. i wanted to leave my thoughts about the recent streams and the new characters but these kiddies and their cringey posts completely turned me off from doing it.

shit's so bad, it's only a matter of time until someone posts an edited iwad to the forums while attempting to get feedback from his "epic" mod

>> No.3176625

Even rarer are enemy-only mods.
Colorful Hell is the only one that comes to mind off the top of my head, but it has issues.

Needs more enemy-only mods. I'd like to see some "themed" sets out there, like super tech enemies or enemy marines or ayys.

>it's only a matter of time until someone posts an edited iwad to the forums while attempting to get feedback from his "epic" mod

Anon...that's happened so many times already.

>> No.3176626

>Anon...that's happened so many times already.

not since the new game was announced. trust me, i've been keeping an eye on that shit.

>> No.3176630

For stuff like death states, generally. Whether its to give the player a counter like in dakka or for a special death like from a flamethrower.

>> No.3176640

does the DoomRLA monsters addon wad count as a monster-only mod? Or does it not work with anything but its parent?

>> No.3176652

yeah it's be really fucking handy to have a monster death ACS script type, because then I wouldn't have to replace monsters or make compat patches or any of that bullshit

granted then you'd have things like enemies with +MONSTER projectiles giving points when they explode, but that just needs a CheckActorClass and bam, you're ignoring them

>> No.3176654

Hey, Barrelgun guy, how many patches are you using in your TEXTURES guns? Only asking because i think I may be nearing the limit my processor could handle with some gun I'm editing...

>> No.3176664


369 patches total for everything, that's including pickups and special projectiles.

>> No.3176665

How about a mod that the moment a map is loaded, a theme is applied to all monsters?

Like in MAP01 you battle standard hellspawn, but in MAP02 you now have to kill pirates, MAP03 eldritch abominations, MAP04 giant insects+killer plants, etc.

>> No.3176670

Well... I think I may be overdoing patches on some of my guns then.

>> No.3176676

i think it's supposed to work with anything

>> No.3176679
File: 2.88 MB, 2500x2196, f1103da2130f4d8d805a09e6ae1a2a18.png [View same] [iqdb] [saucenao] [google] [report]


Ever since idthesda pumped up the Doom 4 marketing, the Doom 4 section has turned into an un-ironic version of /r/doomshitposterclub

>> No.3176692

Any mods like Demonsteele but without weeb aspect? What are the best gameplay mods in general?

>> No.3176694


Although, thinking about it, it's really only a group of like 10-12 specific users that are shitting up the forum.

>> No.3176695

tsp has all the melee fun but with guns and stuff.
its slightly less weeb.

>> No.3176701


this is more info about moving than i'll ever need

swan fox

>> No.3176703

>swan fox
>less weeb

That's not funny anon.

>> No.3176713

>Demonsteele but without weeb aspect

tsp is pretty much the same level of weeb
that is to say, maybe 10%

>> No.3176720

tsp actually has japanese / fauxjapanese in it

>> No.3176732

Demonsteele i fucking boring.

>> No.3176735

What is swan fox? First time hearing.

>> No.3176740

I can tell you what it's not

it's not a sign of hostiles

>> No.3176741



>> No.3176772

Speaking of Demonsteele, is there any chance Terminus will add a "regular ass enemies" mode so it can work with wads that change enemies or am I retarded for thinking that's possible? It'd make hitscanners a pain in the dick but I still want it.

>> No.3176775

>tfw almost posted a bug report on the zdoom forums until i realized that the LB next to resolutions means they're letterboxed
why the fuck are letterbox video modes a thing

>> No.3176782
File: 649 KB, 398x262, zDA3l.gif [View same] [iqdb] [saucenao] [google] [report]

>Summon Raging Skeletons

>> No.3176785
File: 484 KB, 1015x921, douk new cum.png [View same] [iqdb] [saucenao] [google] [report]

What's some modern pop-culture that would fit well with a good new Duke?
You know, not just le meymes and Zimbabwe.

>> No.3176789

>Added support for letterboxing, so people without widescreen displays can still use widescreen modes without running in a window. Note that if the video card enumerates any widescreen displays, then the game will assume they are displayed as widescreen, even if they really aren't. Letterbox modes are automatically generated from the existing 4:3 modes, but if an existing resolution already has the same size, then that resolution won't be available in letterbox form. The video modes menu displays LB next to any modes that are letterboxed, so you can tell them apart without trying each one.

seems to be for situations where a monitor will stretch a widescreen ratio to 4:3

>> No.3176790


Heh checked the speedrun in that thread. All those straferunning tricks... Love it. And the rocket jump to get out of Dead SImple ? Amazing. Makes me chuckle.

>> No.3176793

going out on a limb and suggesting "none" because of how quickly pop-culture shit gets oversaturated

don't let duke say kek

>> No.3176797


I agree with a previous anon "making america great again", is a perfect fit for duke. Has that "Reagan years" feel to it. Perfect for the DOUK.

>> No.3176798


I could try.
Theoretically the way it would work is, uh. Enemies are replaced with a spawner (let's say WeebCheckSpawner) that checks for a cvar, and if cvar is turned off spawns the replaced enemy (WeebImp), otherwise it spawns the normal enemy (DoomImp).

The question I can think of off the top of my head, though, is if WeebCheckSpawner replaces DoomImp, then if the normal enemies are spawned then they'll automatically be replaced with another WeebCheckSpawner, and around and around it goes, causing an infinite loop.
There's probably a way around this, though.

>> No.3176810
File: 92 KB, 450x500, fabulous revenant.gif [View same] [iqdb] [saucenao] [google] [report]

Much appreciated for taking the effort of making a demo, very useful to see things through the eyes of a player who hasn't made the map and thus has no prior knowledge. I've made about a dozen notes just from watching that. As for your points
-The lack of cohesion is true. I was trying to go for a bit of techbase in hell, but failed
-Resources. Point taken and seen. I'll spread more things around.
-Secrets poorly implemented. I'll make them more obvious (misalligned textures, texture different etc).
-The 1. Yes. That is a leftover from script in debugging. It's a variable for some control, but the player has no need to see it. Code responsible removed.
-Fireblu floor, thanks. I liked the effect a lot too. As for the 64 unit mazes. I get the point yeah. Especially with the "double grating" making it quite hard to see indeed. As a result I'll probably take a heavy redesign of the "red key area" and the general "interconnecting long meandering corridor"

My favourite part of the demo was where you shot a revenant with SSG, then again from long range. Swapped out to Chaingun with 1 bullet and killed the revenant with that

The notes I made whilst watching you play:
>Move yellow key off TP pad
You somehow didn't get it, which never happened to me before. As a result, I'll just dump it into middle of room. Also made the yellow-key Teleporters two-way proper because there's just no reason for them not to be
>Spacier TP rooms
In the first TP, you ended up having to go back and forth several times just to get all items around it. Making it bigger will let you walk around properly
>Library lightswitch
Add more functionality than just lighting
>Make something happen when you shoot/use cacoball spewing wall
>Colorcode areas a bit more/general help with finding path
EG a red arrow on the floor pointing to the area that has the red key

My other points have to do with some textures and lighting that looked off to me.

>> No.3176815

The space pirate has that, don't know I you knew about that. One of the fire modes is actually inspired by the movie version of the incendiary.

>> No.3176829
File: 510 KB, 1280x2400, 1461955408.jpg [View same] [iqdb] [saucenao] [google] [report]

COOL Level
coolwad.zip (85 KB, 1995-08-26) - Dejan Oklobdzija

you start in one of four large randomly textured boxes, each having a secret side area where keys are found. these are not marked and you would be forgiven for thinking there is no way out of the first room (except that a spurious exit line on the grey box mercifully allows the experience to be cut short after a few seconds).

you are plagued by movement-hindering hanging solid corpses and arbitrary monster placement - the second of the boxes contains a spiderdemon which without cover or sufficient shells must simply be distracted so you can run past it and come back later. the "secret" side rooms each have more secret areas behind invisible doors, and pairs of switches which turn the lights on and off - i suggest you leave these alone.

if you manage to suffer long enough through this section you find, through a triple locked door, a lift up to a teleporter. this goes to the second part of the map, which is much more cramped, and stuffed with zombies and demons. then largely without warning it suddenly throws three archviles at you. i died here because i wasn't prepared for it.

starting again i returned to the spot and this time used rockets to dispose of the trio. there are two BFGs in a window by their side - however it seems they are only accessible one-way via archvile jump. so the final area, which contains three cyberdemons, must be cleared using the helpfully provided plasma gun + ~300 cells. i didn't carry enough into the area to deal with them and had to retreat back to the start of the section to retrieve shells - this meant i could not get back to the roomy arena and had to finish off the remaining cyberdemons in rather close quarters. fortunately i did not run out of health. a final insult remains behind the exit, but the computer map gave it away and i survived.

>> No.3176832

Not my fault nobody in this stupid board plays anymore.

>> No.3176846

What's Dakka?

I didn't find anything on Google.

>> No.3176853

GZDoom+mouselook :^)

>> No.3176860

so what happens to the money he already collected? is it lost somewhere in the void?


>> No.3176863

Looks gr8 senpai

>> No.3176864


Kickstarter doesn't actually give any money unless the project is funded, so everyone still has their money.

>> No.3176883

I got fucking bored with vanilla weapons and most ''weapon mods'' is just vanilla + fucking around with the enemies + secondary fire mode.

Maybe I'm too old for Doom.

>> No.3176886

Or maybe you need mods that change the weapons drastically along with various uses and shit. There's a lot of those, you just need to search them.

>> No.3176887

Make your own weapon mod that works the way you want. That's what everybody here do when they are dissatisfied with how stuff works.

That's how you become a modder.

>> No.3176889
File: 1.43 MB, 720x360, spiders.webm [View same] [iqdb] [saucenao] [google] [report]

you guys have marty to thank for this idea.

>> No.3176890

I highly recommend this, it's actually a very cool read.

>> No.3176891

Speaking of weapon modding, how could the pistol be made not redundant once you get the Chaingun? Preferably without changing the Chaingun.

>> No.3176897
File: 22 KB, 640x640, Did someone say tubes.png [View same] [iqdb] [saucenao] [google] [report]


Infinite ammo, more accurate, some kinda charge shot or utility altfire

>> No.3176898

You should give the arachnotron less pain during the phase when he shoots the rebounding plasma

>> No.3176902

I don't know about infinite ammo, because that's the melee weapons' thing. Thinking about that, maybe the pistol could be affected by berserk packs. Make it do more damage, or fire faster.

>> No.3176906

Blood needs a source port.

>> No.3176907

Increased accuracy and ammo efficiency while still losing out to Chaingun in terms of DPS and pain chance.

>> No.3176910

So you mean Doom 4's pistol

>> No.3176916
File: 43 KB, 416x315, delicious candy.jpg [View same] [iqdb] [saucenao] [google] [report]


Yes. That gun does things to my dick

>> No.3176919
File: 32 KB, 255x193, blushycaco.jpg [View same] [iqdb] [saucenao] [google] [report]

Stop posting this, it makes me sad.

>> No.3176925


>> No.3176931

just play zblood

>> No.3176936


The only thing I could do is make him 100% immune to flinch during the volley and I'd rather not do that

>> No.3176942

Literally everyone thinks that.

Just don't play ZBlood.

>> No.3176943

Any comfy wads like Gravity or Pirate Doom? You know with open spaces, colors other than brown and green, light hearted.

>> No.3176951

Golden Souls is good.
Though you might want to go into the decorate and bump up the damage on the weapons, a lot of the enemies are needlessly resilient.

>> No.3176961
File: 689 KB, 1280x799, e1m1_64.png [View same] [iqdb] [saucenao] [google] [report]

So I got my hands on Doom 64 EX and DB64.
Damn it.

>> No.3176965
File: 23 KB, 550x412, bedroom-hell.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright Anon, your locked in a cushioned chamber in hell and MUST fuck a demon or else your soul will be consumed.

What demon will you fuck and why?

>> No.3176971

So is there a list of essential, "must play" wads? I started going through some but most of them are kinda bland or terrible.

>> No.3176972


Have you read the So You Want To Play Some Fucking Doom picture?

>> No.3176973

i'll tame a tsundere imp

>> No.3176974

Just check out Cacowards.

>> No.3176987

Yeah the red plants are insufferable, luckily the demo for the sequel seemed to avoid this problem.

>> No.3176990

gimmie the busty baronesses

>> No.3177005

I unironically want Duke to say "ayy lmao", but only if it is a secret where he finds a broken UFO with dead gray alien laying around.

>> No.3177014
File: 15 KB, 142x136, imp-cum.png [View same] [iqdb] [saucenao] [google] [report]

That blonde, dark imp, if I can use a Berserk pack to overpower her. She'd probably love it, the freaky little slut.

>> No.3177029

>being this autistic about easter egg

>> No.3177035

anon quit trying to start this shit again, the post was 15 hours ago

>> No.3177046
File: 217 KB, 1280x1024, Screenshot_Doom_20160429_173538.png [View same] [iqdb] [saucenao] [google] [report]

This is really getting out of hand. I guess it wouldn't have taken so long if I didn't find the secret exit, but even if I didn't it would've only shaved off 5-10 minutes. These maps are so fucking long.

>> No.3177048
File: 14 KB, 1280x1024, Screenshot_Doom_20160429_173629.png [View same] [iqdb] [saucenao] [google] [report]

I immediately regret my decision to take the secret exit.

See you guys in a decade.

>> No.3177051
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google] [report]


these are my people

>> No.3177059

what are you playing? i don't recognise the map names

>> No.3177061
File: 18 KB, 276x230, 1447883275512.jpg [View same] [iqdb] [saucenao] [google] [report]

>Well, in Doomville they say - that the Shitposter's small anus grew three sizes that day.

>> No.3177062

give me the aravile!

>> No.3177064

answering myself, it seems to be eviltech

>> No.3177067

judging by that pic, it looks more like it makes you aroused

>> No.3177073
File: 313 KB, 827x700, 1451866855130.jpg [View same] [iqdb] [saucenao] [google] [report]

Dear god anon, how many patches are you using?

My TEXTURES gun was probably about 450 patches for all 8 sprites, what sort of monstrosity are you making?

>> No.3177076 [DELETED] 

>piece of shit anon posting that thicc ass rabbit
fuck you i just got done cranking it

>> No.3177097 [DELETED] 

>not wanting the far superior smug fox

what a homo

>> No.3177108

the best doom wad i played in a while was sunlust because it has great level design with top who else wants to fuck judy hopps notch detailing and the visual tone isnt something you get everyday


>> No.3177109
File: 202 KB, 700x700, e0780717db6b4c7b8b7ce2d051d81eec.gif [View same] [iqdb] [saucenao] [google] [report]

Who's saying that I would be doing the fucking?

>> No.3177114

Is 15 any good? I remember playing 14 (christmas) and not caring too much for it

>> No.3177118

Can anyone help me understand the wall-running? Why does it ONLY happen when the player is facing north or east, and not any angle in-between these two? Why wouldn't it work in a wall aligned in the north-eastern direction?

>> No.3177119

seems like a neat wad I think I'll check it out-wait a sec what was that second thing you said

>> No.3177124

because doom takes shortcuts on axis-aligned walls, and only does the checks that enable wall-running when going north or eastward

I've had a bouncy form of wallrunning happen on diagonal lines (see map16, northeasternmost wall going from exit area to bfg area), but I'm not sure why that one happens considering that involves going south, and not very fast eastward

>> No.3177136
File: 126 KB, 1082x505, Capture.png [View same] [iqdb] [saucenao] [google] [report]

How do i run the mod WADs?

Am i doing this correctly?

>> No.3177141

drag it onto gzdoom

>> No.3177143

the short answer is that you *can* wallrun on diagonal walls sometimes, but it's unreliable because Doom's sliding code uses not-super-accurate lookup tables for the sine and cosine calculations it needs to do. To extent it works, it is usually jerky and inconsistent, although certain-angled walls work fairly well. For instance, try wallrunning on the diagonal wall just south of the exit area in Map16 - wallrunning southeast along it is easy.

>> No.3177146


Some rare MIDIs for your WADs.

>Believe again -Emotion of Sound-

>> No.3177147
File: 401 KB, 1200x820, 1 million skeletons.jpg [View same] [iqdb] [saucenao] [google] [report]

Have fun anon.

>> No.3177151

Tanks mate
>There big Demon dicks rubbing against your face before fucking you nice and rough in the pits of hell.

Sounds lewd

>> No.3177154



>> No.3177156
File: 44 KB, 369x271, wad bad.png [View same] [iqdb] [saucenao] [google] [report]

>it's a "hundreds of monsters at a time" map

>> No.3177158

a slightly more in depth answer is that wallrunning can actually happen by 2 unrelated methods. on axis-aligned walls, it happens when going north or east because the when the movement calculation is large enough it gets split into two halves and each part accidentally moves the player according to his full momentum. on diagonal walls, it happens because the sliding code uses a poor approximation that results in the player sliding faster/further than the original movement speed, and this builds up over consecutive tics.

both of these can actually be combined in rare circumstances to move the player ridiculously fast, but it's not very useful because the numbers need to end up rounding off in a very particular and difficult-to-predict way.

>> No.3177940

Looks quite crisp.

>> No.3177994

good thing i'm a furfag.

>> No.3178030

nice shit taste

>> No.3178053

>Dear god anon, how many patches are you using?
Well, not as many as you. Yet.
Only when I try to select my plasma hunting rifle sprite my laptop pauses for a several seconds to load.

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