[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

If you can see this message, the SSL certificate expiration has been fixed.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 39 KB, 540x393, euugh.gif [View same] [iqdb] [saucenao] [google] [report]
3177152 No.3177152 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3173052

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.3177153


[04-29] The Doom Movement Bible

[04-29] Anon map release: Arch-ville

[04-28] JPCP bugfix update v1.1

[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


To submit news, please reply to this post.

>> No.3177157

not enough wads have sick-ass midis my doomguys

>> No.3177159

First for Memento Mori is inconsistent

>> No.3177161

Why don't you start making some sick-ass midis then.

>> No.3177162
File: 31 KB, 250x250, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Is RoE better than the base doom 3?

>> No.3177164

it's a lot easier to just find sick-ass midis


>> No.3177165
File: 1.92 MB, 560x433, doom 4 footage.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3177167

Its kinda the same but with 3 new weapons as well as new demons but also a few demons missing and a bit shorter.

But its very fun, i would recommend it if you enjoyed Doom 3

>> No.3177168

Reminder that that's Mike's favorite boner.

>> No.3177169
File: 95 KB, 1000x1000, chainsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

No, it doesn't even have the chainsaw.

>> No.3177170

Russian Overkill, Pirate Doom, and Mechatron are some good ones that come to mind

yeah Pirate Doom is excellent, well besides that jungle temple level, that one kinda sucked

look up ZDL

>> No.3177173

inconsistent i can certainly agree with, i love some of its maps and replayed them a hundred times, but others i just ignore

>> No.3177180

I'm now going through it (level 18) and I can't say I share the love everyone seems to have for it. Some levels are decent, specially the first ones, but others are completel forgettable. Also I hope it gets harder soon, maybe it wasn't a good idea to do a pistol-start Hell Revealed before this, it barely feels like a challenge.

>> No.3177189
File: 398 KB, 1280x1024, Screenshot_Doom_20160429_192738.png [View same] [iqdb] [saucenao] [google] [report]

>they're all nazis
Could've been worse. I did hear a couple cyberdemons when I fired the first shot, but I guess they won't show up until near the end.

>> No.3177215
File: 317 KB, 729x657, 1457863640111.png [View same] [iqdb] [saucenao] [google] [report]

>create a wad map
>lost all interest after 1 test

Does this happen a lot?

>> No.3177226

not to me it doesn't

were you frustrated, overwhelmed, or just outright stopped caring?

>> No.3177227
File: 115 KB, 275x330, BUT IF YOU WANNA FIND OUT WHAT'S BEHIND THESE COLD EYES, YOU'LL JUST HAVE TO CLAW YOUR WAY THROUGH THIS DISGUISE.png [View same] [iqdb] [saucenao] [google] [report]

It happens to everyone that make maps

>> No.3177232

develop goals, make a list, plan some stuff, force yourself to work for a length of time, take a specific length break, back into it

this way you have things ready to be done

>> No.3177236

>>3176532 here, I've got some stuff to do at the moment but I plan to stream around 11 PM EST or so. I'll announce when I'm all ready to do so.

Also, this is what I plan to stream, but it's subject to change.

>Pirate Doom

>Strange Aeons


>Memento Mori

>> No.3177238

Also, feel free to make any more suggestions. As I just said, the list's subject to change.

>> No.3177251

colourful hell + combined arms makes for rootin-tootin gun shootin

>> No.3177267
File: 445 KB, 1328x800, goons.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3177271
File: 1.49 MB, 1920x1080, quakelive_steam 2016-04-29 21-03-52-34.png [View same] [iqdb] [saucenao] [google] [report]

Since when did Quake Live add a new gun into the game? I had QL in my library before the game went for a static price and suddenly I own the whole thing for free.

It's a WAD of DM maps.

>> No.3177278

Mechatron would be a good choice(it mixes with Sunlust pretty well in my experience, especially if you use the Ketchup mod to increase the gore)

also Russian Overkill mixed with Sunder would be nice

>> No.3177280

It was added along with the loadouts gameplay change, so that there was something better than the base Machinegun for a loadout option.

>> No.3177281 [SPOILER] 
File: 10 KB, 184x184, 1461976692761.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3177282

Has anyone ever made a voodoo-doll weapon in Doom, a-la Blood?

Was thinking of trying to make one in TEXTURES

>> No.3177283

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.3177292
File: 229 KB, 800x800, tfw.jpg [View same] [iqdb] [saucenao] [google] [report]

>ouch face

>> No.3177293

That's just nuts

>> No.3177295

I think Samsara Extra Heroes includes it since Caleb is a playable character there

>> No.3177296
File: 757 KB, 1920x1080, Screenshot_Doom_20160430_031832.jpg [View same] [iqdb] [saucenao] [google] [report]

It's like some kind of los angeles holocaust, ha ha, get it?

>> No.3177302

From what I've seen it replaces the Chaingun on a few Team Arena maps like Vortex Portal. So it's just a better alternative, then?

Though they apparently scrapped loadouts, what does the community think of the weapon overall? You'd think such an addition would cause a stir for people who've played what is practically the same game for 15+ years.

>> No.3177307
File: 643 KB, 1920x1080, Screenshot_Doom_20160430_031742.jpg [View same] [iqdb] [saucenao] [google] [report]

It's like those damn aliens blew up doomguy's ride, get it?

I just wanted some nazis to shoot, but I guess the entrance to the secret level with a big radioactive sign should've tipped me off

>> No.3177309

Oh hey, new marphy balck video, thanks. Didn't show up in my subs for whatever reason.

>> No.3177314
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

>Intermission music
>Par: 13:37

>> No.3177317
File: 47 KB, 158x171, 1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3177328

What wad is this?

>> No.3177329

Reminds me that Brutal Doom and its various spinoffs spontaneously stopped working with recent GZDoom SVNs, something about the blood code.
Oh well.

>> No.3177330

Holy fuck that's a lot of Revenants.

>> No.3177334
File: 697 KB, 1920x1080, dont judge me.jpg [View same] [iqdb] [saucenao] [google] [report]

hellonearthstarterpack.wad for edgy doom v20b

well lucky it comes bundled wit gzdoom, just drop in a doom2 wad and you're good to go

>> No.3177337

looks like he got boned

>> No.3177352

You shouldn't be using the devbuilds for general gameplay right now because Doomscript is fucking up everything. Stick to the stable release.

>> No.3177358

Alright guys

Playing Doom 1+2 with Mouseaim, y/n?

>> No.3177361

Yeah, it was a bad habit formed by people suggesting a year ago "unless a build in particular is fucked, always keep up to date on the SVN builds"

>> No.3177365

It's not the real experience, but you can if you'd like. Just don't jump.

>> No.3177368


It does make the game a little easier, but it's not huge. Aiming was never a huge issue in doom since combat is so comparitively simple. Mouse look mostly affects being able to look around and see things and secrets.

>> No.3177369

Other then Samsara, is the there other good Duke Nukem mods for Doom?

>> No.3177370

with all the talk about snapmap being reminiscent of timesplitters' map maker, i realized that with vanilla doom gameplay not having jumping, you could probably do Timesplitters-y things with Classic Doom and not have it be atrocious

>> No.3177372

Literaly nothing wrong with mouse aim, it's a dfault feature in the original release

>It's not the real experience, but you can if you'd like
oh, shut up, will ya

>> No.3177373

I have one that converts all the items, weapons, and enemies to Duke Nukem 3D stuff, but it's really unbalanced. All Imps become Pigcops, and all Chaingunners become Enforcers, among other imbalances. Also some of the palettes are a little dulled.

>> No.3177376
File: 1.86 MB, 581x542, 1458723252915.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3177379

Well, is isn't. You didn't mouselook in the old days. It's just a modern convenience.

>> No.3177383

You can still mouselook left/right in the original release. Just not up/down.

Freelook on the other hand is another matter.

>> No.3177387
File: 4 KB, 125x125, 1461006591650s.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3177392

ocean 2024

>> No.3177396

I really dig how they did Lost Souls in Doom 4.

>> No.3177397

wat u talkin bout

this is about right, a little faster than usual maybe

>> No.3177401


Since when can Revenants infight?

>> No.3177421


some prime midis

>> No.3177423

Mouselook wasn't an uncommon feature in 1993, it just worked differently

And in 1994 system shock was released with click and drag interface for camera control, which caused hilarity

Also lucas arts graphic adventures had point and click interfaces at that point

So yeah, if you didn't have a mouse when doom came out, you were just a poorfag on a 286 enjoying glorious 10 fps gameplay

>> No.3177430

Those poor kids who could only play Doom on their mom's 286.

>> No.3177434

But it has the Super Shotgun

>> No.3177438

Monsters of the same type can still damage eachother, they just don't aggro on eachother

Well I first played doom on windows running on pentium 1, but that point everyone played with a mouse, and using keyboard to aim would get you laughed right out of the LAN party

Think it came with quake's mission pack or am I insane?

>> No.3177440

Quake's mission pack introduced freelook?

>> No.3177443

>Monsters of the same type can still damage eachother, they just don't aggro on eachother

NEVER knew this. Never.

>> No.3177451
File: 415 KB, 488x519, 1461981634620[1].gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3177453

freelook was always in quake but it wasn't turned on by default in the first version or something
romero tweeted something about it a while ago

>> No.3177454

A neat tidbit.

>> No.3177456

Technically descent did, being the so called 6 degress of freedom shooter and rendered in full 3D

Quake had freelook by default, but standart WASD wasn't quite there

Quake 2 also had a toggle for mouselook, by unreal/quake 3 it's oh shit nigger where is your mouse what are doing stage of PC shooter evolution

Pretty sure MS-DOS version of doom has the standart mouselook for 2.5D, that being left/right is left/right and up/down mouse movement is forwards/backwards

>> No.3177458
File: 66 KB, 512x256, Looks-bad-Tim.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3177460
File: 104 KB, 500x489, 1450654382296.jpg [View same] [iqdb] [saucenao] [google] [report]

>be an imp
>be hit in back of head by fireball
>turn around to rip and tear
>it was just jerry
>playfully punch jerry in the arm then go back to killing humans

>> No.3177462
File: 59 KB, 601x336, file.png [View same] [iqdb] [saucenao] [google] [report]

yeah without +m_look you would need to hold a button to look around

>> No.3177463
File: 11 KB, 208x238, War-horse.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3177464

Wow, that looks like shit. Like from some unlicensed Doom level pack you could somehow buy in stores.

>> No.3177467

Imps look out for each other, man.

>> No.3177470

>Quake's mission pack introduced freelook?
Quake's mission pack is where I seem to remember getting a windows 95 version of ultimate doom, on a CD-ROM, like

I think it's somewhere in the options, choice between toggle/hold down

Might be mistaking for some source port

>making any decision unreleated to what kind of tea to serve in the id office

>> No.3177474

just hold down i don't think there was a toggle until q2

>> No.3177476


>> No.3177481

Might be, sharing configs for network play (on floppys at times, even) was more common that editing them yourself

Kill yourself, desu senpai

>> No.3177491

>It was added along with the loadouts gameplay change, so that there was something better than the base Machinegun for a loadout option.
Oy vey, at least UT4 only has hats and wallruns and slides and lead designer's GF is a big fan of hitscan so he's nerfing spam for the sake of his sex life plasma beam secondary still broken jesus fucking christ

>> No.3177493

i don't get what this post is even trying to convey

>> No.3177495

RIP in peace quake and pls don't fuck unreal tournament up

>> No.3177498

Yeah but it still has the fucking disc teleporter which has always been fucking retarded holy shit whose idea was it to ever remove all actual defense from CTF

>> No.3177502

There is no translocator in iCTF, which is the only fun CTF

I kinda like my translocator, takes skill to zip around the map, not just LMB/RMB spam, that gets you nowhere

>> No.3177504
File: 12 KB, 480x360, hiro.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't leave behind:
>My buddy Superfly
>Mikiko and Superfly

>> No.3177506

Too bad I live in australia so it's normal CTF or nothing, fuck you.

And yeah, it takes skill, but it still removed the ability to actually defend against anybody with a vague idea of what they're doing.

>> No.3177507

Well thank god you can turn off followers, huh?

>> No.3177509

They actually have Doom multiplayer servers in Australia? I would've thought it was only a euro and american thing.

>> No.3177512

what's the best way to play quake 3 arena?

it's got widescreen issues in the version from gog

>> No.3177513

>oh hey nip name Hiro is an omophone of hero
>isn't that zany, thought john Romero and Neal Stephenson

>Too bad I live in australia so it's normal CTF or nothing, fuck you.
Aren't there like 3 official epic games aussie hubs, just create instagib CTF match and call everyone who isn't in your match a poofcunt abbolover

>> No.3177514
File: 32 KB, 615x400, youmustprotectyoursidekicks.jpg [View same] [iqdb] [saucenao] [google] [report]

but than you'd miss the best part of the experience friend

>> No.3177515

Keep working on your Blackroom demo, hackmero.

>> No.3177518

There's one official hub and one unofficial hub, but really you only get enough players for one game at a time in the country most evenings.

>> No.3177519

just set resolution manually
I only play reflex these days, fuck QL

>> No.3177521

yeah i done that, just seems a little jank what with the videos not playing and adjusting settings in the game can potentially reset the resolution

i've got autoconf.ini or whatever files in there that should keep it straight but it feels busted

>> No.3177523

Well personally for me it's harder to aim spam than hitscan when your ping is through the roof

Slight delay between button press and projectile actually firing drives me nuts

>> No.3177526
File: 1.29 MB, 557x605, 1457037996429.png [View same] [iqdb] [saucenao] [google] [report]


Stream Anon again, I'm about to stream soon so here's the username to my twitch: portalthefreak

And now, the final list of WADs is as follows:

>Pirate Doom

>Strange Aeons


>Memento Mori

>Colourful Hell + Combined Arms

>Mechatron + Sunder + Ketchup

>> No.3177528

High ping with hitscan generally gives you advantages in some respects, disadvantages with others, and is generally not that fun to play with.

>> No.3177529
File: 982 KB, 320x287, 1444313166217.gif [View same] [iqdb] [saucenao] [google] [report]


>4chan claiming my twitch link is spam

>> No.3177536

Because it is >>>/global/rules/11

>> No.3177547


Live now. Again, it's portalthefreak on twitch.

>> No.3177561


Oh great!

>> No.3177568

Is that fucking D3D maps in Doom?
Link me babeeee.

>> No.3177574

I can't stand not having freelook on nowadays. I do the same with D3D but that shit gets weird when you look up and down.

>> No.3177575

It's just a secret map recreation of Hollywood Holocaust by Sgt. Mark in his starter pack.

>> No.3177581

You don't need to use BROOTAL DUM to play it right? Shit how are his maps?

>> No.3177585

>You don't need to use BROOTAL DUM to play it right?
There is a classic mode which is just doom with extra gore

GZdoom should run the level wad just fine

>Shit how are his maps?
extremely hit and miss, the whole city maps episode is just horrible, phobos base and hell are pretty good

>> No.3177586


From what I've seen and heard. Mark's a pretty solid mapper. Though he stole a few freedoom maps for his starter pack.

If he'd stop being such an egotistical piece of shit. He could probably be a great mapper

>> No.3177587

They're alright, and yeah, you don't need Brutal Doom but it adds little fancy effects here and there. I wouldn't clamor about it as a whole, some of the maps are derived from Freedoom and fancified and some are more about big battles that may be more obnoxious than you want with vanilla gameplay, but it does a serviceable job of something to play a lot. And it's got a few neat moments.

the ending is hilarious narm though, and if you've seen Sgt. Mark's Icon of Sin boss fight before, it's tweaked slightly and reused

>> No.3177590
File: 11 KB, 447x335, 1450145293338.jpg [View same] [iqdb] [saucenao] [google] [report]


all i see are blurry masses of pixels at like 1 frame per 4 seconds

are you recording on a potato machine or is my browser shitting itself

>> No.3177598
File: 220 KB, 786x1017, HALO.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm actually somewhat interested in doom 4's SP, the stream didn't look terrible, but as someone from a previous thread said, it does look like an "enemies slowly spawn in arena shooter". I just want to believe, you know?

Also I just discovered this full metal music mod that replicated all of the original soundtrack. I guess this has probably been done before but I didn't think to look into it until now. Anyone like these type of mods?

link in description: https://www.youtube.com/watch?v=k5KpJ9Gazk0


>> No.3177603

low resolution and use an appropriate bitrate my man

>> No.3177604

ioq3 and hi-res textures.

>> No.3177620
File: 208 KB, 530x424, john_530_big.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's got widescreen issues in the version from gog
quake engine supports any resolution your monitor can display out of the goddam box, baby

something like:
seta r_width 1920
seta r_height 1080
vid_mode = -1

>> No.3177630

Looks like an arena shooter to me, like Serious Sam. Most of the demon redesigns don't look too bad though and I like that when you die it actually shows the demons killing you/ripping you apart etc.

It feels more like it'll be a rental game more then anything.

>> No.3177631

I have been thingking and would a Wolf3d style level editor for Doom4 be a good idea? of course with the great addition of diagonal walls and varying floor and veiling heights per "block"

>> No.3177634

>There is a classic mode which is just doom with extra gore

No, it isn't.
People need to stop saying this.

>> No.3177646

That reminds me

Why the fuck is Quake III on Steam double the price of Quake Live?

Didn't Carmack have a fuckhuge CRT monitor during the development of Quake

>> No.3177648
File: 631 KB, 1280x720, Screenshot_Doom_20110514_191126.jpg [View same] [iqdb] [saucenao] [google] [report]

So whats your favorite WAD and why?

>> No.3177651
File: 85 KB, 530x424, smug carmack.jpg [View same] [iqdb] [saucenao] [google] [report]

I really have to do something about all this free time I have

Fair enough, but people also need to stop hating on edgy doom, it is the work of a man who genuinely loves doom

>Didn't Carmack have a fuckhuge CRT monitor during the development of Quake
Wouldn't surpise me honestly

>> No.3177656

Plutonia on UV, because fuck casuls

>> No.3177658
File: 40 KB, 549x390, johnandquake-e1316617217967.jpg [View same] [iqdb] [saucenao] [google] [report]

It was one of the first 1080p monitors I think

>> No.3177661

And wasn't it heavy enough that it required two people to move around?

>> No.3177664

there's that boy

making that game

>> No.3177672

I have an incredibly soft spot for Doomsday of UAC. It's a simple single map from the super early days of Doom mapping, but it's stuck with me.

>> No.3177684

Duke It Out In Doom is pretty decent, but it's for 3DGE instead of the ZDoom family.

Did you know that the team behind this game went on to become the studio that made the fucking abysmal mobile ports of Duke3D, Prey and Painkiller?

>> No.3177696

This is true. Though I'd say its still more consistent than Requiem, which really is a bit allover the place in quality and pacing.

I don't think either are generally bad, though.

Memento Mori didn't really try to raise the bar in challenge. I'd say its on-par with Doom 2 and TNT.

Memento Mori II can get a bit harder, though.

>> No.3177705
File: 444 KB, 1920x1080, 39530_screenshots_20160429234440_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Painkiller mobile port? Goodness gracious

This reminds me, I found an whole 2 people in painkiller MP today. One of those wierdos that seemingly play nothing but painkiller multiplayer, which is fucking dead. Obviously fed up with playing with the same people over and over they tried to make friends but I made my excuses and left after 2 games.

Not a whole lot of depth to painkiller MP, but bunny hopping at ludocrious speed (aka defrag speed) is piss easy, so I guess that's its appeal.

>> No.3177718
File: 79 KB, 640x400, hth2.png [View same] [iqdb] [saucenao] [google] [report]

Anyone remember High Tech Hell 2? Have there been any .wads since that go as overkill with 3D floors?

>> No.3177731

>painkiller mobile port

I've seen Unity/FPS Creator games from teenagers that were better made than this pile of shit.

>> No.3177735

Holy shit that is garbage.

Why would you even make a port to begin with, it doesnt seem the kind of game you put on a small phone or tablet

>> No.3177738
File: 57 KB, 240x320, windows ce doom.png [View same] [iqdb] [saucenao] [google] [report]


They also did a Windows CE port of Doom back in the day... and tried to bully the authors of other, free source ports off the platform.

Didn't work, didn't make many friends.

>> No.3177739

Doesn't look too great.

>> No.3177763

Probably because they've already got all the Painkiller assets, so just make some shitty Babby's First FPS Levels and shit it out onto the mobile markets. Most people playing phone games are either dumb kids or casual gamers at best, so combined with the incredibly low quality bar for mobile games there's no real risk of bad reviews scaring people away.

>> No.3177767

true, but my inner painkiller autism is crying out on how awful it is.

Meh, let bygones be bygones, as long as its not hurting anyone

>> No.3177798
File: 129 KB, 562x437, 1435607155482.jpg [View same] [iqdb] [saucenao] [google] [report]

>That tiny ass episode text

>> No.3177803

Because give Bethesda your money you stupid goy.

Also I wish there was a way to add some of the visual upgrades of Quake Live to III Arena, but my wishes never come true.

>> No.3177805
File: 221 KB, 261x382, costanzaofhell.png [View same] [iqdb] [saucenao] [google] [report]

I always forget about that, I saw that in a CompUSA once and scratched my head.

>that episode text
I'd hate to see the options menu

>> No.3177809

But they didn't make me pay for Quake Live when it was already on my Steam library, at least. Which is kind of a dumb move from them on top of pissing off their existing subscriber base prior. Could they not just get Valve to force off the game out of everyone's library and then make them pay for it? They didn't think that thoroughly.

So really, at this stage what's the 'definitive' iteration of Q3 to go to? Mods aside where's the playerbase?

>> No.3177825
File: 471 KB, 1920x1080, Screenshot_Doom_20160430_134642.png [View same] [iqdb] [saucenao] [google] [report]

Phobos: Anomaly Reborn.
Why? For blowing my feeble little mind multiple times back in 2003.

>> No.3177830

Is there a way to beat /pol/.wad without dying at the end?
Is there any way to stop It from happening

>> No.3177831

Painkiller is the shit. The first one, not that worthless sequel. Annoying demon faggot...

Never played the mp though.

>> No.3177832

I will always have the Memento Moris, Icarus, and Eternal Doom in a special place of my heart.

Also like BTSX. Contrary to the common complaint of "sameyness", I actually find it has the most variety in gameplay styles out of the modern era of megawads.

>> No.3177846

painkiller was pretty big apparently

>> No.3177885

The Sauerbraten port from 2008 looks better

>> No.3177894

The whole point of moving Quake Live to Steam, as one of the developers explained it, was to move the game from Id's servers to Valve's/the communities as an alternative to just shutting the game off forever and telling everyone to go home, like what happens with every other F2P game that shuts down. Amusingly, this probably pissed people off MORE than just shutting the game down...

Grandfathering in existing Steam users was probably an attempt at a goodwill gesture.

Quake Live had a strange life. I remember playing in the original beta, with billboard ads for the Watchmen movie everywhere...

>> No.3177898

The levels are basically one or two uniform shades of grey/brown and the player textures are bright red. Is that what PK multiplayer actually looked like, or some silly pro-gaming "gotta maximize my killing speed" thing?

Also lol at that commentary.

>> No.3177906

>shotgun can't freeze and is useless
>electrodriver can't combo and has nerfed fire rate on primary
>stakegun only useful in hands of an aimbotting bot what with everyone bunny hopping like madmen
>no battle out of hell weapons
>no damage power ups
>map design is very meh with most being converted singleplayer levels
>only 2 weapons are worth using: rocket launcher and electro for finishing hitscan
No idea why it was ever played at pro level, there isn't even any skill to bunny hopping (little bit of skill to hopping like a pro)

>The levels are basically one or two uniform shades of grey/brown and the player textures are bright red. Is that what PK multiplayer actually looked like
that's what it looks like normally, but they are using a different HUD and probably running on lowest settings for stable 100+ fps (on 2005 hardware, mind)

>> No.3177912

Well, leaving it with the capacity to live is probably better than having a game that's dead forever and can't even be played offline.

As a relatively modern example, I hate what happened to Battlefield Heroes during the later parts of its life, but the game and nearly everything about it is fucking gone forever. No unofficial servers or anything like it is possible. And there's no other game currently on the market like BFH at all.

>> No.3177914


circlestrafe my man

>> No.3177917

I'm not getting killed by monsters. The last gate opening sends me 100 mph into a Ron Paul and I die.

>> No.3177919

That's intentional, don't some mapmakers do that to force a pistol start on the next map anyway

>> No.3177926

Serpent Resurection and Super Sonic Doom

>> No.3177928
File: 1.26 MB, 720x360, I'm sorry.webm [View same] [iqdb] [saucenao] [google] [report]

I'm sorry

I'm not sorry

>> No.3177930

The fact that all the missiles spawn at once looks a tad weird. Can't you make it a rapid fire burst?

>> No.3177931

>Making cyberdemons stronger

You monster

>> No.3177935

does the big rocket explode into smaller rockets

if not, do it

>> No.3177937


seems cool

>> No.3177939


I like spreadguns though.


The big gray missile explodes into cluster bombs on impact.

Big missiles detonate your bombs if they hit.

>> No.3177948

Old cyber has been getting ideas from unreal tournament I see

>> No.3177950

vanilla cybergoat is extremely predictable though, killing him with a shotgun is the oldest challenge in doom challenge book

>> No.3177952

>Quake had freelook by default, but standart WASD wasn't quite there
What were the default bindings in Quake?

>> No.3177958

Now give the spider mastermind a 360° hitscan gatling gun :^)

>> No.3177960
File: 1.82 MB, 720x360, big dumb spider.webm [View same] [iqdb] [saucenao] [google] [report]


Nah. I like projectiles

>> No.3177961

Oh fuckin baby.

>> No.3177962

>implying I remember that
Luckily with the information superhighway age being upon us

if I had any interest in doom modding I'd give him twin plasma (think arachnotron, not player) in each cardinal directon and a charged BFG attack (think player minus the death rays) from the front

>> No.3177973

Aren't you a right cunt

>arrow keys
huh, surprising. I figured it was wasd due to the "impulse X" commands already existing for weapon selection (read: slots 1-8)

>> No.3177978

Can I play coop with GZDoom

>> No.3177980

Not really. If you want to play co-op with someone, Zandronum is your best bet.

>> No.3177981

I don't think GZdoom has working netcode, Zandorum works just fine though

>> No.3177984

Speaking of Zandro, any eta on the next update?

>> No.3177985

Quick, redpill me on Grezzo 2

>> No.3177986
File: 116 KB, 1280x960, 1462002154.jpg [View same] [iqdb] [saucenao] [google] [report]

core.zip (73 KB, 1994-05-29) - Barry Ferg

this is a almost four-way symmetrical deathmatch map with monsters. likely you recognise it already as, being one of the better looking maps from the early days, it was quite common in wad compilations and on shovelware CDs. the standalone version has a few extra graphics, such as a hand-print switch, that don't seem to carry over into the redistributions, so there's some reward in playing it by itself.

gameplay is typical of a primarily deathmatch map, being access-all-areas-from-the-getgo instead of having the build-up of a single player level. in particular you tend to get the bigger weapons too late unless you know exactly where to run to make them accessible, so you end up doing most of the map with just the shotgun. it's also possible to lock yourself out of one secret if you raise the exit bridge too early.

>> No.3177987

What's wrong with the old one? I think I still have a 2014 build tucked away somewhere, works just fine


>> No.3177989

Mod creator is even more dickish than you-know-who, and it uses a lot of community-made assets without permission and credits. It's supposedly quite funny if you're italian.

>> No.3177992

Over lan it should work well.

>> No.3177995

Stolen and reused assets thrown into the blender with no rhyme or reason. All the shit you've played before and seen somewhere else bastardised because loledge

>> No.3178002

Your running Revenant gags always get me.

>> No.3178004

Define dickish

>> No.3178005

Like a dick. Phallesque

>> No.3178009

Okay that's the last thing I wanted to add.


Who wants to try it?

>> No.3178014

certain recent zdoom functions aren't present in zandy and i need them to continue with a multiplayer wad

>> No.3178024
File: 9 KB, 400x300, TITLEPIC3.png [View same] [iqdb] [saucenao] [google] [report]

Alright boys, give this a shot.


>> No.3178026

Like you know, condescending attitude and agressiveness. This is what I've heard at least.


>> No.3178034

HUD doesn't show up

>> No.3178035


push + or -

>> No.3178036

did and nothing happened

>> No.3178039


Do you have the GZdoom alternate HUD enabled?

If so, disable that

>> No.3178040

If there's a word to describe it, I'd call it "cute."
The gun in all seriousness is kinda unwieldy. I don't think somebody could get to the end of a Doom 1 episode with it very easily.

Still, I had fun for a couple minutes with it. I liked all the 8-bit music.

>> No.3178042


Play around with the charge attacks. The bombs alone are unwieldly yeah.

>> No.3178048

you really should add manual detonating for the default bombs(that or make enemies go a lot slower, cause they'll often easily walk outside of the blast radius of the basic bombs), also after I got the chainsaw attachment I couldn't figure out how to switch back to the laser gun

>> No.3178050


BFG lets you manually detonate normal bombs. And uh, the chainsaw replaces the pistol, you'll have to tough it out til you find another SSG.

Or kill a mastermind/cyberdemon, they drop those too.

>> No.3178054

Oh god, I remember that, it was so bad!

>> No.3178056

you should change both of those, currently the former is just too user unfriendly, and the latter is just plain stupid

>> No.3178058


manually detonating bombs right from the word go would be OP as fuck, and there's no elegant way to have the chainsaw available.

I didn't want to add more buttons, so you'll have to roll with it.

>> No.3178059

I was almost positive that monsters of the same species are immune to their own projectiles, only being able to hurt each other with melee and hitscan

>> No.3178062 [DELETED] 
File: 17 KB, 413x395, hahaha-on-your-face.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom memers

>> No.3178065

I'd suggest removing the Chainsaw then(or make it a separate weapon like normal Doom), it's usefulness is kinda limited compared to the laser pistol(especially since you seem to take more damage than in the base game so going up close is often a bad decision)

as for manually detonating, could just have it so manual detonation causes smaller/weaker explosions than letting it explode on it's own, at least until you get the BFG equivalent

>> No.3178071

>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. I'm not being efficient about this am I?

>> No.3178073


I'll consider it, I still have some time before the contest ends so I might have enough time to futz with this and revise it a little here and there.

Alternatively I could make the climbsaw replace the charge attack for the normal bombs.

I'm not gonna do the detonation thing, if you want the bombs to explode a little faster, shoot it with the pistol or chain up a bunch of bombs together.

>> No.3178079

oh, didn't realize we could shoot them with the pistol, I feel silly now

also what contest are you making this for, and will you work on it after it's over?

>> No.3178081


the 64kb contest, and yeah I'll polish it up and make it better later as well, there's a few things I'm not 100% happy with but I was getting really pressed for time

>> No.3178095

well good luck in the contest, and yeah with a little tweaking and expanding after the contest is over I could see this becoming pretty popular

>> No.3178101

What's the uncompressed file size of your TEXTURES lump? Mine is at 28.5kb but there's a bit of unused stuff can prune off.

>> No.3178151
File: 25 KB, 256x206, DEATH.png [View same] [iqdb] [saucenao] [google] [report]

This is the Casltevania map if anyone want's to play around:

(runs with hexen.wad in GZDoom - looks like shit in zdoom)

Xp and level up system in place, implemented a throwing axe that uses hearts as ammunition (weapon slot 2), and also holy water grenades. You can grind endlessly in this first section, monsters will just keep spawning in.

Once you get to the encounter with death, thats as far as I've made it.

Next step: Finish up the area around death and the area that leads into the Alchemists laboratory, then its time for spikes and pulley cars controlled by fool switches! Also giant suits of armor that fire axes at you will be next on the list of enemies to make, as well as a red skeleton that comes back to life.

Any suggestions are welcome, my whip still isn't 100% but its getting there. It shoots a bunch of chain projectiles that make a miss sound if they dont hit anything, but make a thwack if they do. Only problem is they make the same thwack sound when they hit bodies as when they hit floors and walls. If there a way for a projectile to know that its hit a wall or door? something to do with the TERRAIN lump?

>> No.3178161

Thanks for removing the clicking sound whenever you pull out the pistol, it was really agitating.

Looks like you managed to get the TITLEPIC in, sweet!

You only have a fullscreen HUD set in SBARINFO, did you not put in a normal or automap HUD to save file space? Personally I'd have it be the Normal HUD if only one type was available.

>> No.3178173

The only reason why I can't play vanilla anymore is because SSG has a shit animation even for Doom standards seriously compare regular shotgun to that slideshow. Too bad Smooth Doom doesn't have ''weapons only'' version.

>> No.3178175

Gets old really fast I know the trailer makes it look funny but once you play it you're subjected to ear rape and memes non Italians can't understand.

>> No.3178176

Mentioning only one is tough so I'll mention few in no particular order

Going Down - I like small maps

Scythe 1,2 - same reason of course

Pirate Doom - I expected a half assed joke wad but got damn good maps altough weapon balance is a little bit off

Gravity - purely because of second map the music sucked ass in it but I just like open maps that aren't too big

>> No.3178204

Anyone interested in a bunch of Doom II maps that were distributed with this magazine first issue from march 1996 ?

I'm digging through those magazine CDs see what cool shit I can find.

Well here is the first batch, there is probably more to dig through later issues


>> No.3178212

There is a few Heretic and Hexen maps in this as well.

It's probably nothing new or that you can't find everywhere already but you can go through it like it's 1996.


>> No.3178229

Yes, im very interested. Expecially in those DN3D maps because there's never enough of them.

>> No.3178234

Here is issue2. I've put the Doom2, Heretic and Hexen stuff in it.


I've had a quick look around and there is Memento Mori in there. Also there is a wad that claims to add "Duke Nukem" enemies that can shoot; as a revenge to the dead Doomguy sprite from DN3D.. huh.

Well the only decent and good maps available. Anyway in this issue the only DN3D stuff are .con mods, no maps. I could upload them but they're probably not that good, and apparently some of them are supposed to come with weapon art replacement which are missing.

>> No.3178248

Yes please! I love 90s curio maps/shovelmap compilations.

>> No.3178263

what kind of a shuttle? and can you remember roughly how many maps the wad contained? was it a 30 map megawad or more episode-sized?

all i can think of is uac_dead where you escape on a shuttle but that's clearly wrong as it's not even for doom2

>> No.3178268
File: 84 KB, 640x400, Screenshot_Doom_20160430_131517.png [View same] [iqdb] [saucenao] [google] [report]

Here's a beta of DoomShock.

How to play:
Bind "weapon state 1" to the key you wish to turn left with, and "weapon state 2" for right turning. I suggest Q and E. Minimize your hud away and disable the crosshair.

Note: Does not yet support widescreen. Most likely contains many bugs as well :P

>> No.3178273
File: 61 KB, 640x480, DUVKILL.png [View same] [iqdb] [saucenao] [google] [report]

Okay, here is from magazine issue#4, october 1996 (there was nothing interesting at all in issue 3).


There is a couple of Hexen stuff, some Doom II stuff and a whole bunch of DN3D maps.

What I wanted to say earlier is that all the good stuff from that is probably already available everywhere, but have fun anyway.

Coming with issue 2 was a demo of Duke3D, alongwith a dozen of commercial screenshots which include some beta screenshots and this Dukematch screenshot apparently taken by "Duvalmagic" aka... Randy Pitchford!

>> No.3178280

Here is issue magazine #5, November 1996.
Apparently issue 5 was released shortly after #4 even though it was usually one issue every 3 months.

There are 3 Doom wads, including Eternal Doom, 3 Hexen DM wads, and a whole bunch of DN3D maps.


>> No.3178284

Combined Arms would be better if that SSG replacement didn't use the same ammo as new plasma - railgun weapon.

>> No.3178307

Here are a bunch of DN3D and Quake maps from issue#06, January 1997.


Seems like they stopped putting in Doom stuff at that point.

>> No.3178314

Does anyone have a link to that outdoors map with all the fog someone posted here a few months ago? I can't remember what I did with it for the life of me.

>> No.3178316
File: 314 KB, 1280x781, turok2_port_of_adia_blast.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you have turok 1 or 2 (PC version)?

>> No.3178331

Here is issue#7, March '97.


Some Doom 2 (so I was wrong, there is still some), DN3D and Quake maps.$

And I'll stop here for now.

>> No.3178338

>your fav gameplay mods
>your fav gun mods
>your fav megawads

>> No.3178345

This. I like how it feels, but it using plasma gun ammo is just annoying.

>> No.3178346

Oops, missed a pretty critical bug.
Use this new link instead: >http://s000.tinyupload.com/index.php?file_id=03025523708954851274

>> No.3178350

>Golden Souls, Hocus Pocus Doom (I like the mods that turn it into a platformer, they're adorable)
>Trailblazer, Dakka, Combined Arms
>Scythe, Memento Mori 1&2, Valiant, basically most 90s megawads. They have a distinct flavor I like.

>> No.3178385

Can someone clarify something for me?

When the BFG is fired, do the rays spread out from the player in the direction it was fried from or in the direction of the plasma balls impact?

>> No.3178390

gonna have to be more specific. was it just a map? what was in it? which game?

>> No.3178404

It is calculated from Player to the point of impact (only horizontal axis matters), after the impact has occured. There was a trick in earlier ports with freelook - to shoot BFG near yourself, and hitscans would start doing damage as soon as possible. Tracers do not autoaim horizontally, but they DO autoaim vertically.

>> No.3178408

> I suggest Q and E

I'm actually gonna suggest A and D, and using alt to strafe.

Similar concept, If were you I'd consider ditching look up/down keys and having the view pitch up and down to follow the cursor (perhaps slower than the cursor can be moved) to make looking up and down less of a pain in the ass, still retain that cumbersome feel that can help make the player feel vulnerable.

>> No.3178409

Ayy anyone want to play some co op ZDoom?

>> No.3178412
File: 189 KB, 500x350, ZDoom netcode.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3178415

how about co op not-ZDoom, then

>> No.3178416

>ZDoom netcode.png

What's wrong with it? I've seen worse more screwy shit in AAA games released in the last 5 years than I have in Zdoom, honestly.

>> No.3178419

>I'm actually gonna suggest A and D, and using alt to strafe.
I'm gonna go ahead and try that.

I haven't really had looking up/down in mind when designing it, they're mostly an afterthought. It makes the cursor>angle inaccurate anyway since projectiles aren't fired from the center of the camera viewpoint.

>> No.3178425

we can try, what do you have in mind?

>> No.3178426
File: 41 KB, 929x242, zdoom fears no man.png [View same] [iqdb] [saucenao] [google] [report]

So Zandronum, then?

G/ZDoom netcode often chokes like a bitch, it's only really suited for 2-3 people over LAN

>> No.3178428
File: 2.04 MB, 1230x1115, DoomSourceportCommunities.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3178431

I dunno, what wad do you wanna play?

>> No.3178434

how about some big (oblige) maps with doomRLA?

>> No.3178437


>> No.3178441

sounds good. you should make the oblige map and upload it somewhere so I can download it

>> No.3178445

>browsing through leaked hl2 files

>> No.3178457

there you go

>> No.3178464


holy shit, i tought i was the only one that knew it.
kinda shitty game indeed.

it would be good as a DOOM mod aniway, but the sprites are too big for being used in the engine... i think.

>> No.3178467

alright, I'm hosting now, join

>> No.3178474

it's stuck on "contacting host" for now
what version of GZdoom do you have?

>> No.3178478

I'm just using plain old ZDoom; that might be why

>> No.3178482

As far as what version I have though, I'm using ZDoom 2.8.1

>> No.3178484

my bad.
downloading it really quick

>> No.3178504

still can't contact your host

>> No.3178506

dang. you have the map and doomrla loaded, right? maybe it's something on my end; try hosting and I'll connect to you

>> No.3178507

How are I meant to call ThrustThing?
I'm calling it in my ACS code with GetActorAngle(0) >> 8 as the angle parameter, but that just results in the player hurling all over the place irrespective of their current facing. What conversion do I have to do to force in the correct direction?

>> No.3178516

>play megawad
>empty space with key or a switch at the end of it, obvious trap
>revenant spam with few archies

so fucking original

I blame Plutonia for this cancer

>> No.3178521

yeah, i have everything loaded (map, doomrla, hud, monsters in that order)

i'm not exactly comfortable posting my ip here personally...
hm, did you open your port for zdoom multiplayer?
are you sure you gave me the right address?

>> No.3178523

not quite as clueless as "my IP address is" but it's along those lines

>> No.3178525
File: 16 KB, 600x549, 1461850405932.jpg [View same] [iqdb] [saucenao] [google] [report]

>Agitating skellies with archbabysitter

>> No.3178527
File: 61 KB, 493x1326, 1443770390160.png [View same] [iqdb] [saucenao] [google] [report]

That was more entertaining than it should've been. Thanks anon. I need to get back to Hell Revealed. Lots of skeletons there, just not that many. I think Donner and Niv put more aaaayyyy behind doors than aaaaaaaa if you know what I mean.

>> No.3178529

>KNT3 C 0 ThrustThing(angle*256/360, 10, 0, 0)
copy-pasted from an old mod I made

>> No.3178531

>are you sure you gave me the right address?
i can assure you he didn't - 10.x.x.x is a private network address his router gave him

>> No.3178532
File: 44 KB, 444x443, 1461451339490.jpg [View same] [iqdb] [saucenao] [google] [report]

>"Fucker" and "Fuckettes"

Best names

>> No.3178536

The most important question of all, answer me this /vr/oom:
>Door closes x seconds after opening
>Door stays open, can't close
>Door opens with button, closes with button

>> No.3178538

Oh hey, Doom 3 is actually a fast game!

>> No.3178539

what? I dunno man, I think it's the right one
I think I might've got it working, try again. If not, then that anon was probably right about the ip address thing

>> No.3178540

First option.

>> No.3178542

where did you get your ip address from?
googled "what's my ip?"

>> No.3178546

went into command prompt and typed ipconfig /all, I think. and then used my ipv4 address

>> No.3178547

you probably didn't pick the right one, then

>> No.3178549

dang. well how do I get the right one?

>> No.3178554

that will be the private address your router handed out to you, not your public address

you need to go to your router's web interface and look at its configuration, most likely.

or http://tnx.nl/ip

>> No.3178556

the google thing works well, just type "my ip" and google will tell you what it is

>> No.3178562
File: 845 KB, 3150x1140, 1461274429149.png [View same] [iqdb] [saucenao] [google] [report]

I think the chaingunners are a reference to TNT map08. I consider that the worst level in the wad. Too bad because some of the later levels are pretty good. I think Dario Casali made one, which helps.

Have another skeleton pic. I got a bunch of these when I went digging through the booru a week ago or something. Reminds me of Alien Vendetta. Open a door and there's at least 30 or 40 enemies on the other side. The difference between that and HR is HR came out before Doom's source code was released, so it was restricted by the original exe. You still can't save on HR24. They broke the save buffer limit there.

Funny how the authors rate 24's difficulty as similar to 32's but I had an easier time with 32 than 31. Pop the archviles and GET OUT of the initial room. Then you win because the rest is cut and pasted. 24 doesn't scare me.

>> No.3178569

okay, well in that case, join, I think. I dunno. plz no ddos

>> No.3178573

that is at least a valid public address

>> No.3178575

plutonia rarely throws crowds of monsters at you, outside of map32

>> No.3178579

still not working
did you open port 5029 (udp) in your routeur?

>> No.3178584

I don't think so actually, maybe, I dunno. How do I that?

>> No.3178586

>Line 26 in file "blahblaj/thruster.acs" ...
>blahblah\thruster.acs:26: angle : Identifier has not been declared.
> ThrustThing(angle*2
> ^

Can even compile it. This is ACS, not DECORATE,btw.

>> No.3178590
File: 78 KB, 798x796, 1457452373942.jpg [View same] [iqdb] [saucenao] [google] [report]

Stream Anon here.

Well, last night's stream was ok, but it could've been better. Either way I'm planning on streaming again tonight but this time I wanna try streaming some other retro FPSs, namely arena ones like Quake or Unreal Tournament. Would anyone be interested in that? On top of that are there any suggestions you'd like to make for games of a similar nature for me to stream?

Also if you did see the stream last night, do you have any suggestions on how I can improve myself? Other than the bitrate, cus that's already been changed.

>> No.3178592

that depends of your routeur, you'll have to log into it (usually with "login" as your login and "password" as your pass) and use the port forwarding thing to open this port

>> No.3178598

You could stream some Blood or Redneck Rampage or something.

>> No.3178604

so I'm logged into my thing or whatever. I've got an xfinity router; how do I forward ports from here?

>> No.3178607

follow this guide, no?

>> No.3178608

Oh, sorry anon.
ThrustThing(255*getactorangle[TID], [force],[bool nolimit],[TID]);
should work.

>> No.3178609

I could easily stream Blood with the eduke TC, but Redneck Rampage is a little hard to control for me, so I'll most likely stream Blood, along with some other games like the aforementioned arena FPSs.

Speaking of which would you guys mind if I were to stream Quake Live and/or UT4? Even though they're not technically retro?

>> No.3178615
File: 7 KB, 694x115, Capture.png [View same] [iqdb] [saucenao] [google] [report]

did I do this right? also, what ip does someone use for connecting, my public ip or this one?

>> No.3178617

you only need UDP open, but yes, that should work
and it's always the public ip

>> No.3178623

Thats not working either, force is still different. Guess I'll have to just keep sending the angle to the console and work it out from there...

>> No.3178624

cool. although now that I got it working I think the original anon that was gonna play with me is gone :/

>> No.3178626

i'm still here, and i'm the one that has been giving you tips this whole time
(and it's still not connecting)

>> No.3178629
File: 13 KB, 510x381, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Oh. Well this is probably why it's not working

>> No.3178630
File: 217 KB, 1280x1024, Screenshot_Doom_20160430_121532.png [View same] [iqdb] [saucenao] [google] [report]

1498 nazis and 2 cyberdemons. What a shitfest that was.

>> No.3178636

Back To Saturn X and Accessories To Murder

>> No.3178637

>40+ minutes

God damn.

>> No.3178639


>> No.3178641

I downloaded this from curiosity. at start there is 50000 rockets, no launcher. why oblige is so stupid?

>> No.3178646

Or use SetActorVelocity.

int ang = GetActorAngle(0);
int xvel = FixedMul(magnitude, cos(ang));
int yvel = FixedMul(magnitude, sin(ang));
SetActorVelocity(0, xvel, yvel, GetActorVelZ(0), false, true); // the false here means 'set velocity', the true means 'set view bobbing'

>> No.3178650

I honestly can't find a flaw.

>> No.3178654

Huh, says on this on the wiki page:
>ThrustThing(angle*256/360, 0, 0, 0)

>> No.3178658
File: 178 KB, 496x793, thumbnail.png [View same] [iqdb] [saucenao] [google] [report]


Disruptor rip is up

>> No.3178659
File: 4 KB, 497x70, Capture.png [View same] [iqdb] [saucenao] [google] [report]

what is this? is this important? maybe you use this to connect? I honestly can't think of anything else

>> No.3178662

no idea, nope, still nothing

i'm giving up, sorry

>> No.3178663

yeah, I'm giving up too

>> No.3178672

It says how o do it in MULTIPLE different ways. Not a single one works, any time my mouse slightly shifts, it goes of in a completely different angle.

>> No.3178680

>From what I've seen it replaces the Chaingun on a few Team Arena maps like Vortex Portal. So it's just a better alternative, then?
Chaingun was changed when they brought it from TA and is now removed from most maps (same with nailgun, and I think proxy launcher is ded). But IIRC Chaingun fires like, a LOT faster.
>Though they apparently scrapped loadouts
Nope. Server option.
>what does the community think of the weapon overall?
CoD-tier vanilla gun seems to be the prevailing opinion
Wallruns and slides are neat though
And fuck spam (though fuck hitscan even more, I agree with that)
Link Pull ain't that bad now, but it's still annoying as shit. Shoulda made it a hook like in assfaggots or something
like everything with trans in it, the translocator is controversial

>> No.3178687

Never mind, I fixed it *somehow*. NO idea what fixed it,considering all I did was go back to using the >>8 conversion method, which didn't work before. Thanks for your help anyways.

>> No.3178689

Sounds fun. I think Specky's group plays UT99 today (maybe it was tomorrow), you could join them. They're fun guys, no tryhards or anything.

If you find a server for Quake, prepare your anus.
I wouldn't mind, in fact I would love it.

>> No.3178693

Ok, I've found it now. I've been multiplying the force by the cosine of the actors pitch, but why would this change the direction of the force?

>> No.3178695

Did it reverse the direction? If so, the force was overflowing and wrapping around because you weren't using FixedMul.

>> No.3178702

No, not reverse. Off by 90 degrees in a random direction usually.

>> No.3178703

I have no clue what you're doing but I see cosine and off by 90 degrees. Sine and Cosine are 90 degrees out of phase, have you tried that?

>> No.3178707

Yeah, no luck. instead I get no force forwards when I'm pointing forwards and FULL SPEED AHEAD TOOT TOOT when pointing down.

>> No.3178713

ThrustThing takes force and angle, not x and y components.

>> No.3178720
File: 1.11 MB, 512x384, zandronum 2016-04-30 18-08-28-86.webm [View same] [iqdb] [saucenao] [google] [report]

this is what is happening.

>> No.3178728

What are you exactly trying to do? I can't quite make that out from the conversation.

>> No.3178738
File: 42 KB, 386x530, 1362408321221.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3178739

I'm trying to put the player in a morphed state (that at least works), with thrust-based controls instead of ordinary doom controls.

>> No.3178742
File: 341 KB, 1280x1024, Screenshot_Doom_20160430_132240.png [View same] [iqdb] [saucenao] [google] [report]

Map32 is actually pretty cool, unlike the awful slog that came before. It's something of a hub map containing homages to each episode from Doom 1, with some sort of secret gimmick involving hanged Keens.

>> No.3178745

This dog shit cunt of a wad is the sole reason why revenants spawning out of thin air are a thing.

>> No.3178757

Cry some more.

>> No.3178789

Are the mods in

>> No.3178792
File: 71 KB, 900x800, Trevor Belmont.jpg [View same] [iqdb] [saucenao] [google] [report]

Like it so far. Keep up the good work son.

Also like the dialogue options.


>> No.3178795
File: 26 KB, 531x478, 1458509596348.jpg [View same] [iqdb] [saucenao] [google] [report]

>pick one

>> No.3178815 [DELETED] 

One of the biggest giveaways of a doombabby is a retard that doesn't like Plutonia :^)

>> No.3178820

Not him but Plutonia is easily the worst official WAD
Doom>TNT>Doom 2>Plutonia

>> No.3178828
File: 291 KB, 800x600, 1424513445153.png [View same] [iqdb] [saucenao] [google] [report]

>Wanted to download the brutal doom rock soundtrack.
>Only the soundtrack just because i get tired of midi every once in awhile.

>it's members only now.
>try downloading brutal doom itself just to test.
>Members only.

>You have to have a moddb account to download brutal doom now.

>> No.3178831



Alternatively if you just want a variety of different midis, try


>> No.3178834

This is great, maybe BD players will stay over there.

>> No.3178836


>> No.3178838
File: 321 KB, 481x720, 1457574753361.jpg [View same] [iqdb] [saucenao] [google] [report]

Try bugmenot to avoid login requirements. I recommend IDKFA for metal covers though, at least of E1.

Hell yeah I use the demonsteele midi pack all the time, unless the author composed his own music like Mouldy did for Going Down, at least.

>> No.3178846

What wad are you playing?

>> No.3178848

this, bugmenot is great

>> No.3178851

Eviltech: Soul of Megawad

It's got comfy midis but the gameplay gets ugly after the first 11 maps.

>> No.3178852

>tfw get the mouse sensitivity just right

>> No.3178857

What other games will allow me to play as Doomguy?

There's Quake 3 Arena, Quake Live, and Tony Hawk's Pro Skater 3.

Maybe there's a less popular game or a bootleg Doomguy?

>> No.3178861

If you want to play ZDoom multiplayer, you need to use Zandronum, the netcode that ZDoom uses is pretty much entirely worthless.
As the other guy said, it only works for local area network, I suspect it would otherwise choke if you were as much as across the street from one another.

>> No.3178864
File: 79 KB, 1286x703, edward850.png [View same] [iqdb] [saucenao] [google] [report]

I hate ednerd so much.

>> No.3178869

>members only

when that happens download it using the mirrors

works every time

>> No.3178882
File: 2.00 MB, 1230x1115, sourceports-fixed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3178883

Also gave a member only error.

>> No.3178890
File: 505 KB, 500x281, even-speedwagon-is-excited.gif [View same] [iqdb] [saucenao] [google] [report]

>plug in gamepad
>the sensitivity on the analogs are shit
>they can't go any higher
>don't play Doom with that gamepad
>get a later gamepad
>the basic sensitivity is perfect for the new analog stick

>> No.3178897
File: 9 KB, 392x175, 2016-04-30 14_06_41-.png [View same] [iqdb] [saucenao] [google] [report]

>>You have to have a moddb account to download brutal doom now.


i am legitimately downloading both the IDKFA Soundtrack (which is, by far, the absolute best "Doom metal" music mod out there, and this is undeniably true), and the so-touted Starter Pack at the same time as we speak. without an account.

i really don't know what's the issue here

>> No.3178902

Small stargate/star trek style shuttle resembling a shipping container with a door leading into the structure. It was a 30 map pack, very simple.

>> No.3178912
File: 824 KB, 1906x1040, Doomguy_Memorial.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3178915



>> No.3178917
File: 253 KB, 447x415, original.gif [View same] [iqdb] [saucenao] [google] [report]

>People writing Doom as DOOM or DooM

>> No.3178962

Where do I go for Quake 3 mods now that planetquake3.net is dead?

>> No.3178973

>Not him but Plutonia is easily the worst official WAD

You are easily wrong. Plutonia is fantastic.

>> No.3178974

I can't believe I've only just realized he's posed like Adrian Carmack's clay model

>> No.3178979


Found a mirror, no descriptions but it's got files.

>> No.3179009
File: 404 KB, 1280x1024, Screenshot_Doom_20160430_155318.png [View same] [iqdb] [saucenao] [google] [report]

The feeling is mutual, Monti.

>> No.3179030

Plutonia = Doom E1 > TNT = Doom E2/E3 > Doom 2 > Doom E4

>> No.3179035

it makes me wonder why he put that in. i mean what was in his mind at the time. "i think this is a good idea because..."

>> No.3179052

from this ordering i conclude that difficulty level is not a factor for you at all

>> No.3179063

Nah, the order is as following
Doom E1
Doom 2 map01 to map09 (Entryway up to and including the pit)
TNT==Doom E2/E3/E4

>> No.3179074

http://spearmint.pw/ seems like a good quake 3 port, why don't i see it recommended? it even plays the videos when in widescreen, and you can pick widescreen without using four console commands

>> No.3179075
File: 367 KB, 1280x1024, Screenshot_Doom_20160430_161315.png [View same] [iqdb] [saucenao] [google] [report]

Well, just before I noticed that, I did escape from an ambush involving two barons with zero room to maneuver, so I think he just really hates the player.

>> No.3179078
File: 568 KB, 1920x1080, Screenshot_Doom_20160430_161116.png [View same] [iqdb] [saucenao] [google] [report]

I think it was a mistake to start playing random wads off the Master Levels Maximum Doom CD while I'm sick and a loopy headed..

>> No.3179080

yakworld yaaakwooorld

>> No.3179085

Nope. My dislike for E4 is more to do with it being massively inconsistent, and feels rushed overall.

>> No.3179101


Use the nail gun's altfire. That gives you cells

>> No.3179119
File: 426 KB, 1280x1024, Screenshot_Doom_20160430_164200.png [View same] [iqdb] [saucenao] [google] [report]

I knew I saved that invulnerability from the start for a reason.

>> No.3179123
File: 324 KB, 1280x1024, Screenshot_Doom_20160430_164521.png [View same] [iqdb] [saucenao] [google] [report]

A suitable reward for how much bullshit I had to put up with over these two secret levels.

>> No.3179136

DOOM is fine albeit annoying. DooM is just ridiculous

>> No.3179137

i miss dave

>> No.3179187
File: 217 KB, 1280x1024, Screenshot_Doom_20160430_170800.png [View same] [iqdb] [saucenao] [google] [report]

>kill all the keens

>> No.3179223 [DELETED] 

Yes, thats what doom babbies seem to think because they're shitters.

>> No.3179229 [DELETED] 
File: 106 KB, 471x464, [takes another bite].png [View same] [iqdb] [saucenao] [google] [report]

Is this one guy that posts this shit, or is it multiple people?
And what in the fuck is his motivation?
It's not even the kind of trolling that seems rewarding.

>> No.3179246

It's best just to ignore it.

>> No.3179287
File: 520 KB, 1080x1101, we serve guts here, sir.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay so once the contest ends I wanna do one last tweaking to blastmaster. Here's some shit I've written down for now, if anyone else that's played my mod and has any input to add to this, lemme know and I'll see what I can do.

+Speed up charge times for the charge up attacks for the various ammo types
+slow the monsters down a little
+make some of those enemy bullets do a little less damage
+add more skeletons
+tweak the forceball gun because it's boringly OP right now, maybe make it replace the charge attack of the normal bomb gun and make it just charge really fast, that way players still have their bombs. Might make the forceball gun build up heat like the climbsaw does, that way it can't be spammed.
+put the climbsaw on the charge attack of the blast gun instead of replacing the laser pistol
+make print messages appear when you first pick up a new gun mod (The flame shot and shit) to help further explain shit.
+do the same thing for the BFG armor seeing as not everyone looks up at the pick up messages.

>> No.3179308


>> No.3179313
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]


Listen here you little shit, I can do all of this within an hour or two.

I can't do it now because I live for work in 20 minutes.

>> No.3179316

don't worry i'm just playin m8

though i do want to point out you said after the contest ends you're going back to GMOTA

>> No.3179323


Which I still intend on doing, but I can't just leave the this mod in its slightly janky state right now.

Don't worry, I'll be going back to GMOTA and driving everyone apeshit with my constant indecisiveness in due time.

>> No.3179360
File: 77 KB, 1280x720, Screenshot_Doom_20160430_235802.png [View same] [iqdb] [saucenao] [google] [report]

I made a short arena map for Doom 2.
Tested with PrBoom+ at cl 9.


>> No.3179363

>I live for work in 20 minutes

so you're only decidinge to be very passionate about your job in a quarter of an hour from now?

jk I just love being a wiseass

>> No.3179367



>> No.3179370
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google] [report]

your aspect ratio got messed up at some point

>> No.3179378

I'm not too big into the doom community myself, like talking to people and stuff. I just browse the forums and get mods that look cool. But from what I've seen from browsing around, a lot of the big time dudes on the forums appear very petty and cringey. Glad to see some of my suspicions weren't unfounded.

>> No.3179384
File: 346 KB, 1280x1024, Screenshot_Doom_20160501_005937.png [View same] [iqdb] [saucenao] [google] [report]

send help

>> No.3179391

>jk I just love being a wiseass


I genuinely do feel bad that you stepped on your joke, though, anon.

>> No.3179395
File: 57 KB, 320x1000, PICKED UP A CLIP.png [View same] [iqdb] [saucenao] [google] [report]

you are beyond helping

>> No.3179443

Why is it that only the middle textures in doom can be transparent? I really need the lower ones to be...

>> No.3179446

there can never be anything behind a lower or upper texture

>> No.3179450

3d floors in gzdoom i bet is the situation

>> No.3179452


>> No.3179460

is there a way in zdoom to identify what sort of monster was just attacked? like a "get monster id" function?

>> No.3179462
File: 16 KB, 625x527, doom mapping.png [View same] [iqdb] [saucenao] [google] [report]

Because there is nothing behind the lower. The middle is where it's at. Consider doom mapping like gluing boxes together. The sides of the box are the middle texture, the bottom/top are floor ceiling. Consider pic related. I've made red a mid texture. If I were to put a room to the right of that box, connecting at the red texture, the red texture would be approximately infinitely thin. It's a line(def) after all, it has no thickness.

Consider now the orange bit under the middle box. That is the lower texture you will see. (assuming it has the same lower texture on all its linedefs and sides). If you made it transparent, it would try to draw what is right behind it, which you can interpret as either
>More of the same (infinite thick model)

This is just how I try to intuitively understand it. Don't assume this is actually how doom works. It probably isn't. But what the other anons said, 3D floors can "fix this", because then you can sort of stack sectors.

>> No.3179468
File: 3.52 MB, 406x339, j0EAi4Y.gif [View same] [iqdb] [saucenao] [google] [report]

>infinitely thick

>> No.3179486


Mathematical HDoom confirmed

>> No.3179487

I liked the conan episode where halfway through his episode he was like "switch the channel to daves last episode. seriously stop watching, go see dave" and then he and jack black spent the next ten minutes just fucking around with nothing terribly worth watching. dave deserves respect. Late night hosts in general are hard working motherfuckers. Not so much that new chubby english guy, he's pretty bad imo... might still be hard working, but I can't see any evidence of it.

>> No.3179492
File: 721 KB, 360x270, 1442103983619.gif [View same] [iqdb] [saucenao] [google] [report]

My bad, it was paton oswalt. jack black was another episode where they fucked around for some reason...

>> No.3179537
File: 6 KB, 240x240, 1460896698722.jpg [View same] [iqdb] [saucenao] [google] [report]

>...and then seven ate nine!

>> No.3179605

anyone here ever make a model or skin for quake 3?

>> No.3179616
File: 4 KB, 300x100, Deathzones.png [View same] [iqdb] [saucenao] [google] [report]

Two really basic Deathmatch levels made in Eureka. Level one has two imps, milling around in an unmarked secret location. Level two is basically a rehash of Dead Simple. There are no exit switches, so a kill/time limit will have to be placed, or you can switch manually via the console. Has two custom, original midis composed by me. I give anyone the permission to modify these maps or put them in a compilation/community project, but only when specifically marked as anonymous publications.

>> No.3179656
File: 889 KB, 958x526, DOOM psp.png [View same] [iqdb] [saucenao] [google] [report]

Is the best way to play Doom 1,2, Final on to go still on the PSP?

Playing doom PSP was how I began my love of doom, I was hoping since then the PS vita or nvidia shield or LGX or some other console would be better and have boom and non-vanilla pwad support, any luck?

Me playing No Rest for the Living on PSP Doom.

>> No.3179669

You should make the spread of missiles varied along the Y axis as well.
Would probably look better, and make the attack harder to escape by going up or down stairs.

>> No.3179673


Wouldn't that make the missiles more likely to hit ceilings and floors?

How about I just add a few extra normal rockets that fly on a Y axis, along with the initial fan of big missiles

>> No.3179680

Sure. If you wanted to be really sadistic you could make the Cyberdemon's missiles start out slow, then after a random amount of tics accelerate to top speed.

>> No.3179681

All I remember of PSP doom is how piss poor the music quality was.

>> No.3179689


Oh dude that's a great idea I'll do that for the big missiles.

But I'll be nice and make the attack a little more rare

>> No.3179717

There's PrBoom+ and GZDoom ports for Android now.

>> No.3179751
File: 5 KB, 423x83, must fund me.png [View same] [iqdb] [saucenao] [google] [report]

The music is pretty shitty but because you don't have to aim vertically, Doom really is the best, least awkward type of FPS to play on a platform with only 1 analog stick. It plays really well, cross and square are strafe left and right, R shoots, start + (triangle, square, circle or cross) activates different cheats, the left and right dpad change weapons. I wish there was a dedicated shotgun/super shotgun button though.

But I would imagine playing on a touch screen sucks. Any of these ports playable with a blue tooth or other android controller?

Also, is gzdoom on android that doom touch app?

>> No.3179756


>> No.3179775

I just finished Heretic and loved it, any good wads for it?

>> No.3179781

Any mods that reduce or change the invulnerabilty screen effect? It kills my eyes

>> No.3179795

Here's one I made literally right now: https://my.mixtape.moe/zavjrm.pk3

replaces the inverted colormap with a gold colormap

>> No.3179796

2 questions if anyone has the time to answer...

1) what's the direct page for combined arms' download?

2) Is there a direct download for the most recent gungodz mod?

Thanks for anyone who takes the time to help.

>> No.3179812
File: 30 KB, 263x465, ohmPUVh.jpg [View same] [iqdb] [saucenao] [google] [report]

Stream Anon here, gonna stream some Quake Live and Unreal Tournament, either 1999 or 4 whichever I feel like. I'm gonna go online now but I'll be setting up some stuff first, but the actual fun should start shortly.

Once again, Twitch name is PortalTheFreak

>> No.3179814

>IDKFA Soundtrack


>> No.3179815

>Unreal Tournament, either 1999 or 4
pls be europe so I can humilate you on your stream

>> No.3179824

thanks I'll try it out

>> No.3179829

RotT 2013 music wad when?


>> No.3179832

fuck i can't watch now
did you enable vods
pls say yes

>> No.3179839

Is there a way to get the fist to select when you scroll through weapons? Right now I can only use it when I press 1, which is very slow in comparison to scrolling.

>> No.3179843

Thanks a lot I love it

>> No.3179846
File: 1.85 MB, 1280x720, spearmint_x86 2016-04-30 22-27-30-45.png [View same] [iqdb] [saucenao] [google] [report]

Railguns and Punching are the best weapons

>> No.3179848

anybody daring enough to put a link to that leaked trailer from a few days ago?

>> No.3179849
File: 35 KB, 522x271, ShockUT.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's a quakefag episode again

>> No.3179856

I'm sure someone on /v/ will help you out

>> No.3179858
File: 512 KB, 1400x642, QPnuUM8.png [View same] [iqdb] [saucenao] [google] [report]

I'm still mad how clean looking and white they made the new shock. Hoping for a variant, or at least a good skin.

>> No.3179862

I kinda like it

I'm mad how tiny the core hitbox is in latest update

>> No.3179868

>I kinda like it
It grew on me a lot, but it still irks me a bit.

The core hitbox is ok imo.

They need to nerf rockets though. I get why they are the way they are, but fucking still. Flak being broken as shit up close I can handle, not rockets. Or link pull.

>> No.3179875

Overpowered rockets are what UT99 had and they're hellbent on rehashing that game

>> No.3179878

>You will never be Doomguy in Unreal Tournament

>> No.3179887

anybody know off the top of their head how to make a gun /not/ bulletpuff? i don't want any puff on my new actor, but i can't figure out how to make a puffless weapon

>> No.3179896

Define a custom puff for the a_firebullets and make that custom puff use TNT1 A 0 for the states

>> No.3179902

>They need to nerf rockets though.
They already did, and flak is now on par with Q3 shotgun fire rate wise

link a shit, I hate this gun the most

>> No.3179905
File: 1.42 MB, 300x170, 1456554082643.gif [View same] [iqdb] [saucenao] [google] [report]

thank you familia

in exchange, have some exuberant asians

>> No.3179908

Rockets in '99 weren't that broken, they were fucking slow
I'll give you that they hit like trucks and the stacking could be ridiculous though

Even in 4 they aren't that good
An unnoficial combination of skins will be able to recreate it I'm sure
>They already did
Not enough
Should be 80 dmg per direct at least

>> No.3179912

nope, no one so far

>> No.3179913

>Not enough
>Should be 80 dmg per direct at least
Okay, kill yourself senpai

>> No.3179915

>Help out

>> No.3179923

That's what it was in 2k4 and it was fine
Bar the fucking dodgejump of course
UT ain't Quake, the burst and nades make it a lot stronger
At least make it slower and have falloff damage
I would give you the link but it got taken down

>> No.3179926

you didn't save the mp4?

>> No.3179927

>That's what it was in 2k4 and it was fine
It was 95 damage per direct hit in 2k4 and 2k4 fucking sucked, mmkay

>> No.3179930

Nope, shit internet at the time and desu didn't care enough to do it

>> No.3179936

I found it on funnyjunk

>> No.3179938

It was 90 in 2k4, and 2k4 didn't suck at all unless you were a Duelfag and even then desu

>> No.3179951

You seem confused about weapon hierarchy in UT

RL is supposed to be one of the strongest weapons, pulse/link isn't, but it is in UT4

>> No.3179962

It can be strong without being overly spammy and annoying; also fucking level design doesn't usually accomodate for strong it is

And yeah, pulse is bullshit, I didn't say otherwise
I like the pull but it should be implemented in another way

>> No.3179976
File: 38 KB, 256x256, revanant.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3179997

Rocket spam is an acquired skill, takes reading movement and predicting where your opponent goes, if you're running into rockets that were fired at you willy nilly, then it's your own fault

>> No.3180002

>takes reading movement and predicting where your opponent goes
Yeah but then it isn't spam

>> No.3180004

"Spam" in UT means any projectile weapon, as opposed to hitscan

>> No.3180008

>Yeah but then it isn't spam

still makes me laugh

>> No.3180010


>> No.3180015

Yeah it's common lexicon. E.g. "to spam out some shock cores/rockets toward the flak/100/50 area"

>> No.3180046

literally fucking halo.

>> No.3180051

oh christ here we go again

>> No.3180057
File: 174 KB, 1280x728, Unreal-Tournament-3-Server_1.jpg [View same] [iqdb] [saucenao] [google] [report]

No, UT3 was literally fucking gears of war

I'd still rate it higher than 2004 because I'm a contrarian

>> No.3180061
File: 320 KB, 1302x885, visor_final_closeup.jpg [View same] [iqdb] [saucenao] [google] [report]

meanwhile, quake

>> No.3180067

In the hopes that you're still around, here you go, anon. Made this just for you.
In all seriousness I was actually meaning to post this since a long time ago but never found a chance to.


>> No.3180070


This gonna repeat in Doom reboot

>> No.3180075

please don't start shit

>> No.3180076

>I'd still rate it higher than 2004 because I'm a contrarian

i mean, at least you're honest.

>> No.3180079

I genuinely do enjoy UT3 though, or rather did

2k4 was just trash, but vehicle modes were okay I guess

>> No.3180089

fucking thank you.

>> No.3180093

I prefer UT3 over 2004 too. Warfare improved upon Onslaught by making infantry more relevant, and VCTF and Greed were great game modes. The tweaks to vehicles and the new additions are great too.

>> No.3180102

Cheers mate, good to see someone is enjoying it!

>> No.3180143

I liked UT3 quite a bit too.
Dodgejumping being fucking gone is a big plus, but there were was more to it than that. What >>3180093 said mainly.

I dig it.

>> No.3180152

I think UT3 gets shat on more than it deserves

It's certainly a different specimen though, it's got some of its own worthwhile modes but lacks others

Visual style is definitely one of its weaknesses and there being no actual tournaments in the plot is also kinda gay

>> No.3180157


Found another bug, every weapon sprite except for fists in addition to the HUD information is rendering on top of the minimap. :/

>> No.3180164

I like the more alien/sci-fi visual style. But it definitely lacks the industrial/gothic theme. Ut2k4's egypt shit being gone if just fine tho.
>there being no actual tournaments in the plot is also kinda gay
Pisses me the fuck off to this day, jesus.
Have you read the justification for Bombing Run? The most retarded shit ever

>> No.3180170
File: 224 KB, 700x876, what do you mean there's no blu foob.png [View same] [iqdb] [saucenao] [google] [report]

>Have you read the justification for Bombing Run? The most retarded shit ever

Nope, but I want to hear it.

>> No.3180172

>But it definitely lacks the industrial/gothic theme.
Half the maps are industrail in theme, and the second half is temples and shit

Washed out colors ruin both, I never play without 100% saturation mutator, makes the game look pretty good

>> No.3180179

>Half the maps are industrail in theme, and the second half is temples and shit
Yeah but they're more alien
Look at deck in the previous games, then look at 3's

>> No.3180183


by the way, seeing as you've been working on this sort of thing recently and it's probably fresh in your mind, could you lend me a hand?

how do you go about making an actor get information on its target when it fires? i'm trying to make an actor that will only damage the last enemy class injured by the weapon's altfire when using its primary fire

>> No.3180190

>Look at deck in the previous games, then look at 3's
Well if you mean alien as in the film alien, then you're right

>> No.3180220
File: 260 KB, 500x545, 1455707474254.png [View same] [iqdb] [saucenao] [google] [report]

>Fire a shot at the start of a new map.
>Multiple Cyberdemon/Masterminds roaring in the distance.

>> No.3180224
File: 922 KB, 1920x1080, RIP megacyberdemon.jpg [View same] [iqdb] [saucenao] [google] [report]

Sgt. Mark is clearly clinically insane.
>a sprite half the screen tall
>yup, looks good to me

>> No.3180228

Idea for the climbsaw in blastmaster:

It doesn't replace the pistol, it replaces the punch, which you toggle on and off with altfire. That way players still have the pistol.

Come to think of it, I could make this replace the fist with the forceball gun too, I missed being able to throw bombs around.

>> No.3180231
File: 891 KB, 1920x1080, Screenshot_Doom_20160430_083433.jpg [View same] [iqdb] [saucenao] [google] [report]

I do like how spider mastermind leaves behind enough 20 mm brass to build a colossus of rhodes replica out of

>> No.3180235

People are angry its not going to be "Doom" but to me its better to misinterpret Doom than to misinterpret Call of Duty or some shit. Its the thought that counts.

To me its apparent its developed and/or tested by fans of old shooters. But I need to actually play the SP, or watch someone actually run it on Nightmare, or watch people speed run it.

I think the problem is more the industry itself, people are so jaded. And when videos come out showing gameplay, they isnticivly record the level like its a slow-paced theme park to get all the "features". People don't advertise the game by blitzing through the levels on the hardest setting, which is what you need to do to really judge the game: Is nightmare going to just be bullet-sponges or how are they going to make it a an actual challenge?

>> No.3180249 [SPOILER] 
File: 752 KB, 1920x1080, 1462082301445.jpg [View same] [iqdb] [saucenao] [google] [report]


STRAFE confirmed hero we don't deserve

I played speedzone V2 build, enemies just can't cope with my mad bhop skillz

>> No.3180253

>But I need to actually play the SP, or watch someone actually run it on Nightmare, or watch people speed run it.
I was with you till the last one (and that's cuz new N! isn't like old one).
I think the stream was pretty good for leveling expectations of the sp.
Doesn't that game only have 3 guns and no pickups?

>> No.3180254


I beg to differ, STRAFE doesn't look very good with that shitty emphasis on Proc gen and that hideous view sway when you get injured.

Good marketing, bad game.

>> No.3180259
File: 19 KB, 516x384, 1455478515630.jpg [View same] [iqdb] [saucenao] [google] [report]

>Good marketing, bad game

sounds like a a big fat stinking financial success

>> No.3180268

>Doesn't that game only have 3 guns and no pickups?
3 starting guns and some pickups, including other weapons with limited ammo. Starting guns also have 4 upgrades for primary/secondary each (like UT's flak cannon for shotgun or super nailgun for assault rifle).

Well it's not out yet, fampai, the demo I played was reasonably entertaining

>> No.3180271


From what it looks like, your starting weapons have limited reloads too, hence why you can switch to fists and throw shit.

>> No.3180274

i remember it always having horrible sway, like the gun was staggering around drunk

couldn't stand it

>> No.3180278

2004 bothered me because everyone wanted huge vehicle bullshit, which ut99 was not about in the least. ut99 still the best ut and unreal still the the best unreal... UT4 looks okay though.

>> No.3180279

Yeah, ammo boxes confirmed. In the demo there are medkit stations, steroids and double jump upgrade.

>> No.3180280

Strafe looks sorta interesting, but I'm still going to be cautious about it

Some of the marketing was a bit funny at least

I remember seeing one early video of a guy picking up a different weapon or something

The main weapon gimmick though is modifying both the primary and alt fire of your weapon, so if you picked shotgun you can turn it into a flak cannon if you really wanted to

>> No.3180287


>> No.3180289

Eh, nothing really of note really happened. I haven't streamed in a while so I'm a bit rusty with keeping it interesting and I didn't do too well ingame, so you didn't miss much.

>> No.3180294

>Strafe looks sorta interesting, but I'm still going to be cautious about it

I want this dank synthwave soundtrack more than the game

>> No.3180302

so metal

>> No.3180308


Someone posted this in one of the Quake forums I lurk in and I think he nails it, especially the part about the combat neither pushing you back to retreat to a previous area or forward into possibly more danger.


The game looks boring and monotonous as hell because of this, and I guess their idea of breaking the monotony is adding non-combat sections like that part where you follow apparitions as a form of storytelling like in some parts of System Shock 2. I think there's nothing more telling that the level design of a shooter and mindset behind it is visibly fucked than having a guy make an observation like "this area's designed for combat" like the guy from IGN did in the 48-minute gameplay video.

>> No.3180309
File: 2.57 MB, 2560x1440, 80sut3mnrck.jpg [View same] [iqdb] [saucenao] [google] [report]

oh dear

RIP placeholder chill music, you will be missed

>> No.3180339

>Playing through 1994 Tune-Up

holy fucking shit, this is the fucking dictionary definition of anti-fun garbage mapping

who the fuck thought this was something that needed to be remastered

>> No.3180346

What are some good mods for Doom or Quake to play in a 3 player LAN? Currently on Brutal Doom beating these ridiculously large Oblige generated maps and we're burning out on it. Wouldn't mind suggestions for UT99 or Rune Gold.

>> No.3180348

Really? I think he misses it by a country mile on most respects. Just for your example,
> the combat neither pushing you back to retreat to a previous area or forward into possibly more danger.
Why is retreating to a previous area something desirable? Forward into more danger I can kind of get but that's something Doom rarely ever do at all, for most players.
Yeah not a fan of the new song. Old song was cool but it didn't fit really. Past being chill, I guess.

>> No.3180350

Just made this up. First time I got this track, I knew it sounded like UT stuff.


>> No.3180368

That's a fun duel, Lea is a cool map

>Yeah not a fan of the new song. Old song was cool but it didn't fit really. Past being chill, I guess.
Well alex brandon and michael van den bos seem to be on board for the soundtrack

source: epic forums :^)

>> No.3180370

Were they hired? I remember previous composers offering their work to Epic and getting no response, because of muh crowdsourced development I guess

>> No.3180385

>Why is retreating to a previous area something desirable?

Because it means there are various escalations of danger and that the player has to think on his feet on what to do and where to go, not every encounter is designed around keeping the player accomodated with an acceptable amount of danger/challenge in each area.

>Forward into more danger I can kind of get but that's something Doom rarely ever do at all, for most players.

That is something heavily influenced more by level design than player skill. Take for example E1M8b, the doorway between the starting room and the second room with the chaingun is covered in nukage cracks, a monster closet with a shotgunguy pops open behind you, and the level geometry keeps the monsters in the next room from following you so you can't just retreat and shoot at them from safety. All of these drive the player forward.

And his observation isn't "missing things by a country mile" if you're acknowledging that the game does have this attribute, you're just disagreeing on whether it's a bad thing or not.

>> No.3180395

Are you serious? That's an adaptation of /tv/ pasta

>> No.3180424

You can't stick to the 2D plane level design and apply it to a first person game, that just doesn't work.

Either you make it third person with a sideview like in the original game, or you need to completely rethink the level design if you want to keep it FPS. Keep the SOTN inspiration if you like, but make the level design more like the N64 CV games, or more like Metroid Prime series.

>> No.3180441


[04-10] Gun Godz v1.0 released

[02-29] Combined Arms v1.0 released

>> No.3180443

there is a doom videos thread on /wsg/
i believe it can be found there in some form

>> No.3180453
File: 28 KB, 496x379, 1447036896954.jpg [View same] [iqdb] [saucenao] [google] [report]

>The altfire on the Chaingun replacement gives you cell ammo for the SSG replacement

My whole view of the mod has changed.

>> No.3180465


Yeah, the Gnasher and Smasher go well together.

I ship them

>> No.3180470

thats from the Quake Arenas machinima on youtube

>> No.3180472

Any news on EDuke32 vs Gearbox?

>> No.3180474

>if anyone else that's played my mod and has any input to add to this, lemme know
Did you see this post, Anon? just checking. >>3178161

>> No.3180476


I didn't try making a normal statusbar hud yet, or at least making the current HUD work for both versions, I can't recall if that's a pain in the ass to do or not.

But you're welcome for removing the pistol click, I'm currently working on making the mod flow better by speeding up the wait times between holding down the fire button and doing charge attacks, and for balance sake, and the fact I was DROWNING in shells, I'm gonna make normal bombs consume shells, and you'll still be able to lob bombs if you're out, they'll just cause your gun to overheat a little

>> No.3180480
File: 2.84 MB, 960x540, JDIMSA.webm [View same] [iqdb] [saucenao] [google] [report]

>ywn have a flak cannon in your doom

>> No.3180490

I don't think you can have a statusbar definition be for more than one type at once, you'd have to duplicate the entire definition and change "statusbar fullscreen" to "statusbar normal".

Someone please correct me if I'm wrong, it's such a waste of space.

>> No.3180492
File: 2.92 MB, 1280x720, Unreal Tournament 2004 04.29.2016 - short.webm [View same] [iqdb] [saucenao] [google] [report]

The Flak in all its iterations is one of the guns that I'll say is objectively superior to Quake's equivalents.

I do like the Quake RL better, though. Rocket jumping is too ingrained in me by this point for spread/cluster rockets/grenades to make up for it, even if it's UT99's OHK rockets. Nailguns are more fun than Enforcers or assault rifles, too; shame Quake dropped nails after Q1 (other than Q4 but who played that?) for the plain rotating machine gun/mechanical pencil.

UT4 seems alright but I'm one of those losers who likes 2k4 the most.

>> No.3180496

Thanks for finding it. Should be very easy to fix fortunately.
>how do you go about making an actor get information on its target when it fires? i'm trying to make an actor that will only damage the last enemy class injured by the weapon's altfire when using its primary fire
You could do this several ways, but something like making a bullet puff with +HITTRACER that calls an ACS script which changes the activator to the original activators tracer (as in the victim of the bullet) and does a SetActorProperty call. You'd use this with a custom damage for the primary fire attack which all actors are 100% resistant against, except the one hit by the altfire thing. If you store actor hit by the altfire in the shooting actors tracer or master field, you can once again make it invulnerable to the primary attack by calling an acs script and changing the activator like before.

>> No.3180506
File: 2.70 MB, 960x540, ywn have ASMD either.webm [View same] [iqdb] [saucenao] [google] [report]

All of UT's weapons are objectively more fun than Q3, mathematically provable, like

I'll even take my snot gun over grenade launcher

> Unreal Tournament 2004 04(...).webm
>barely finish teleporting
>eat a flak shell
top lel

>> No.3180507

Directly on the case itself, not really. This will take time.
The only "news" are supposition, people analyzing the situation tend to think that Pitchford is giving hell to TerminX because his licence for the mobile port was signed by Scott Miller (Pitchford and Miller have been going at each others' throat since the end 90's).

However in news linked to that case: Gearbox is apparently making their own sourceport of DN3D from the ground-up. They are pretty much re-creating a renderer similar to EDuke32 with similar dynamic lights. Dynamic lights which are used in the brand new DN3D episode they've asked another dev to make for that sourceport.

>> No.3180521

Is that some DM-Tempest?

>> No.3180527

Nah, that's DM-Lea >>3180350 fairly cool map, though probably isn't designed for 6 players

Another map takes some tempest elements, while also being a gimmick map

>> No.3180545

Actually, controls for Touch-Doo emulate dual analog pretty well. All in all its the best controlling FPS on touchscreen

>> No.3180548

yeah that sounds good, gives the fist three total possible upgrades counting the powerglove

Combined Arms seems good so far, not seeing the appeal of Gun Godz yet though

>I'm gonna make normal bombs consume shells
that doesn't sound like a good idea to me

>> No.3180549


>> No.3180554
File: 9 KB, 400x300, TITLEPIC3.png [View same] [iqdb] [saucenao] [google] [report]


Shells are plentiful, and don't see much use other than charge attacks, plus there's that shell gen aug.

as I said before, you still can throw out bombs even if you have no shells, it just heats the gun up, just give this a shot.


>> No.3180583

A question. Which original Doom episode do you guys like the most?

>> No.3180585

shores of hell

>> No.3180586

>centered weapon

You're a cool guy

>> No.3180589

KDITD has the best levels but shores of hell has a cooler mood. Can't really decide.

>> No.3180591

What about Inferno? I like it's puzzly nature.

>> No.3180607

for you

>> No.3180620

>procedurally generated levels
If I wanted that shit, I'd muck with Slade.
I play man-made .wads for a reason

>> No.3180632

ITYM oblige

>> No.3180642

point still stands, procedurally generated levels for FPS is no bueno

>> No.3180645


proc gen in general is no good. The only time it's acceptable is for an optional area or mode, otherwise that shit is lazy

>> No.3180649

It really isn't, the problem is that it's mostly being used as a substitute for actually making levels in games where randomness doesn't play to the power of the game's mechanics or the mechanics simply aren't good enough to carry a game by themselves and the chaotic procgen doesn't help. It's also mostly done in indie games where the quality of the generation is mostly super primitive, literally-lifted-from-a-tutorial tier generation.

>> No.3180653

don't like it, heretic has better gameplay

>> No.3180654

I think they could work. Rogue-likes work. FPS's are generally dungeon crawls. I would quite like to design a level that is different each time you play through, both the layout and the monster and enemy placement.

It wouldn't be too hard either, just a bunch of random generators and rooms that can be lowered or raised to make a path.

Making sure the player could get from predetermined point A - B might require a little more thought, but I think it could be done with some careful scripting. It would make for better replayability if you get it right.

>> No.3180657

I'm playing Strife: Veteran Edition. After playing through the game using the "hi-res" mode, I wanted to replay it on Bloodbath difficulty but without using the "hi-res" mode.

However in non hi-res it looks like it's playing in 320*240 except stretched to full screen, even when setting a high resolution. Anyway to have an actual high resolution or did they do that on purpose to make believe the game looked like utter shit before ?

>> No.3180658

Try necrosis.wad (runs with hexen)

its great, and linear, and the annoying centaurs were nerfed.

>> No.3180675
File: 324 KB, 720x404, storm bolter.webm [View same] [iqdb] [saucenao] [google] [report]

Is there a tool I can use to convert a webm to its individual frames? I want to convert webm related to doom sprites.

>> No.3180678
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


That gun is so fucking stupid I love it.

>> No.3180681

Which is why I want to convert it to doom sprites, duh.

>> No.3180682

You can use Photoshop, After Effects or Premiere Pro to export videos as JPEG or PNG sequence.

>> No.3180685

Anything free and not bloated?

>> No.3180686

Just use ffmpeg. Just run it with
-i filename.webm -r 1/0.60 $filename%03d.jpeg
You can change the second number the 0.60 to whatever the framerate of the video is so it dumps each frame and you can change the format of the image to png or bmp or whatever.

>> No.3180687

surely you don't need to specify -r at all and you get one file per frame.

>> No.3180689

What's the actual name of the gun?

>> No.3180693

Shit you're right. I'd never thought to try that.

>> No.3180698


>> No.3180701

Thanks, got a good 230 frames out of that, guess I'm gonna be busy today.

No idea.Best bet would be to reverse image search.

>> No.3180703


GIMP? There might be a plugin the let you edit that shit

>> No.3180705
File: 236 KB, 1280x960, Screenshot_Doom_20160501_144715.png [View same] [iqdb] [saucenao] [google] [report]

Made a sniper cam overlay for the crosshair. It's going to be accessed through the corner menus.

For which I'm right now writing something like a retarded OS for.

>> No.3180707

Shit, thiers a whole youtube channel with guns fired from an first person perspective? I've got a project then.

>> No.3180712

Not a fan of the way the keys are laid out. Especially because the actual keycards aren't lined up properly

It turns out so. Literaly the first result when I googled "double barreled pistol"

>> No.3180721


Damn son you're still working on this? The deadline is today!

>> No.3180723

you haven't finished yours yet either.

>Okay so once the contest ends I wanna do one last tweaking to blastmaster

>> No.3180725
File: 15 KB, 500x500, Pick me a winner.gif [View same] [iqdb] [saucenao] [google] [report]


I did my last minute tweaks earlier, I noticed weasel's giving everyone a grace period so I've posted my update on the thread, saying I'm taking advantage of said grace period, as seen here. I made the mod much smoother I think >>3180554

>> No.3180730

I'm not going to abandon this after the contest is over. There's more shit I want to try.

And I have most of the day free anyway so I think I'll be able to bump the quality up a notch (like adding a more visible crosshair as per your suggestion)

>> No.3180732


very admirable. I want you to keep on working on this, it's a cool as fuck concept, and I hope you manage to implement mouse look by holding altfire.

>> No.3180741

Why are you trying to make doom into system shock you crazy person

>> No.3180751
File: 8 KB, 125x125, 1449587783998.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any good weapon wads that focus on energy weapons?

>> No.3180756

Remember that time he made you his bitch? That was a strange experience.

>> No.3180761

Do boss monsters have better hearing or something? Or is their yell when they see you always audible?

>> No.3180762

I was looking around in sound things a while back and IIRC Cyberdemon and Mastermind have special rules that says they basically can always be heard.

>> No.3180768
File: 96 KB, 226x258, meme.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3180772
File: 27 KB, 332x500, m'lady.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3180820


I don't get it

>> No.3180873

So, here are the sprites for the right hand only. If you want both hands you'll have to mirror the sprites.


>> No.3180913

I install Quake 4, I update it, I install Q4Max, I put the AAS pk4s in the q4max directory, I start a server, I add a bot

It tells me I need AAS files.

I copy them to the q4base directory, I copy them to the q4mp directory, I extract them into the q4max directory under maps/mp/, I try to use runbotaas and it seems to do nothing.

It tells me I need AAS files.

What the fuck is happening?

>> No.3180929

From the Alice madness returns episode of zero punctuation:
I think the bloke who made the tea for theDoomteam got to make his own game. His name wasJohn Romero-no!

>> No.3180931


press the tidle key (below escape) to open commmand menu, then type something like this:
/r_mode -1
/r_customwidth 2560
/r_customheight 1440
/cg_fov 120
your new resolution won't be displayed in the options menu, that's normal
or download ioquake, an improved engine with more options

also, download "high quality quake", a mod aiming to improve the UI http://www.moddb.com/mods/high-quality-quake/

also, get this mappack, someone posted it here before, contains some of the best custom maps https://mega.nz/#!1MRRnDSb!vczWi1CsSg9UK58NYhGz86O1IpL6PsdydEqsyk5sVaI

>> No.3180936


>> No.3180938

don't forget to enable the better looking rail with
\cg_oldRail 0

>> No.3180939

>also, get this mappack, someone posted it here before, contains some of the best custom maps https://mega.nz/#!1MRRnDSb!vczWi1CsSg9UK58NYhGz86O1IpL6PsdydEqsyk5sVaI
don't forget to visit lvlworld.com

>> No.3180945 [DELETED] 

or he could just follow this link:

>> No.3180949 [DELETED] 
File: 11 KB, 464x464, 1449699687817.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3180951 [DELETED] 

nigga don't even start with me

>> No.3180956

UT playerbase across games (circa 2015):
UT99 > UT4 >>> 2k4 >>> UT3

Yes, I checked. Feel free to work quake world/open arena/quake live in there somewhere, we all know Q3A is dead.

>> No.3180960
File: 60 KB, 250x334, Scruffy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3180962
File: 88 KB, 500x382, oh deary me.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3180963

probably some overzealous "not retro" reporting

>> No.3180973
File: 81 KB, 340x300, EYE lmao.png [View same] [iqdb] [saucenao] [google] [report]

We might as well be arena shooter general

>> No.3180976

Unreal is like the safe, politically-correct version of the grungy and dark Quake

>> No.3180978

not really, modern ones like reflex and nexuiz aren't allowed

>> No.3180981

what about shootmania and tribes (the RIP one)?

>> No.3180985

UT is the pinnacle of arena shooter genre, Unreal singleplayer is just a tech demo with boring enemies and boring level design

>> No.3180986

Tribes is the SkiFree to Quake's Skulltag

>> No.3180987

old tribes is probably fine

i have no clue about shootmania

if someone wanted to risk it they could strike up a test topic and see how it goes

>> No.3180993

>90s shock rock

>2014 uwu culture

is it so wrong to miss when games were edgy unironically

>> No.3180997

UT99 has the largest playerbase but not large enough to have any players in east asia

I'll never be able to play an arena shooter against people instead of just bots

>> No.3181002

Crosshair hud is neat.
Man fucking translocator went FAR in UT2k4.

>> No.3181006
File: 62 KB, 1280x644, snoiper cunt.jpg [View same] [iqdb] [saucenao] [google] [report]

Only weapon design in UT4 that makes me go "nailed it" is the sniper

It's shaded as glass with subsurface scattering in game, and just looks like handheld personification of sex. New bullet tracer effect is neat too.

Flak looks like 99, RL looks like 2k4, bio is UT3, stinger might be an actual UT3 model in latest update, enforcer looks great as well, hammer is very UT3, link is very close to UT3 as well, redeemer is similar to UT3

Thanks, korea

>> No.3181017

I think it shouldn't have the orange overlay. If you could just outline it in green or something it would be better imo...

>> No.3181026
File: 313 KB, 701x358, Fuck yes you are the best weapon in any FPS in history.png [View same] [iqdb] [saucenao] [google] [report]

Centered weapons is the only way to play 2k4 (even if the models look kind of weird sometimes) because doing so makes your projectiles actually come from the center of the screen- left weapons come from the left and right/hidden weapons come from the right.

It goes pretty damn far but there's also a mutator to give it the old-style high and short throw, IIRC.

I like that the Flak looks like a combination of the 99 and 2k4 launchers with a lean towards the former. Just the fact that they brought back the ammo counter makes it top-tier in my book and it still feels great to use.

>> No.3181036

I agree sniper is neat, but I think they nailed Flak too. And enforcer looks terrible imo.
>bio is UT3, stinger might be an actual UT3 model in latest update, hammer is very UT3, redeemer is similar to UT3
Those ARE UT3 models, lol.

>> No.3181037

what does that even mean

>> No.3181039

for some reason I like playing doom on keyboard at 35fps with Doom95 more than on ZDoom at 60

>> No.3181042

Well it is more authentic.

>> No.3181060
File: 73 KB, 218x214, Vandora.png [View same] [iqdb] [saucenao] [google] [report]

I don't want to fight about this but I *heavily* disagree.

>> No.3181065

Sci-fying up a weapon that is hardly different from a real-world equivalent is really lame imo.

And what is up with it looking all shiny and brand new? I guess the design is not final yet.

>> No.3181067
File: 49 KB, 535x379, skub.jpg [View same] [iqdb] [saucenao] [google] [report]

>and it still feels great to use.
Shot delay is a bit retarded in latest patch, something like 1 shot every second versus every 0.7 seconds. But yeah, despite some vigorous nerf batting, it's still fun gun

>but I think they nailed Flak too
But that's just the classic design more or less verbatim, at least UT3 tried to do something different, and akira style tracers behind glowing shrapnel was a nice touch

>I don't want to fight about this but I *heavily* disagree.
Let's agree to disagree then, fampai

>> No.3181068


we knew this day would come lads

>> No.3181075

If you don't turn "always mouselook" on in ZDoom, does it turn on mouselook when the WAD/PK3 needs it?

>> No.3181079

i'm already cringing at the content, the people that find the teens to show stuff to, the people that tried to copyright reaction videos, and the people that look for videos titled "teens react"

i don't even need to open it and it did its job

>> No.3181083
File: 291 KB, 397x414, im dead on the inside and these fuckers are profiting off of it.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3181084

I don't even want to watch it. They probably think it's dumb and shit and not CoD or something.

>> No.3181085

>has to specify "1993 ORIGINAL GAME"

Fucking companies who make sequels with the same title as the original game should be fucking shot

>> No.3181090

don't worry they pull out brutal doom toward the end and they love it

"where can i download this?"

>> No.3181091

Ooh, that makes me feel MUCH better.

>> No.3181093

I mean you don't have to fight. We could be like, civil about it. Yeah, on 4chan, but still.
>But that's just the classic design more or less verbatim
Is that a bad thing in your eyes?
The UT3 one looked like a podracer to me, but I could appreciate it I think.

>> No.3181096

It's time to bury id.

>> No.3181097

It was time to bury id fucking years ago.

>> No.3181103

Not that either of us are promoting violence toward any entity. We just want them to fail financially, from their own mistakes.

>> No.3181106

Yeah... that.

>> No.3181116

I like the UT'99 design of Flak better

>> No.3181119

They actually say it's a pretty good game, especially considering that it's from '93.

That being said, the fact that the "postgame talk" mostly consists of them watching NuDoom trailer to "see the now stuff" makes it feel like an ad, rather than the actual discussion about the "old thing" they just did/watched/experienced they used to have.

>> No.3181124

I know I've seen some mention that ZDoom does allow wad makers to specify settings, but I don't know what can be forced. At any rate, nobody does it, so you'll almost certainly have to change it yourself.

>> No.3181125

thanks for posting that DOOM 4 ad

>> No.3181130
File: 598 KB, 480x360, complete coincidence.webm [View same] [iqdb] [saucenao] [google] [report]

>makes it feel like an ad
Don't be silly anon, paid shilling on youtube is always, always disclosed

>> No.3181135

So I should basically just leave it off? I want to feel more natural by having it off.

>> No.3181138

That reminds me that I followed the original Doom game on Twitch and Doom 4 just automatically replaced it.

>> No.3181139

I think we've all played through a level and got to a point at which we realized we were supposed to have freeaim/jumping/crouching on.

>> No.3181143

I know wads can force a player to not be able to jump but that's the only forced change I know of

>> No.3181145

>in an effort to control violence among deep space miners, the liandri corporation legalalized no holds barred fighting
I disagree with this also. Level design is mostly focused on exploration, which is different, but fun. UT99 nailed it for arena gameplay, but Unreal is a different sort of game in most regards. It's about seeing sights, finding powerups, getting into battles. It's a little theme-parkish, but with more freedom to wander off the beaten trail.

>> No.3181146

Just tried it with The Golden Souls and without mouselook it doesn't autoaim to high flying cacodemons. So I guess if there's no auto aim then mouselook is a thing you should turn on.

>> No.3181154

>texture filtering

>> No.3181158


That actually wasn't that bad. It looks like they all had a lot of fun and enjoyed the game. None of them shit on it at all and hated it just because it was "old." Surprisingly fun to watch and made me feel happy.

>> No.3181160


Don't worry he's full of shit. They show a trailer of the new DOOM instead.

>> No.3181163

Ooh, that makes me feel MUCH better.

>> No.3181164

This. Cheeky sod.

>> No.3181171


>> No.3181173
File: 437 KB, 500x394, 5b2.gif [View same] [iqdb] [saucenao] [google] [report]

>Aren't they those things that look square and look like the save button on a computer


What are these people? Seriously these kids are like, 16 or some shit. My sister is 14 and she knows what a goddamn floppy disk is. Goddamn this just screams obvious sponsored content.

>> No.3181182

i suppose it does make sense for it all to be scripted when their income relies on getting the right reactions

those poor kids

>> No.3181185

>two weeks before release of Doom 4
>plays Doom 4 trailer at the end
>sponsored content

You don't say?

>> No.3181192

And players have a choice to ignore that and force jumping back.

>> No.3181195

Would anybody be interested in seeing me work on art/code shenanigans for TSP? I'm vaguely thinking about streaming.

>> No.3181202
File: 410 KB, 894x425, pistol.png [View same] [iqdb] [saucenao] [google] [report]

what does this mean lads

>> No.3181203

I feel that the reactions as they play are genuine, I just think that what they say before and after seem very scripted, the Fine Bros are quite the obvious sellouts and I wouldn't be too surprised if they had approached ID Software about making a reaction video for them.

>> No.3181207

I do say.

>> No.3181215
File: 342 KB, 1280x960, Screenshot_Doom_20160501_202031.png [View same] [iqdb] [saucenao] [google] [report]

but it's so much FUN!
Yeah it works better without. I thought it'd blend in a much cooler way when set to additive.

I got the MFD software working now by the way. Just need to implement some more of them.

>> No.3181220

I find it disgusting that the fine bros are considered one of the most notable youtubers out there.

they, among other youtubers, were actually invited to attend some event that happened at the fucking white house

>> No.3181221

Hard to see the kanji, but if I got it right it probably means something like "No Knife"

>> No.3181225

刀 is katana, I think the next one is 天 which is heaven or sky or imperial. It's pronounced "ten" though so it could be a fucked up translation and mean 10mm katana.

>> No.3181227


doom 4 demonsteele confirmed?

>> No.3181230

Looks nice now.

>> No.3181234

If the sword combat is going to work the same way as Doom 4's chainsaw and berserk then I'm not interested

>> No.3181236

Wait what did they do to berserk

>> No.3181241

>but it's so much FUN!
I'm all for porting the entire citadel station to doom and populating it with doom enemies, but you are clearly quite completely insane

>> No.3181249

30 seconds of one-hit kill executions

>> No.3181250

Maybe it's just a shabby hint to promote an HD remaster of Daikatana as iD / Bethesda's secret project.

Or it's just put on because it looks cool.

>> No.3181256

Why the fuck would they remaster Daikatana? They don't own it.

>> No.3181264


>> No.3181268

I'd be okay with this.

>> No.3181307

Are you fucking serious?

>> No.3181310
File: 273 KB, 640x360, Snapshot_171.png [View same] [iqdb] [saucenao] [google] [report]

>on floppy disks
>uses source port similar to prboom


>> No.3181320
File: 57 KB, 851x233, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>he plays with freelook
>he uses filters
who /semi-purist/ here

>> No.3181332

it's a reddit maymay, not even joking
it's scripted as shit

>> No.3181335

ZDoom fag here. I only use jump and crouch when the map requirse it, freelook just feels wrong. Also fuck people who think Doom should have platforming.

>> No.3181336

define semi-

>> No.3181339

Would've been interesting if they gave them a dos computer (or even a dosbox) and they had to install doom, from floppies, first.

>> No.3181347
File: 353 KB, 431x504, noice.png [View same] [iqdb] [saucenao] [google] [report]



Honestly, there are plenty of youtubers that make better content, like retsupurae for example.

On a lighter note, I got this for my captcha again.

>> No.3181349
File: 188 KB, 597x960, model_revenant-X2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3181358


I occasionally watch these because it's always cool when one or two of the kids find themselves actually having fun playing these games. The Duck Hunt episode was pretty cool, those kids were surprisingly invested.

>> No.3181363

Any good gun mod that doesn't touch enemies?

>> No.3181369

this is the spergiest complaint ever. just feel glad they didn't use gzdoom

>> No.3181384

>implying these aren't all staged and that these aren't all paid actors
>giving views and ad revenue to the goblin brothers

Well, you COULD do that, just get the wads from an old floppy and then run them in PrBoom.

I don't like any of the filters but there's LITERALLY nothing wrong with freelook.

>> No.3181386




>> No.3181387

There is virtually no reason not to use gzdoom unless you're an old neckbeard desperately trying to hold on to his teens

>> No.3181391

i was expecting worse, but it could have been better
like, make them play trough E1M1 in Chocolate, then the rest of E1 in GZdoom (no filters but modern controls), and finally show them gameplay footage of doom4

>that asian who's like "i prefer story driven games" then get hyped from the trailer
shill spotted

>that chubby with the armband who knows how to play
waifu material

>> No.3181392

Will you be archiving the stream?

>> No.3181403

that is very true

>> No.3181405

Thank you for reminding me to update my filters whenever my computer gets fixed, lad.

>> No.3181408
File: 2.04 MB, 2224x4544, 1462071726567.jpg [View same] [iqdb] [saucenao] [google] [report]

>not even page 10 yet
>new thread

>> No.3181414


don't be that guy.

>> No.3181468

666 get

>> No.3181503

Sure, if I do it. I'm trying to see what I could work on that would be interesting.

>> No.3181550
File: 737 KB, 1024x768, BLACKROOM.png [View same] [iqdb] [saucenao] [google] [report]

>mistaking demons as aliens

>> No.3181626

Well, TECHNICALLY, they're alien to our society.

>> No.3181679


It means that gun makes my dick hard

>> No.3181837

The demons could be called extradimensional aliens.

>> No.3181873
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

well i could call aliens monodimensional demons, but i don't do that because i'm not retarded

>> No.3181974

Filters are for fags and I will never go back to aiming without a mouse.

>> No.3182008

why aren't you in the new thread

>> No.3182049


but i am

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.