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3217447 No.3217447 [Reply] [Original] [archived.moe]

doom thread / retro fps thread

doom is cool

so are other retro fpses

post favorite wads

>> No.3217473

What happened to the old guy who made these?

>> No.3217479

he threw a fit and quit when someone else dared to make a thread

then the other guy stopped making threads

so now i guess i'm making threads until someone else does it

>> No.3217508

oh also reposting what another anon did from last thread

>New nuDOOM general

put all doom 4 discussion there, not in /vr/

pls no delly janny

>> No.3217521

>no news post
>but no tryhard OP

I can deal with this, to be quite honest.

>> No.3217529

this thread makes me feel empty inside

>> No.3217532

have a sandwich

>> No.3217534

i'll include more just for you next time, fampai

>> No.3217536
File: 148 KB, 466x359, Want some rip and tear.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, since last thread haven't given me an answer, i thought maybe id try this one.

I have Doomrpg and doomrl arsenal working but when i start new game it doesnt give me the option to change class, it just straight starts the game.

there is a switch class in the players options but its stuck on marine and nothing else. im using ZDL Launcher and GZDoom as a source port

>> No.3217538

spiritually empty

>> No.3217547

have a ghost sandwich

>> No.3217556
File: 294 KB, 453x592, Swordman.png [View same] [iqdb] [saucenao] [google] [report]

>tfw mm8bdm has a mod where you play as robot masters
>tfw you can sissy slap everyone as swordman

Sometimes you check something randomly in zandronum and you have a nice fun time.

>> No.3217568
File: 2.23 MB, 320x240, 1463089554145.webm [View same] [iqdb] [saucenao] [google] [report]

Reposting my level set.
I'm currently making some more maps, and have a few ideas/prototypes floating around. E-mail me if you're interested in seeing them or helping me with wad #2. Webm is Map02 from this set.

>> No.3217573

New to old doom and have been playing doom 1 on Zdoom, is there a way to edit the textures of secrets so that I can find em without resorting to a guide? please help.

>> No.3217575

no, they all use the same textures

>> No.3217581

welp. guess I'll just keep playing without finding them. I checked the config file and edited some things but I guess the most I could do was change the color by a tiny bit

>> No.3217592

think all you did was change their line colour in the automap, which only shows up when you discover them

>> No.3217595

two basic questions

any good wads that came out recently? I heard the aliens one was neat

any good gameplay+mapset combinations? I already finished both Syche WADS with demonsteele

I also tried samsara with equinox, playing as the dude from marathon

>> No.3217603

oh yeah that's right . Are the secrets important at all? will I miss out on a weapon or something? and do you guys recommend any mods for first time players?

>> No.3217612

it's mostly just extra health and ammo, nothing you'll need. usually there will be a texture slightly off or something that breaks a pattern, like a series of pillars with lights and one is the wrong colour

i suppose smooth doom since it just adds some visual interest without altering gameplay all that much, maybe polished skull.



>> No.3217618

I'm running through the levels super fast and it's fun , Zipping around I can't be assed to slow down pressing buttons against every tile anon. Like this anon said
it's just health and ammo that I don't need. thanks anon I'll check smooth doom.

>> No.3217640

some are more important than others, as they lead to whole new levels

so yeah, try to find them, keep your eyes open for light differences, odd textures/singularities on walls, powerups pointing at something...
and (nearly as important) make sure to listen to what happens around you
be on the ready for door/elevator sounds, try to see where they are and what triggers them

sometimes you can see parts of the secret areas, try to figure what can take you there

>> No.3217647
File: 195 KB, 1366x768, Screenshot_Doom_20160515_222507.png [View same] [iqdb] [saucenao] [google] [report]

Is it difficult for you to spot the secret in this picture? Because a majority of the secrets in the original games are this hidden.

>> No.3217649


>> No.3217663

... are you used to secrets with a big colorful aura and a "PRESS X TO ACTIVATE SECRET" message?

>> No.3217670

Does anyone have a list of what level packs are compatible with Brutal Doom? I just finished the starter pack.

>> No.3217678

Why did I laugh at that?

>> No.3217682

BD can be played with anything that doesn't add monsters or weapons (unless there's a compatibility patch)
now, i can't guarantee you that it will be fun or balanced, but at least nothing should break

>> No.3217685

Im too fast to notice that

>> No.3217687

Is it possible to make presets for ZDL?

>> No.3217690

different color part of wall with something placed infrontof it

it might as well glow and give a button prompt

>> No.3217698
File: 119 KB, 1019x796, temp.png [View same] [iqdb] [saucenao] [google] [report]

reposting my dummy actor for swampanon to see
it shoots bullets toward the player, activates gunshot switches, and doesn't afraid of anything.

>> No.3217707

i hate him and what he stands for

>> No.3217710

that's E1M1, and you'll possibly see it only as you exit it
it's more of a tutorial than anything

>> No.3217732

Yeah but the secrets get more complex and confusing.

>> No.3217738
File: 91 KB, 640x480, sham.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3217740

Asking this again, I hope you guys don't mind.

What's the most accepted way to put the player at the beginning of a level?
Is it okay to put enemies facing away from the player?

>> No.3217743

pretty much wherever works, as long as the player isn't in immediate danger

some nerd angrily shitposting again
pay it no heed

>> No.3217748

He doesn't technically stand at all. He has a convenient little stick that holds him up.

>> No.3217749

>Is it okay to put enemies facing away from the player?
depends on context but you're just about guaranteeing that the player is going to take damage, especially if there's nowhere to run

sunlust does this a lot but usually i can run by them, get to a place of tactical superiority, and lay into them

>> No.3217751

i hate him and what he sticks up for

>> No.3217753

>Is it okay to put enemies facing away from the player?
See first level of Doom 2

>> No.3217778

I usually put the player in a small room. They open the door, and there's enemies waiting outside for them. You can of course make good levels where the player is right dab infront of an enemy, as in Scythe 2 Map01, but it should never be a tough monster.

>> No.3217783

Something really weird is happening here. I'll go play Plutonia 2 for a while then.

>> No.3217878
File: 15 KB, 320x200, DOGOA0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3217906

>as long as the player isn't in immediate danger
why should that be an issue? Sometimes its fun to put the player in immediate danger.

There's a couple of levels in Blood that do this. It set the pace for the rest of the level: constant fighting

>> No.3217924

Is hdoom ded? Will I ever be able to masturbate to all the demons?

>> No.3217928

i bet fucking a cyberdemon feels like crunchy peanut butter

>> No.3217938

Well anon now I'm just eevn more sad that I wont ever be able to masturbate to my doomguy fucking a cyberdemon while fucking a jar of crunchy peanut butter.

>> No.3217941

/vr/ doom template thingy wingy


>> No.3217949

Don't bother with the DoomRPG part, it's a clusterfuck

>> No.3217951

i got em working on my own already

>> No.3217994
File: 29 KB, 1524x716, alt-fire flowchart.png [View same] [iqdb] [saucenao] [google] [report]

I made this flow chart thing for if you should give a weapon an alt-fire. Is it actually helpful?

>> No.3218001
File: 92 KB, 400x300, thumbnail_29836.jpg [View same] [iqdb] [saucenao] [google] [report]

>want to buy Doom 64
>haven't found a copy in the wild yet
>prices went higher on EBay/Amazon since the release of Doom 4
I know there's that EX port/enhancement on PC, but I'd much prefer to own a physical copy on N64.
hopefully I get lucky this week since I'll be heading to my local vidya stores (last resort), garage sales, and flea market.
Also I've never asked before, but is the Doom comic book rare?

>> No.3218030

Having the alt-fire be more useful than the primary but use more ammo is also acceptable.

>> No.3218032

Holy fuck why is Thy Flesh Consumed so bad? It feels rushed as fuck and "super hard lel" just for the sake of it. It's a blemish on the first three episodes.

>> No.3218039

Try playing Doom II next

>> No.3218040

I agree. I don't have a problem with the first level so much as, I have a problem with the fact that it's followed up by the second level. The first one isn't SO bad, but the fact that it's followed by the second one makes them both bad.

>> No.3218047
File: 7 KB, 200x200, 1452589033201.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw everything after Refueling Base is fucking shit

Thanks id.

>> No.3218054

Circle of Death is a great map though

>> No.3218057

Oh fuck, forgot O of Destruction.
Yeah, that map's fine too. It's The Factory when shit starts going totally downhill.

>> No.3218065

>Hitscan dummy totally works
Hey, that's really cool!
>only 3 actions can be switched by gunfire. Open door (stay open), floor raise to next floor, and floor raise to lowest ceiling.
Oh that's more than enough. Multi-switch doors, more advanced timed puzzles etc. don't need very advanced actions.
>The only caveat is that he always shoots toward the player near as I can tell
Well if the room with the platforms/switches is radial like the inside of a a square onion, that shouln't be a problem.

>> No.3218086

Does the OP even matter?

I've been coming to these threads for forever, and I read the OP once and then forgot about it.

Just but the pastebins in it and be done, they're the only part that really matters.

>> No.3218087


>> No.3218089


>> No.3218090


Not in the fucking least, I have no clue why people care so much.

>> No.3218091

>Does the OP even matter?

Only to the previous OP guy.

>> No.3218092


i'm starting to think it's like maybe two people shitposting

>> No.3218093

Maybe if you were the last OP guy, who got upset it wasn't him.

>> No.3218094


>> No.3218095

what new sprites have you made recently

all i've made is a cock and a dog

>> No.3218096

Well I suppose that settles it. From now on lets just do it /vg/ style and keep it barebones with just a funny macro as the image, and the pastebins in the post itself.

>> No.3218097


This is a good idea.

>> No.3218101

wasn't this the retrofps general once upon a time?

whatever happened to that?

>> No.3218103

Any maps that remind you of Twin Peaks?

I want some Twin Peaks maps...

Red / Pink tint, woods, waterfalls, blueish fog here and there, soft blue lights for tension, warm colours, log cabin aesthetics, wood mill, etc

>> No.3218105

Cool, I'll also put in the IRC channel too.

I'll have a pastebin with the new OP draft in a minute.

>> No.3218106

someone should add "we just don't know" to that pic

>> No.3218108

next time just remember to make a thread with the copypasta as soon as you hit the limit

it ain't too hard man

>> No.3218113

a community shouldn't depend on one dude m8

all ops in /vg/ by example are updated by popular demand, when someone makes a new thread he just adds the news and or updated community stuff like pastebins and links

>> No.3218117

not really, but i like seeing a news post

>> No.3218120

Yeah, it seems to work okay. Simply having him on an elevator scrolling past door switches could do some fun stuff.

>> No.3218121

People will make a new thread if the old thread reaches page 10 without OP guy making a new thread. Before this rash new OP with edgy thread titles got in though, that was a very rare occurence. If you want to make a new thread as soon as you hit the thread limit, /vr/ is just not the place to be.

>> No.3218130

Here's a new OP draft that's slightly simpler. I tried to put most the stuff that we used to have in it, but keep it barebones.


Again, this is just a draft, please give constructive feedback.

>> No.3218134

generals, by definition, are continuous threads

again, don't depend on OP guy. if you see you can make the thread, grab the copypasta, update if necessary and make it.

Communities are composed of multiple people contributing.

>> No.3218135

some of it is too wordy, and some could use some elaboration and search friendliness


>> No.3218140

I made some minor edits

Also maybe the second post could be just a general bit of news that also gets updated with each thread. A collection of whatever's up in the doom community and anon efforts throughout the threads

>> No.3218141
File: 301 KB, 800x1000, 1443778103385.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3218143
File: 388 KB, 700x934, XCOM 2 01.jpg [View same] [iqdb] [saucenao] [google] [report]

shit snek

>> No.3218179
File: 136 KB, 580x580, 1461815520977.jpg [View same] [iqdb] [saucenao] [google] [report]

Skillsaw is a fucking really good mapper, but why does Ancient Aliens feel almost cynical in how difficult it can be? It's like he's been making maps for this fucking game for years now and he's getting really blahzey about it.

>> No.3218182

I imagine that people map Utlraviolent as somethign they personally find challenging. I haven't tried AA on other difficulties though.

>> No.3218184

I think I might just play it on ITYTD just to see the really nice architecture.

>> No.3218193

Nothing wrong with that, difficulties are highly subjective amongst mappers in my experience.

>> No.3218202

I feel fucking casual as shit if I play on that mode, but sometimes I just want to see the maps architecture more then fight 30 chaingunners and revenents with archviles in the back keeping them coming back you know?

>> No.3218203

so what's the news?

>> No.3218205

People still fucking make maps for this 23 year old game. We rejoice and are happy.

>> No.3218206
File: 15 KB, 320x200, DOGOA0.png [View same] [iqdb] [saucenao] [google] [report]

Fixed the ear, I made it too bright because I wasn't sure how well it would stand out after paletting it, but I made the dog brighter than I thought.

I could sit here and tweak this pup for hours but it's supposedly better to be done than perfect, though how close to perfect should done be? When is something done? If I just arbitrarily stop then I'm only going to feel compelled to work on it even more if I see someone using it and I spot a problem.

How do you all cope with these issues?

>> No.3218208

news: people are making things for doom

>> No.3218209
File: 8 KB, 80x160, keepondoomin.gif [View same] [iqdb] [saucenao] [google] [report]

ancient aliens, doom 4 release, shitposting, and sweet fucking memes.

>> No.3218212

>How do you all cope with these issues?

Perfection or GTFO man

>> No.3218217

How much damage does Doggo do?

>> No.3218221
File: 109 KB, 320x240, skelemarine.png [View same] [iqdb] [saucenao] [google] [report]

>How do you all cope with these issues?
Can't speak for everyone else, but I drink heavily.

>> No.3218224

This. It helps a shit ton.

>> No.3218227

About one dog of damage.

>> No.3218230
File: 80 KB, 638x483, 1462715025691.jpg [View same] [iqdb] [saucenao] [google] [report]

Too much damage

>> No.3218232

To add to this, this is just single frame. Where's the animation. Also, the way to deal with it is self-hatred, despair, and a good dose of what this anon said. >>3218221

>> No.3218238
File: 1.04 MB, 300x225, 1451732213493.gif [View same] [iqdb] [saucenao] [google] [report]

who needs sleep when you've got booze

>> No.3218243

It sounds loser-y as hell, but it fucking helps, man. I won't drink so much that I can't type on a computer though.

>> No.3218250

Just lower the sprite on the screen, have a generic hand-only throwing animation, and spawn 1 (one) doggo.

Guess I could make the tail wag later.

This sounds like a Bad Idea.

>> No.3218252
File: 23 KB, 1600x1000, doom200.png [View same] [iqdb] [saucenao] [google] [report]

But it FEELS like a good idea. Would you lie to you?

>> No.3218261

Dude of course I would lie to me.

Wouldn't you?

>> No.3218262

It's accepted that monsters can see you, you can hear them alert but typically if its a high damage monster you don't actually want them to be an immediate threat.

It's perfectly acceptable to have a monster "ambush" at start as long as they are pathetic enough monsters: Zombieman, Imp, Demon...

Enough to casually make a player go "OH SHIT" but not enough to statistically cause death.

>> No.3218269

Fired out of a cannon into the shit. Rolling start.

>> No.3218276

Shit that sounds hype as fuck.

>> No.3218279

No, I'm pretty honest. But I get that way when I've been drinking.

>> No.3218284

I typically don't enjoy wads with an alt-fire because I'm a freak who binds run to right click

>> No.3218293

Sorta, having resources available on top of a fitting topic title for the image was nice.

>> No.3218301

you should try heretics shadow of serpent riders episodes
2 free episodes instead of 1 and both blow thy flesh consumed out of the water

>> No.3218302

Sounds good. Might try it at some point.

>> No.3218303
File: 52 KB, 197x190, nap in chair.png [View same] [iqdb] [saucenao] [google] [report]

since this is the only doom community i'm a part of the newspost was appreciated, and it was useful to be able to tell new players to check the op for basic things like iwads

>> No.3218307

keep in mind they are of thy flesh consumed difficulty level though, both of them have cyberdemon equivalents in the first level
apart from those 2 enemies the rest of the first level in both episodes is pretty fine

>> No.3218310

Just gonna dance around them. It'll be fine.

>> No.3218315

>Create master assembly in DoomRLA
>The start of the Snake Eater theme plays

That was a bit of a thrill

>> No.3218324

If I remember right you don't get very much room for dancing with the one in episode 4
thankfully you can just tome gauntlet cheese them

>> No.3218331

That's the good shit. It's just cool playing Heretic stuff cause it's so rare.

>> No.3218351

>Playing Unloved 2
>Music is great
>No idea what the source is from
> Unloved 2 will never be completed and now it is doomed to be generic randomized level FPS
It hurts.

Along with MSX being dead

>> No.3218397
File: 90 KB, 256x327, 1399390179180.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing a megawad I generated in Oblige with DoomRPG, DoomRLA + Monsters and Jimmy's Jukebox

It's stupid but I love it
Why are chests so OP

>> No.3218407

>OBLIGE megawads

Sounds like you'll be seeing the same shit constantly after a certain point.

>> No.3218423

>All this talk about the OP post

Come on now, just move past the mistake and correct it next thread. Quality control is a good thing, but if there's multiple people involved of course they're going to fuck it up every now and then.

I must say that intentionally removing all the info is a dick move though.

I prefer using demonsteele-nowthatswhaticallmidi-v3.5.pk3

Much quicker to get going.

Yes, but you can take steps to reduce the repetition. OBLIGE secrets are dogshit though.

>> No.3218465

Only recently got into DOOM, what's some of the best easier wads you like?

>> No.3218470

I'd say all the wads in SO YOU WANNA PLAY SOME DOOM pic from the OP we used to have.

>> No.3218471

So are you going to post the picture or...?

>> No.3218476
File: 2.74 MB, 1543x5500, SoYouWantToPlaySomeFuckingDoomV6b.png [View same] [iqdb] [saucenao] [google] [report]


It's easier to complain instead of posting it, I guess.
Here, anon.

>> No.3218482

Ah, didn't know there was a V6, hadn't bothered checking it myself in ages since I got my version. Replacement time I guess and to delete my reply :'^)

>> No.3218483

Thanks, but you didn't need to ask. I was able to find it in 30 seconds.

>> No.3218489
File: 765 KB, 1920x1080, Screenshot_Doom_20160516_160146.png [View same] [iqdb] [saucenao] [google] [report]

This would probably be a lot more useful if it didn't have the mile wide front sight post in the way

>> No.3218618

I wish there was a copyright-less set of caster hands around. I have a nice idea for an MP tc.

>> No.3218658

>let's get rid of all demons, imps, and non-chaingun zombies to up the difficulty
What's your personal mapping pet peeve?

>> No.3218661

>Maximize Chaingunner and Revenant usage

>> No.3218680

>Teleporting Revenants
>Teleporting Cyberdemons
>Teleporting monsters next to the player
>Teleporting monsters because that's the only fucking way you know how to make an encounter

>> No.3218689

Phobos: Anomaly Reborn (Ultimate Doom episode replacement)

>> No.3218691

all lines invisible on automap

assumption that zero tags work on sector behind linedef

excess of slow lifts

constantly having to stop to reopen doors

assumption that use key presses pass through walk specials

sticky out pillars and stuff to get caught on and kill your speed

hanging bodies that are high enough to walk under but still solid

flats on walls

twisty little passages all alike

textures on planes

masses of copypasted overdetailing

platform hopping sequences

having to awkwardly move around a really thin ledge while being attacked

using ACS when a voodoo doll conveyor would be enough

using UDMF or Hexen map format for a level that does nothing vanilla or Boom can't do

>> No.3218707

Eh. If it's fun, put it in.

I use right click to jump, left to shoot, by my thumb I have two buttons, the front alt-fires, the rear reloads.
I end up binding zoom/ironsights to clicking the mouse-wheel, whenever that comes up.

>> No.3218720

>got burnt out from Doom once again due to the frantic pace I was deving for OMGWPNS v5
>come back ten months later and see that it and Endless Survival have made the new infograph

thanks anon who made this! I'm gonna release a new version of Endless Survival hopefully in a couple weeks, it'll work with vanilla Doom (OMGWPNS v5 support will be in a separate PK3) and there'll be code restructuring/bug fixes which should hopefully make support for other gameplay mods easier to code, also new sky for MAP01 and MAP04 and fixing retarded map errors on MAP04

OMGWPNS v6 will take ages with my current life schedule and planned features for it though

>> No.3218723

reposting the two D!Zone maps i've remade some time ago, now i'm on the way to make a third one:


also, another DECORATE test i've made:

>> No.3218752
File: 380 KB, 1920x1440, 1463399128.jpg [View same] [iqdb] [saucenao] [google] [report]

at_work.zip (99 KB, 1994-07-01) - Bradley Allen

okay it's a My Workplace In Doom map, but before you stop reading, it's pretty good. not just a cramped office full of tiny rooms and cubicles (although these do feature in some quantity), it also has some large open-plan areas with different ceiling heights which give a good sense of space, and avoid feeling like a flat maze, even though the floor height hardly varies throughout.

gameplay is relatively easy, although suffers from the usual problem of maps like this, which is you wake up the monsters before you find any weapons and end up clearing half the map with the shotgun you took off the guy outside the room you started in. indeed in my case i woke up the cyberdemon the text file warned me about before having any reasonable means to deal with it, but the map is big enough to give it the runaround until you stumble on a better weapon. indeed i entertained myself by using it to dispose of several barons (note also the author says "I like killing barons, so there are a few")

despite all that i enjoyed my first time through it. replay value isn't so great though, it's fun to explore and look in all the rooms and occasionally find something interesting, but once known/learned, it's quite a slow play to get to 100% due to having to open so many small rooms with one or two monsters in them. took me 35 minutes to clear to 100%/100% on first attempt, 23 the second time once i knew where to go for weapons/ammo/soulspheres etc. can be exited in less than a minute once you know where the keys are.

>> No.3218776

Jesus fuck that's the shittiest map I've ever played.

>> No.3218790
File: 105 KB, 640x360, Serious Sam.jpg [View same] [iqdb] [saucenao] [google] [report]

why does serious sam look like bad 1994 wad?

>> No.3218791

That's a bit harsh. It doesn't look that bad.

>> No.3218802

It looked pretty nice for its time.

>> No.3218818

That's just arena shooters. Enemies that just spawn in over and over is actually harder to plan for in gameplay and level design than boring static monster placement so in order to have a functional game the levels had to be simplified.

>> No.3218864

YUUUUGE draw distance and it could handle a shitload of monsters. Both the ai and the models.
TSE is a fucking great game.

>> No.3218870

>assumption that zero tags work on sector behind linedef

What's wrong with this?

>> No.3218871
File: 2.46 MB, 512x512, 1457636374613.gif [View same] [iqdb] [saucenao] [google] [report]

How do I extract music from a wad?

>> No.3218873

Shame the level design is mostly just 'walk from one large arena to the next, pick up power-up to spawn next wave'.

>> No.3218875

open it in slade

>> No.3218878

I feel that Painkiller was an evolution of Serious Sam. More interesting arenas and such.

>> No.3218881

Use SLADE to browse the insides of a WAD

>> No.3218893

TFE was like that, but I found TSE to have a lot more variety and interesting encounters. The bouncy room, the bull run courtyard, the crazy tunnel with radial gravitation, the autistic amount of fun secrets etc

The large field battles had pretty interesting wave compositions that altered the flow of combat as well.

>> No.3218895

Painkiller isn't really an evolution in level design terms. The most that can be said is that they put a little more detail into the environments, but the layouts themselves just don't strike me as very special at all.

>> No.3218896

TSE is best Sam game

>> No.3218965
File: 61 KB, 442x487, I think the perspective is fucked on this one.png [View same] [iqdb] [saucenao] [google] [report]

Oh boy here we go again

I'm probably gonna have to retake these screenshots, damn it

>> No.3219010
File: 182 KB, 700x526, I understand your AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

fresh from the other general

>> No.3219065

I'm gonna take a guess... Dawn of War?

>> No.3219067
File: 154 KB, 1280x960, 1463414083.jpg [View same] [iqdb] [saucenao] [google] [report]

map30.zip (8 KB, 1997-02-12) - Ian Chipman

to no-one's surprise this is an Icon Of Sin remake. amusingly over-the-top; available resources are extravagant. instead of having to shoot off a moving pillar you have to wait until a series of ceilings and floors all simultaneously move out of the way before attacking.

>> No.3219068


actually the blade is from a weapon in Hyper dimension neptunia, and the hilt is from Gmod addon just called "melee weapon pack"

This'll be the second time I use Neptunia weapons for GMOTA development

>> No.3219096

I wonder if anyone has tried remaking king's field in Doom

>> No.3219113

The download link for the doom bible is broken, anyone has a working one?

>> No.3219118

nvm, found it

>> No.3219131
File: 1 KB, 300x300, frog.png [View same] [iqdb] [saucenao] [google] [report]

is doom 3D game or 2D?

I really don't understand how doom engine works.

>> No.3219132

3d, but mapping is 2d in that you cant have areas on top of each other like a Mario game, although a Z-axis exists.

>> No.3219134

It's 2D but it looks 3D because computer magic

>> No.3219135

Four Al's intensive porpoises, its forD

>> No.3219137

It's 2,5D.

>> No.3219139

Its neither, its 4d, because time flows in the game.

>> No.3219141


>> No.3219142

It's 2D planes cleverly arranged through tech wizardry to look 3D

>> No.3219148
File: 143 KB, 826x463, raycasting.png [View same] [iqdb] [saucenao] [google] [report]

is doom using raycasting? Quake engine is fully 3D world i can see but doom engine is little different. How they managed to make different heights, windows etc.
i am looking it right now. hope i understand something.

>> No.3219150

ignore this post i get it i think

>> No.3219153

>is doom using raycasting?
Yes, now you're getting it

Go look at system shock engine to see full 3D level geometry in 1994

>> No.3219165

I like the newsposts, and the thread titles were ocassionally amusing.

>> No.3219167

Doom is "limited 3d". A monster wouldn't be able to shoot a fireball at you if you were right beneath a ledge it was standing on, but it would be able to scratch you. There are many other such examples where it's neither fully 3d nor 2d, but it's always more the former than the latter really.

>> No.3219169
File: 21 KB, 1100x627, caco.png [View same] [iqdb] [saucenao] [google] [report]

i can't be the only one

>> No.3219174

Uhh, you might be anon. I always saw one eye.

>> No.3219178

to me it always appear to me with two eyes, with left slightly larger than right one

it's driving me insane it has been for 20 years already and I can't unsee it

>> No.3219180

You are getting it perfectly right.

Heights were handled by each object having a, well, height associated to it, then they used that value to modify the display.

>> No.3219195

What are the Thief 1 difficulty levels like? Like is Normal actually normal or is it easy?

>> No.3219210

Difficulty modifies objectives and AI alertness

Normal is normal, hard is hard, expert is for people who know the game inside out

>> No.3219212

I see. Is Tfix really a vanilla experience? It sounds like candles can't be put out in the original but Tfix has it? Seems a bit different

>> No.3219216

Install tafferpatcher and newdark (updated engine)

>> No.3219217

Good mod for a doom 1 replay?

If you don't know any it's fine, I didn't really expect you to, not all of us can have great ideas all the time so it's ok if you don't have a good mod to contribute.

Just don't beat yourself up for not knowing such a simple thing okay?

>> No.3219218

Aren't both of these for thief 2?

>> No.3219221

Play Strange Aeons. It's a recent Doom 1 megawad based around Lovecraft dreamworld stuff. Very atmospheric.

>> No.3219227

Think he means like, a gameplay mod.
Hideous Destructor. For a different perspective.

>> No.3219230

Oh yeah, sure. Strange Aeons is still recommended though.
Trailblazer was just updated. That's a fun weapon mod.

>> No.3219232

Oh yeah, taffer is

Tfix comes with newdark, only real issue I have with thief gold/thief 2 is the climbing controls, if Tfix has alternative climbing, then it's SUPERIOR to vanilla

>> No.3219234

Shut Up And Bleed is a lot of fun

>> No.3219240
File: 1.31 MB, 1920x1080, doing things in STRIFE.png [View same] [iqdb] [saucenao] [google] [report]



Here is some info about it.

>> No.3219243

Shame it only works properly in a source port no one uses.

>> No.3219246

The zdoom version is good too man

>> No.3219254
File: 2.26 MB, 1386x1385, 1453847017367.png [View same] [iqdb] [saucenao] [google] [report]


>Icon of sin

>> No.3219257

I fucking love Strife but I was dissapointed that the Sigil is kinda shit except for its first and final forms.
The plasma cannon was honestly a better weapon.

>> No.3219270

>yfw fucking pol.wad is the only good use of one ever

>> No.3219278

pol.wad is a goood map even without all it's humor.

>> No.3219286


>> No.3219292

Yeah I think so too. It has a way of progression with the "its happening" meter, and the final fight is just fucking fantastic.

>> No.3219358

Felt pretty average to be tubuhu

>> No.3219363

I hate when a map is so over-detailed that I get snagged while fighting. Like I get stuck on a wall detail or a torch or something.

>> No.3219364

I wouldn't call it good. The layout is very boring, despite some decent detailling here and there. The combat is fairly generic slaughter. That said, the idea is very well executed and the set pieces are well-made and very entertaining. The custom enemy sprites and sounds always make me laugh out loud, especially the nigger caves.

>> No.3219365

You can have an extreme amount of detail while still avoiding snaggies though

>> No.3219367

to mappers: the answer isn't removing these things, it's adding invisible walls in front of them that the player can slide by while running

>> No.3219368 [SPOILER] 
File: 1.38 MB, 1440x1080, 1463424761858.png [View same] [iqdb] [saucenao] [google] [report]


I kind of figured it would be disappointing since it was a religious icon in addition to being a weapon.

>> No.3219380

I feel that it should've went all in with the sprites and replace all the enemies (besides SS troopers) or at least put more effort into them

As slaughter maps go it's one of the least braindead, but still nothing more than a novelty (hehe cacodemons are jews and imps are negroes with basket balls, classic /pol/ humor)

>> No.3219381
File: 64 KB, 275x393, rott.jpg [View same] [iqdb] [saucenao] [google] [report]

I played Rott and its remake for the first time on the weekend.

The remake is kind of meh but I actually am really diggin the original. I beat the first remake episode and the shareware episode on the hardest difficulties (this ain't my first FPS rodeo).

There was no way for me to get winrottgl to work, I can't find all the .dll's I need and Winrott has some really fucked up glitches and a load glitch that makes it virtually unplayable. So it was DOS for me. I had to figure out to patch it up to 1.3, it was weird because the mouse had tank controls on 1 but they must have fixed it.

I have just been playing as Taradino because I don't care about characters and i guess he looks the most like Doomguy.

To me ROTT feels definitely like a Wolfenstein 3d sequel. I don't really know how memorable the levels are going to be for me, but its got speed so thats great. The platformings annoying until you figure out to stop running for walking along pads and stairs.

This game is really mean't to be played on the hardest difficulty, its a blast. I understand however how people don't like it as much, and to me the only superior thing ROTT has over Doom is its music: as evident h as its music features in Doom PWADs.

I feel like EROTT is going to fuck me up.

>> No.3219386

Try Hellbound, Doom 2 Reloaded, Back to Saturn X, Epic 2, Alt, and Scythe 2.

>> No.3219389

Doom. I could hammer nails with that baby all day.take a moster bong hit and hammer a few more. The best verion has to be th Ps1 because of the music kinda more creepy than the N64 version. Doom poped my bloodlust cherry

>> No.3219392

I just boot up -fast when I play something like Doom 1.

Ok to be honest my complaint is just snagging.

>> No.3219424

Why are there so many "accurate" doom engines out there?
Like what's the difference between prboom, vanilla doom and chocolate doom?

>> No.3219445

Vanilla doom runs on MS-DOS, chocolate doom is a windows source port closest to original engine (for better or worse) and nobody cares about prboom

>> No.3219446

Prboom is a limit-removing port that retains demo compatibility with the original dos doom. Many other ports are based on it or are "boom compatibl". It also has a few features from hexen/heretic like scrolling floors and whatnot.

"vanilla doom" usually means the official iwads rather than the engine they're run on. Could mean the original dos engine I guess, but it usually doesn't.

Chocolate Doom is an autistically authentic port of the original dos engine to modern operating systems. It even /emulates/ old bugs. It's the better alternative to dosbox essentially.

>> No.3219450

I just played through arcadia demade by the way. Damn, that was a pretty cool level. The darkest part of it was kind of confusing though.

>> No.3219453

Just use it and who gives a shit.
I'm currently working on a daggerfall-esque (no overworld to that degree obviously, but more strife overworld) dungeon crawler rpg that will actually use TES lore and I don't care. I expect lawyers will crawl up my ass as soon as it's released but they can have fun sending a C&D to an unnamed person on an imageboard and trying to get the game off the cloud.
Just use it and if you really want to replace it later then do it later, once the rest of the tc is fleshed out.

>> No.3219467

I see

>> No.3219494

>Just use it and who gives a shit.
b-but muh indie game

>Just use it and if you really want to replace it later then do it later, once the rest of the tc is fleshed out.
Well I'm planning on using fairly extensive TEXTURES animation and whatnot, but I could just ignore them altogether and work on the core gameplay in my spare time. What I want to do anyway is a take on arena shooters where players cast spells rather than fire guns. Spells would have different casting times and the spell your casting would be announced as some floating runes around your body or whatever. Like if you see your opponent casting a fireball you could throw out a rock wall for protection, but he could then counter with a telekinetic push to crush you with your own cover etc.

>> No.3219513

To clarify: boom compatibility means compatible with the boom mapping features standard.

The ports worth using right now are these:

Chocolate doom: authenticity, anything that runs on it runs on every other port in existence

prboom: "vanilla +". Handles extreme monster counts well.

(g)zdoom: most advanced mapping and scripting

3DGE: best 3d model support (only port with decent 3d model support at all really). Has some scripting, but it's fairly limited AFAIK

>> No.3219518

why do you beat up against prboom

>> No.3219530

Oh and of course Zandronum for multiplayer. Also has most GZDoom features.

>> No.3219531

Any mapsets that go well with DoomRPG? I'm loving this whole event stuff that encourages you to replay levels but the current wad i'm playing is too easy.

>> No.3219538

It's like a top-down shooter game played in first person.

>> No.3219545

Scythe 1/2. Perhaps an obvious answer, but they're great for all non-slaughterish gameplay mods in general. And I like fairly small size of the maps.

>> No.3219549

I don't, it's completely irrelevant to me

>> No.3219558
File: 717 KB, 1366x768, Screenshot_Doom_20160207_144000.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3219570

Been playing some Duke Nukem 3D, so far it's not as satisfying a Doom. Duke feels too light, jumps are really floaty. The guns feel off, the shotgun especially feels too weak. The environments are cool tho. I like that there's so much shit to interact with.

>> No.3219576

Duke 3D is the weakest of build engine shooters in my opinion

Blood > shadow warrior > duke > shit no one cares about

>> No.3219592

Shit I think I've played that before, what's the name?

>> No.3219606
File: 647 KB, 1366x768, Screenshot_Doom_20160207_140142.png [View same] [iqdb] [saucenao] [google] [report]

hellcore. it has a lotta buildings

>> No.3219607


So I'm playing around with the old Zombies! TC, replacing all the dehacked bits with decorate shit and I'm just baffled by the sheer insanity of this shit. Demons are Flannel Zombies, short red pillars are Flannel Zombies. Why ? Crates use the same frames as corpse pile decorations, but in game, they replace spider masterminds...

Decorate... Holy shit I have newfound respect for 90's modders.

>> No.3219638

Shadow Warrior was boring as shit IMO, Duke and Blood were great however.

>> No.3219642

DOOM's shotgun = Duke's RPG

The opposite is also true, since you don't really feel the power behind rocket launchers and OP weaponry in DOOM imo. Duke's shotgun was going to have more visual effects like bouncing enemies off but they watered that down in the final release.

>> No.3219650

Hey, I like simple things, for the rest there's always desustorage.

>> No.3219656

>shit no one cares about
Redneck Rampage?

>> No.3219658
File: 120 KB, 1280x720, DOOT.png [View same] [iqdb] [saucenao] [google] [report]

Just played some DOOM because people agree it's got better level design than 2. What's the general consensus of Doom 1 Episode 2?

I was playing E2M6 and that shit darker than Doom 3 and it had strobe lighting. I almost had to stop and take a break due to the fatigue until I found some nightvision goggles near the end.

Episode 1 was pretty good and typical of Doom. The last map got all Hellish with pentagrams and portals but the ending was so abrupt, the multiplayer server would load E1M1 instantly and I thought it was a glitch until I looked it up (didn't trigger the ending message.) So you were stuck in hell but Episode 2 starts in some warehouse with a bunch of UAC crates? The map design in Episode 2 also felt like it diminished the fun.

>> No.3219661

Cool, all the weapons from Dark Forces pass this test.

>> No.3219664


>> No.3219667

EP2 is uneven in quality, but the level/episode theme is the best in the series.

Deimos Lab is one of my favorite levels in the game by the way.

>> No.3219668

hauh hauh

>> No.3219672

IMO what makes this game so great compared to Duke Nukem3d for example is that there isnt a ton of menus and sliders to use

in DN you have look up down, jump, steriods, jetpack, holoduke, swimming, etc.

In doom theres just you and weapons. and a lot of strafing. And I like it

>> No.3219674

The track for E2M6 is one of my favorites in the series. At least the OPL version.
That haunting reverb intro is something that is lacking on all midi versions..


>> No.3219684

hey that OPL version is pretty good

>> No.3219691

Yeah redneck rampage fucking sucks

well it has its problems, but I'd rate it higher than douk for contrarian points :^)

>> No.3219709

I grew up on the Soundblaster version, so for me thats always the "real" version. The MIDI counterparts never felt quite right. The intro to E1M2 is great and E1M6

There are a few though that sound better on MIDI, like E2M4
or Gravis Ultrasound E1M3

>> No.3219964
File: 2.24 MB, 375x300, 1463135163028.gif [View same] [iqdb] [saucenao] [google] [report]

Is there any mod that adds headshots separately? I know it's a feature in Brutal Doom, but I don't want it's other changes.

>> No.3219992
File: 42 KB, 488x519, 1463125669044.png [View same] [iqdb] [saucenao] [google] [report]

What is this wad called? I'd like to try it out.

>> No.3219997
File: 449 KB, 1920x1080, Shot0006.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3220027

I feel like the thing that kept me going through painkiller was mainly the monster designs. The idea that there would be all-new cool designs each level kept me blasting through the whole game, even if parts of it weren't terribly fun.

>> No.3220050

How do I emulate this with Zdoom?

>> No.3220057

In Sound options you can change the sound to OPL emulation

>> No.3220064

So, it's even better than Roland soundfont, huh? I'll give it a try, thanks

>> No.3220072

Is it possible to play 4-person splitscreen with a modern sourceport

>> No.3220089

Why not just get four computers and play online?

Doom is very easy to run at this point even if you have a toaster.

No you can't 4 player splitscreen

>> No.3220092

ReMooD has 4 player splitscreen.

>> No.3220149

Does Dakka have a forum thread or something?
I'm digging it and I want to know if there's a place I can stay up to date on it.

>> No.3220163


Ijon is a strange and elusive creature. Your best bet is to ask here or on the vr doom irc

>> No.3220168
File: 64 KB, 189x170, CowboySamus.png [View same] [iqdb] [saucenao] [google] [report]

What's a good thematic .wad to play Metroid Dreadnought on? (Not BTSX)

>> No.3220174
File: 32 KB, 802x634, 1433520242251.png [View same] [iqdb] [saucenao] [google] [report]

>always wanted to play DM online and git gud
>literally every zandorum server is packed to the brim with shitty wads and pk3s
>most have two players at most

>> No.3220179

I just realized I've been spelling zandronum wrong this whole time.

>> No.3220183

Sunlust, Whitemare 2


Zandronum is always touted as the superior port for multiplayer because you can browse servers, but in the end you still have to organize people on IRC or a forum if you want an actual game.

>> No.3220190

[Doomshack] Progressive Duel (NS)

I don't have much time before I have to sleep but I can take you for a couple rounds if you're game.

>> No.3220191

youve been playing doom this whole time with MIDI? youre in for a treat then

what finally turned me off to MIDI was the god-awful "Microsoft GS Wavetable" that came onboard with every machine. It sounded like shit and people were none the wiser. Theres a whole world of MIDI out there that went unnoticed

>> No.3220202

Which is the best port of Doom 64 aside from EX? Is there a wad for GzDoom?

>> No.3220208

EX is the only one

>> No.3220209

Anon, Slaughterwads aren't Metroid-y at all..

I haven't heard of Whitemare 2, doesn't look very fitting from the screenshots I can see, but I'll try it out.

>> No.3220216
File: 1.45 MB, 1920x1080, Screenshot (3).png [View same] [iqdb] [saucenao] [google] [report]

how i am suposse to beat this part? the moment i go in is instadeath

>> No.3220225

try actually playing and see what happens

>> No.3220226

That's how it's supposed to work

>> No.3220231
File: 436 KB, 1280x720, Screenshot_Doom_20160516_212634.png [View same] [iqdb] [saucenao] [google] [report]

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/stardate Purple. On the first level, go right without triggering the pinkies and get the chaingun first.

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/swtw Blue.

https://www.doomworld.com/idgames/index.php?search=1&field=author&word=Ribbiks&sort=time&order=asc&page=1 Going to presume this is all top titties.

Doom64 Absolution is a mod that tries to replicate it, but Doom64EX really is the best way. https://www.sendspace.com/file/gcgs9w Here's a proper rom dump for Doom64EX.

Don't play it on Ultra Violence then, UV is abnormally hard in Ribbiks' maps.

>> No.3220237

Thank you!

>> No.3220238
File: 219 KB, 1280x720, Screenshot_Doom_20160516_213415.png [View same] [iqdb] [saucenao] [google] [report]

Swim With the Whales

>> No.3220285

If you listen to external music then you should scan your library for replay gain or your media player's equivalent so that it stays a roughly level volume.

>> No.3220289

Does the iwads files link in the old OP link still work? I just reinstalled Windows but forgot to backup my files.

>> No.3220303
File: 709 KB, 1225x893, SunlustMAP08Easy.png [View same] [iqdb] [saucenao] [google] [report]

>implying Sunlust isn't a Slaughterwad even on easiest difficulty

>> No.3220309

Anyone able to play 100,000 Revenats wad without it crashing?

>> No.3220310

Felt like more of a puzzle wad to me with all the Metroidvania backtracking and doors / elevators changing the map.

Sunlust is like a Romero map if he left 1996.

>> No.3220323


Couldn't you just try and report back?

>> No.3220339
File: 18 KB, 224x225, what the fuck.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sunlust is like a Romero map if he left 1996.

>> No.3220360
File: 172 KB, 1275x959, SA-X.png [View same] [iqdb] [saucenao] [google] [report]

Wait, are you saying that Dreadnought was meant to be played with difficult slaughter maps? All these are Ribbiks stuff..this sucks.

>> No.3220363

I'm saying they're thematic. They have a consistent theme.

You must have meant thematic as in matching Metroid in theme though.

>> No.3220378

>Sunlust is like a Romero map if he left 1996.

what did he mean by this?

>> No.3220390

romero stresses the importance of a familiar space, making the player backtrack to solidify the map in the player's mind, and his latest maps have plenty of elevators and doors that expand and alter the map, as well as plenty of enemies that spring up from nowhere.

however romero and ribbiks have different aesthetics, romero being 1996 wads which are low detail in comparison to the detailed maps of the current era, which is the aesthetic of ribbiks.

if romero had a detailer work with him on his maps they'd be like a somewhat toned down sunlust.

>> No.3220394
File: 67 KB, 1021x798, temp.png [View same] [iqdb] [saucenao] [google] [report]

Rekkr. It's not out yet.
Looking for mappers right now though, if you happen to be one.

>> No.3220402

I'll give it a try, What kind of maps are you looking for?

>> No.3220413

Yeah, I meant Metroid in theme.

>> No.3220418
File: 3.89 MB, 2140x1739, 1453934375994.png [View same] [iqdb] [saucenao] [google] [report]

E1M1 - Homecoming - Secret axe
E1M2 - Cavern - Axe
E1M3 - Snowy Pass - Secret shotgun
E1M4 - Forest - Shotgun - Secret rune staff
E1M5 - Swamp - Rune staff
E1M6 - Farmland - Secret soul launcher
E1M7 - Fort - Soul launcher
E1M8 - Village
E1M9 - Docks

Vanilla compatible, and with some restrictions on what weapons and monsters first show up on what levels... pic unrelated, but i didn't feel like taking another screenshot.

>> No.3220456

I got the zdoom ultrawide patch and it's just a text file, how do I get this to work.

Also why don't more people play chexquest2? What's wrong with that.

>> No.3220476

is there a wad where doomguy takes on the forces of heaven instead of hell?

>> No.3220513


....is that like some kind of Reverse Doom?

>> No.3220527

not that guy but do you have a plot synopsis for inspiration?

>> No.3220537


>> No.3220540

Grezzo 2

>> No.3220551

I do, but I dunno if I wanna post it.
If you wanna map for it hit me up on the irc (Revae) or on steam (same, with a doomguy avatar), and I can set you up with some stuff. Would also be good to see what else you've done.

>> No.3220564

I can try and make a map tomorrow. I've already posted my levelset in this thread, so check that out if you need to know if I'm a good enough mapper. Email me at: [email protected]

>> No.3220567
File: 76 KB, 273x321, 1457102158103.png [View same] [iqdb] [saucenao] [google] [report]

>I do, but I dunno if I wanna post it.
oh come on, start the hype machine man
>If you wanna map for it
it was really just a trick to try and get you to reveal more info :V

>> No.3220606
File: 100 KB, 1024x798, temp.png [View same] [iqdb] [saucenao] [google] [report]

The story may not be hype worthy... You're a warrior (a rekkr) from a fantasy norse country (no name yet) who is at war. You get back from battle to find monsters everywhere, your home destroyed, and your family dead. You go wreck some shit and decide to work your way to the capital city to see what the fuck happened. And then it goes on from there.

I think I'm going to have the beginning of the story on the F1 screen, because I'm pretty sure anyone playing would know the controls already...

>> No.3220616

pic related is the end text from E1. It's likely to change some, though. That was a first pass about two months (?) ago or so.

>> No.3220634

cool. I like it
sounds like loki or hel being up to no good.

>> No.3220638

>The only problem is
>Its on fire

fucking fuck yes sounds awesome

>> No.3220647 [SPOILER] 
File: 6 KB, 60x70, 1463460707540.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3220654

New monsters, settings and weapons were the best parts of Painkiller indeed.

>> No.3220659
File: 11 KB, 252x264, petMe.png [View same] [iqdb] [saucenao] [google] [report]

Positive reactions please me.

>> No.3220671
File: 155 KB, 496x400, mel n blaz.png [View same] [iqdb] [saucenao] [google] [report]

my doom oc otp

>> No.3220672
File: 30 KB, 320x320, agitation out of nowhere.gif [View same] [iqdb] [saucenao] [google] [report]

Who thought up Blaz's design? Was it GMOTA Guy himself, or a fan artist? In any case, I've said it before and I'll say it again, he looks awesome. Really cool design.

>> No.3220675

Seems kind of prude in comparison to most of HDoom's content.

>> No.3220678
File: 40 KB, 780x575, excite1.jpg [View same] [iqdb] [saucenao] [google] [report]

>if romero had a detailer work with him on his maps they'd be like a somewhat toned down sunlust.
We just may get something like that with his new game. I am cautiously hype.

>> No.3220687

The final map of Mandrill Ass Project, though I don't recommend playing the wad anyway.

>> No.3220695
File: 824 KB, 1566x991, A doomed request.png [View same] [iqdb] [saucenao] [google] [report]


A drawfriend helped me, I went to a /v/ drawfag thread years ago and posted this image, describing "Someone draw me a medieval doomguy"

and it was done

>> No.3220701
File: 103 KB, 600x600, Lord Blaz.png [View same] [iqdb] [saucenao] [google] [report]


and this was the result the drawfriend gave me

>> No.3220712
File: 228 KB, 500x413, tumblr_inline_nnfwa61eII1smmucp_500.png [View same] [iqdb] [saucenao] [google] [report]

I like how Mel evolved from blue ada into cool space pirate chick.

whens tsp marty stop working on diaz

>> No.3220718

i want mel and the other space pirate to hold hands

>> No.3220728

there's not really much to stay up to date on, dakka hasn't seen much updating, as I haven't been playing much of the idtech1 dooms

I'm running through doom 4 and getting pissed off at the former megamen and super bouncy hell monkeys (aka imps) - who knows, I might bring some ideas over

in fact, the micro missiles give me an idea for the impaler alt-fire... firing 20 mini-missiles a second is reasonable, right?

(doom 4 and dakka actually have a lot of gunplay parallels, funny that)

>> No.3220742

It feels pretty damn satisfying as is right now. Only thing I don't really like is the Minigun, I like using the Chaingun much more.

>> No.3220748

>don't like minigun


2100rpm death machine

who wouldn't want that

>> No.3220753

Uses up too much ammo too quickly and just feels kinda OP in a bad way. The other weapons are very strong, but feel more... fair?

>> No.3220754
File: 509 KB, 854x480, thefuture.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3220759

So beautiful I shed a bloody tear

>> No.3220780

that pinky spooks me way too hard

>> No.3220789
File: 32 KB, 480x297, 4LbXnpO.jpg [View same] [iqdb] [saucenao] [google] [report]

>that bitrate

>> No.3220793

shotgun fires a burst of 7 bullets in quick succession
lost souls in E1
all enemies use zombie sounds

>> No.3220795

that demon is the only good thing here

>> No.3220801

well that's kinda the hole I dug myself into with damage values - they're so far above doom's normal damage values that I largely gave up balancing against doom and just kinda balanced the weapons against each other.

my basic reasoning was "let's put the chaingun and the SSG on the same level", which worked fine pre-0.06 (in other words, pre-minigun)

but then the minigun came in as "the bullet equivalent to the plasma rifle", and since it had to do the same damage per bullet (I try to keep damage-per-ammo consistent between weapons sharing ammo types), and it had to fire really fucking fast (because, well, it's a minigun), that led to the 714dps beast you see right there

and even at 714dps (same as the plasma rifle right now), it still loses because it's only getting 20 damage per bullet - the plasma rifle gets 60 damage per cell. and the laser alt-fire's more accurate while doing the same DPS.

really, a lot of damage values in dakka need tweaking - mostly nerfing. I really should consider how the alternate ammo types play into ammo balance more than just "who cares, everyone likes ammo".

hell, I should consider if the alternate ammo types are even worth keeping. it might really just be better off abstracting ammo consumption and going back down to only five ammo types (bullets, shells, rockets, cells, scrap).

>> No.3220802

Sounds like you've got your brain motor running. I'd really like to see Dakka tweaked and improved cause at the moment it's my favorite weapon mod even though.

>> No.3220806

>Pick up red key
>47 and a half monsters don't spring out at me
What is this baby mapping, for babies??

>> No.3220812

is it about that time to complain about supposed "slaughtershit" again?

>> No.3220821


Seriously, when did this general fill up with scrubs?

>> No.3220825


It's hardly specific to here, there's been a growing wave of unrest across all of the communities about slaughtermaps lately. If anything, /vr/ was actually very late to get bitten by the bug.
Russian Overkill was released a loooong time ago, and it's designed for those kinds of maps. It was heralded by a lot of communities as "finally" being able to make those maps "playable".

>> No.3220835

Is Quake 3 still being played? Would it better to learn something newer like UT2k4 to play with other people? Maybe something even newer than that?

I'd like a toaster FPS I can play online with actual people.

>> No.3220839

>Maybe something even newer than that?
UT4 brah


>> No.3220843

well, here's what I'm thinking now:

1. halve the minigun's damage per shot, but only make every other frame eat ammo. this halves DPS while keeping ammo efficiency the same.

2. take a page from doom 4's book, and replace the plasma alt-fire with something like stunner bolts - here, it'd just flash a monster's pain state every 12 tics for something like 2 seconds. they'll be able to move around a little, but not get attacks off. in most cases, anyway. whether it'd be on a cooldown or not, I dunno.

3. lower the plasma bolt damage from 60 to something like 40 - 476dps is still nothing at all to sneeze at, but it means barons will actually last a little while

4. drop rocket damage to something like 160 total. since rocket pickup is doubled, that still works out in your favor, especially with the increased fire rate and lowered self damage.

channeler, bfg, and impaler aren't accounted for here, but you get the idea. nerfs across the board, replace a particularly annoying alt-fire on the plasma with a utility fire mode.

you're still stronger than normal, but monsters might actually pose a bit of a threat, before you break out the SSG->RL->SSG death chain (which works in doom 4 as well, incidentally).

>> No.3220847

>Is Quake 3 still being played?
Possibly, but if people are still playing they have been for two decades and you'll get demolished constantly and not learn anything. Most people switched to Quake Live which changes things sometimes for the worse and is also no longer free.

>Would it better to learn something newer like UT2k4 to play with other people?
Same case with UT, although you might die slightly slower there because there's no railgun to gib you as soon as you spawn.

Speck's Unreal /v/idya group plays UT99 and 2k4 most every week if you're looking for people that like UT but are ass at it, good bunch of folks. UT4 is also a thing now, but depending on how much bread your toaster can toast it might be too new.

>> No.3220851

Yeah, it's sounding pretty good. Looking forward to an update.

>> No.3220860
File: 277 KB, 1920x1003, 2016-01-20_02_18_31-CompatWindow.jpg [View same] [iqdb] [saucenao] [google] [report]

Have anybody made a lighting mod for Doom 1 and 2 so it would look similar to 64 and PSX versions?

>> No.3220862

There's the Doom PSX TC, but I think that's it.

>> No.3220865

Are you me? This happened to me too, my first time playing. Apparently it's supposed to trigger an ending message like you were supposed to get captured.

>> No.3220875

>you were supposed to get captured
Not exactly.

>> No.3220881

you die, bruh

>> No.3220882
File: 157 KB, 620x877, way out.jpg [View same] [iqdb] [saucenao] [google] [report]

>millennials are so new they've never heard of "supposed to lose" concept in vidya

>> No.3220889

It's not what you think. I was playing on my own hosted server and instead of triggering the screen, it instantly loaded E1M1 as if something crashed. You teleport, demons crowd around you, slap your shit around then you spawn in E1M1 and I was like "what the fuck did my server crash."

>> No.3220891
File: 48 KB, 640x480, E1_Text_screen.png [View same] [iqdb] [saucenao] [google] [report]

That's exactly what's supposed to happen. You die so you wake up in hell in the next episode. Did you not see this message at all?

>> No.3220894 [DELETED] 

>doom players being able to read
you hwhat

>> No.3220895

No I said it DID NOT trigger this screen. It went from a demon fight straight to E1M1 (that's episode ONE) from frame to the next instant, no message, no screen, no loading. It didn't load episode 2 until I forced the server to.

>> No.3220897

but how to play next episode

>> No.3220903

Pick it from the menu when you select new game. Or alternatively, console "warp e2m1"

>> No.3220904

Yes I posted that after I saw your follow up post. That's pretty weird.

>> No.3220907

>the server
This is vital information you left out.

The server does not have any information to go from episode 1 to episode 2. As far as it knows, you "beat" E1M8, time to go to the next map. There isn't one, so it loops back to the first map.

You have to manually change the map.

>> No.3220917

why are you playing single player in a server?

>> No.3220924
File: 10 KB, 128x192, 1386189322-spacemarine.gif [View same] [iqdb] [saucenao] [google] [report]

How do we make Icon of Sin good?

>> No.3220925

Make the final boss not just a static picture on a wall?

>> No.3220926

shooting hoops on his forehead

slamp dunk

>> No.3220929

to be honest brutal doom did this pretty well


>> No.3220940

Playing co-op

see my original post >>3220889. Shortly after I figured to just use the server to switch episodes.

>> No.3220949
File: 6 KB, 144x32, Stacked.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever pulled off Unreal-style armor stacking in ZDoom? (highest tier armor takes damage, surplus damage goes to next lowest tier) I really hope so because I can't figure out how to do this myself with ZDoom's limitations.

>> No.3220951

next highest*

>> No.3220963


Ijon and I tried to do it once in Samsara, when Prisoner 849 was being worked on.
The general result was "good fucking luck".

Mind, that was years ago. With Modern ZDoom Fanciness (TM), it may be more feasible.

>> No.3220967
File: 831 KB, 200x200, 1459987255926.gif [View same] [iqdb] [saucenao] [google] [report]

What a time to be alive

>> No.3220987

If ZDoom could let you edit damage calculation output using your own pointers it would be a fucking breeze. But alas..

>> No.3221016
File: 156 KB, 640x640, FILTERS.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3221019
File: 435 KB, 700x505, chainsaw.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3221021

Is this a level pack for Brutal Doom 20? Worth a playthrough?

>> No.3221034
File: 183 KB, 425x450, 54171787_p0.png [View same] [iqdb] [saucenao] [google] [report]

I wouldn't call having a giant Door With Health™ for the end boss good at all.

>> No.3221035


That's what the Icon would've been like had it not been on some life-support machine, right?

>> No.3221038

there was the early era of ultra hard slaughter maps, say five or six years ago, where they were a niche enjoyed by a few and shunned by the rest of the community as "unplayable". this period was characterised by /newstuff flamewars between unskilled reviewers and the map's authors.

but in more recent times these kinds of maps have somehow become acceptable to the point they started being given cacowards.

>> No.3221039

yes. in v20, it became the final map of the hell on earth starter pack.

>> No.3221051

Why do some WADs contain DEH inside them but others you have to load the DEH separately?

>> No.3221056

think about it. dehacked is a program that modifies the vanilla executable.

>> No.3221062

I personally think as long as what you release is playtested by enough people who actually pistol start the map with no saves then you can go hogwild if you can find the appeal for it.

There are many difficult things that are genuinely fun but you can tell a map hasn't really been tested when there aren't fun difficult features and its just lazy cliche traps or lazy hoarding of high damage enemies.

What if there was a MAP30 where you needed to bait a cyberdemon to shoot into the Icons brain?

>> No.3221068

If Erkattäññe can be given a Cacoward, anything can.

>> No.3221085

---Review/Demo of emthree.wad---

Normal exit: https://drive.google.com/file/d/0B8xWmOI7IYl3cFlTVzJ1YnJJX3c/view?usp=sharing

Secret exit: https://drive.google.com/file/d/0B8xWmOI7IYl3aUcwU2xTdnNxNnc/view?usp=sharing

My only main issue is with the secret exit. While it's obvious that there is something to do with that texture, the angle and the small size make it hard to use. On my first run I couldn't get it to work so assumed it was a mistexturing. It also is unfortunately reminiscent of pixel hunting in old point and click games, at least to me.

You have a really good potential secret hook - the inaccessible tower with the broken bridge in the nukage near the end. Why don't you do something with that? For example have a switch make it accessible and have the secret exit there.

There are also minor misaligned textures on the staircase near the end.

Otherwise I enjoyed it.

>> No.3221090


>What if there was a MAP30 where you needed to bait a cyberdemon to shoot into the Icons brain?

You might be able to make this work, but I don't really like it as it means you'd be reliant on the Cyberdemon deciding to fire while standing in the exact spot you need him to stand, which could take forever.

>> No.3221094

in the beginning there was the vanilla dos executable doom.exe. some hackers tried to disassemble it and found things that could be tweaked to change the game rather dramatically. their efforts became dehacked. dehacked is a program that takes an input text file modifies doom.exe or doom2.exe. this is all external to doom.exe's knowledge. dehacked (the program) is bound very tightly to the builds of doom.exe from id software.

when source ports came along, naturally, dehacked could not touch them. source port executables were built using different compilers and the binaries themselves laid out completely differently. nothing was where dehacked expected to find it. but before source ports, dehacked users had produced quite a lot of well-regarded and popular mods. dehacked was popular enough that source port authors felt they needed to support it. the only way to do this was for the ports themselves to read dehacked patches and modify themselves as directed.

once source ports could read dehacked patches it was not a great leap of imagination for them to be able to load dehacked patches out of wads, and much more convenient for users who did not need to deal with several files to load at once. of course, if a wad contains a dehacked lump there is nothing stopping the separate dehacked program from reading the patch from the wad and modifying the vanilla doom2.exe, but to my knowledge no-one has patched dehacked to do that. i don't believe anyone uses the original dehacked program any more, instead we rely on source ports' own ability to apply the modifications themselves.

tldr; old mods that use dehacked are designed for vanilla and have separate patches, they assume the user is going to use the dehacked program to apply the patch to his copy of doom.exe. newer ones assume the user is playing with a source port that can read and apply patches straight from the wad.

>> No.3221103
File: 28 KB, 276x410, holy shit are you compensating for something fella.png [View same] [iqdb] [saucenao] [google] [report]


Fuck me that's a long sword.

>> No.3221110
File: 2 KB, 49x60, TROOE1.png [View same] [iqdb] [saucenao] [google] [report]

Latest version of IMPatience (play through doom from an imps perspective - against some crazy UAC marine)


15 maps completed!

great fun to rip through, each map doesn't take too long. Looking for people to help me convert doom1 and doom2 maps into this mod, its very easy to do!

I'll post the steps to converting maps to IMPatience on the forum page if anyone is interested

>> No.3221182

MSX being dead hurts me. I've been really enjoying a MSX + Community Chest 4 playthrough.

>> No.3221224

Ok, can someone clear something up for me? Is Tfix a vanilla experience? Does it add or remove gameplay features or enviroment details?

>> No.3221250
File: 2.19 MB, 4112x2481, DOOM_BFG_Full.jpg [View same] [iqdb] [saucenao] [google] [report]

So did anyone make a proper mod out of those DOOM 2016 weapon sprites yet?

>> No.3221252

There's Zion: Doom 4 Emulation.

>> No.3221257

I didn't even know that was a thing but it looks kind of ... well, shitty.

Was referring to this one:

>> No.3221260

I think Zion was one of the very first tries. If another one tries it again with these nicer looking sprites, it would probably knock Zion out of the water.
I'm looking forward to when someone decides to remake the Doom 4 campaign in Doom 2, cause I know it'll happen.

>> No.3221267

That would be interesting to see, but there's a lot of verticality in DOOM which I don't think can be recreated in the idtech 1 engine.

>> No.3221268

There would probably need to be lots of elevators.

>> No.3221272
File: 341 KB, 1080x1888, doom.png [View same] [iqdb] [saucenao] [google] [report]

Its been forever since i've played doom again and i am looking for a fun restart, what combination of whats would you gentleman suggest me?

>> No.3221274
File: 38 KB, 518x640, 1237788-heretic_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of DOOM, now that we've seen that old games can have good reboots, what game would you like to see get a proper modern installment?

Pic related for me.
That or Duke Nukem.

>> No.3221276
File: 264 KB, 148x111, 1450324981785.gif [View same] [iqdb] [saucenao] [google] [report]

meant wads, dammit

>> No.3221281

I mean, might as well at this point.

>> No.3221284

A modern Heretic remake like Doom 4? I think that might actually be pretty damn cool.

There's Trailblazer, Combined Arms and Dakka. Those are just a couple of fun weapon mods.

>> No.3221285
File: 425 KB, 730x550, DOOM_Cacodemon_TheisMøllerJakobsen.jpg [View same] [iqdb] [saucenao] [google] [report]


Well if you're looking for just megawads, I'd recommend Memento Mori, Back to Saturn X, UAC Ultra and Scythe

Gameplay wise I recommend Trailblazer, but also some sort of difficulty mod to balance it out.

>> No.3221294
File: 25 KB, 656x662, hexen parias.png [View same] [iqdb] [saucenao] [google] [report]

I don't know how they'd make the music for a modern Heretic. The OST for DOOM was so-so, in my opinion. But still, a proper magic FPS would be the bee's knees.

Hopefully it's more like the first one.
I mean a DOOM-style FPS with the Strogg would be fun, but medieval lovecraftian horrors would be more unique. It would help if the enemies had satisfying death animations and the guns didn't feel like ass, which was my biggest problem with Quake.
>inb4 axe is now Glory Kills

>> No.3221297

thanks, gonna throw some colorful hell into the mix for the extra flavor

>> No.3221301

Rip and tear, anon.

>> No.3221310
File: 69 KB, 320x240, latest[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I always read them as and called them Cocoademons.

>> No.3221312

Well the Doom 64 ones do look like you could miniaturize them and eat them for breakfast.

>> No.3221313
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google] [report]


>Inb4 axe is now glory kills

fuck that, let's make the Quake Ranger's axe into a proper tool of destruction, it's obvious that crazy son of a bitch likes that weapon, it deserves to become a valuable addition to his arsenal.

>> No.3221314

I remember hearing about Quake gore mods that made it that you could hack off enemies limbs with the axe. Never saw it in action though.

>> No.3221316

>playing BTSX

>low on health, revisiting an old area after getting a key

>suddendly flames

>archvile out nof nowhere behind me


>quit for the day

>get to the next level

>narrow corridor

>suddenly archvile

>ready plasma

>archvile teleports

>its behind me isnt it

>rush foward

>chamber with imps, chaingunners and shitgunners

>kil half of them, but health is dropping really fast and the archvile is not even here yet

>someone must be sniping from the open window while I strife


>quit for the day

>> No.3221320

If Quake ever gets touched again, I'd like to see a return to Q1's aesthetic.

Nothing too much wrong with the Strogg, but they've had like three games including Quake Wars.

>> No.3221326

A return to the lovecraftian gothic aesthetic would be totally welcome from me. I don't like Quake 2/3/4's generic sci-fi stuff.

>> No.3221330

Q3 has plenty of "lovecraftian gothic" stuff though.

>> No.3221335

I'd totally enjoy starting my day with a bowl of cacopuffs

>> No.3221338

You should advertize your project more. I like that you seem down-to-earth about it (as opposed to some modders in the community..), but it deserves more attention than it gets from a measly 4chan general.

>> No.3221342

>a game with no story has "Lovecraftian gothic stuff"

>> No.3221346

Why would you nerf it? Now it won't be effective enough for large scale colourfulhell maps. I mean, I get it you want there to be more vanilla viability but...

>> No.3221350


>> No.3221354

Why are there laws against killing people like you anyway?

>> No.3221376
File: 111 KB, 554x606, image.png [View same] [iqdb] [saucenao] [google] [report]

Quake 1 has just a sliver more story than quake 3.

>> No.3221417

murder is bad anon

>> No.3221435
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google] [report]

Oh shit motherfuckers

The archvile sounds from the playstation version of doom have been released


>> No.3221436

I'm going to sit politely and wait forever for the Blood reboot that's never going to come.

>> No.3221441

That will be a great resource.

>> No.3221445

I really, really don't see the issue. Quake 3 has gothic stone castles with bizarre architecture and pillars of flesh. How is that not lovecraftian?

And why are you mad about this?

>> No.3221462
File: 2.41 MB, 200x150, 3343754.gif [View same] [iqdb] [saucenao] [google] [report]

>I'm going to sit politely and wait forever for the Blood reboot that's never going to come.

I know right? ;_;

>> No.3221472

It's a shit that the Blood code wasn't open sourced, same with the Redneck Rampage code.

>> No.3221484 [DELETED] 

My dad just died and I have nowhere to vent my anger except in Doom /vr/ threads because they are heavily unmoderated.

>> No.3221496
File: 108 KB, 898x606, 1344774628642.jpg [View same] [iqdb] [saucenao] [google] [report]

you should head over to the gamecenter thread and tell them what you think about arino.

>> No.3221502


>My dad just died and I have nowhere to vent my anger except in Doom /vr/ threads because they are heavily unmoderated.

At least you're honest about it and that's what counts.

>> No.3221505

>I'm looking forward to when someone decides to remake the Doom 4 campaign in Doom 2, cause I know it'll happen.

All I'm going to say is that id tech 6 does what ZDon't

>> No.3221539
File: 331 KB, 1366x768, agitating alien.png [View same] [iqdb] [saucenao] [google] [report]

Spooky scary aliens
Send shivers down your spine

>> No.3221556

Is this the "Grezzo" mod I've heard so much about?

>> No.3221557


>> No.3221560

No. Looks to be Ancient Aliens with Trailblazer.

>> No.3221563

Oh, so the language is just set to italian or something. What *is* grezzo anyway?

>> No.3221569

Grezzo 2 is a stupid Doom mod where you play as a psychopath that kills as many civilians as he can to make Jesus come down from heaven to kill you, then you kill Jesus.
It's also apparently filled with Italian memes or something, but I'm not Italian so I don't know what the fuck's going on.

>> No.3221571


>> No.3221572

Some italian faggot threw together a bunch of random shit, made it over the top offensive, and gave the middle finger to everyone who made the original content

and it is fucking glorius

>> No.3221573

>comments and ratings disabled
Probably because people told him how this was ugly as shit.

Are there really people who think high resolution, with light and bump mapping are a good substitute for actual design? It's so unappealing to look at

>> No.3221576

Some think that it's the best way to "modernize" old FPSs like Doom and Duke 3D. I've always thought these graphic "enhancements" looked terrible.

>> No.3221587

No, I'm just using a shitty laptop I bought during a trip to Brazil, and I'm too lazy to reinstall windows in English so heh.

>> No.3221590

the idea would be nerf it across the board, then add damage scalar cvars, because everyone in*loves* cvars

>> No.3221602

What does /vr/ think of No Rest for the Living? I just completed it, and I enjoyed it despite how short it was.

I never found the BFG, so the final boss against the Cyberdemon was intense.

>> No.3221603
File: 323 KB, 1280x2400, 1463500645.jpg [View same] [iqdb] [saucenao] [google] [report]

Ungrateful Dead
ud.zip (56 KB, 2008-02-29) - Doria

this is a 300+ monster maze from 1996. it is unafraid to show that it wants you dead.

- mostly dark (128 or less)
- small rooms, cramped corridors
- overreliant on finding unmarked doors to progress
- traps everywhere
- closets of hitscanners opening behind you
- watch for crushing ceilings too

i only died a couple of times but saved often; it's the sort of map that, had my last save been a long time ago, i probably would have quit instead.

good things i can say about it, well aside from one big slime trail and some texture alignments there are no bugs. the author obviously cares and put a lot of effort into it. i think if it were a little brighter (had more light variation, instead of everything being 128) and not so dependent on wallhumping, it would be a good map for those who enjoy carefully stepping through oppressive houses of horror. as it is though, hard to recommend to any but the most avid old-school map or puzzle map fans.

>> No.3221607

speaking of that, is there a CVAR to make (G)Zdoom default to english? thanks in advance.

>> No.3221609

Oh right, that reminds me of that horrible 3D pack for Duke Nukem that looks so absolutely terrible, and which people like for some reason.

>> No.3221613
File: 58 KB, 640x400, pic24.gif [View same] [iqdb] [saucenao] [google] [report]

I'm trying to resist the temptation of taking the Doomshock code (with extensive rewrites to make it at least somewhat sensible..) and make a Terra Nova: SFC based TC. Not sure how well the engine would handle large but fairly geometrically simple levels however. There's DistanceCheck now at least?

>> No.3221614

An actually pretty nice official Doom 2 add-on. Feels good to play.

>> No.3221620

pretty gud, played it with Russian Overkill,DoomKrakken's randomizer and that blood-only version of nashgore from january.

>> No.3221624

I'm sorry anon. I would suggest strenous physical exercise or something creative like assembling and painting plastic miniatures or drawing as the best ways to work your anger off or calm down by sinking into a high focus but low stress activity respectively.

>> No.3221636

This guy has good ideas. Sorry about your dad, anon.

>> No.3221673

>Try to make something creative
>Anger intensifies

>> No.3221684
File: 3 KB, 420x414, 1411114849919.png [View same] [iqdb] [saucenao] [google] [report]

I'm the guy that asked about Arch-Viles some time ago. Just got to the Industrial Zone. Jesus Christ, how in the bloody fuck do you get past all this hitscan? Have any of you reached halfway through this level with more than 50% health?

>> No.3221690
File: 12 KB, 330x357, 9c2df2ad82ace506b236704bcf80a130.png [View same] [iqdb] [saucenao] [google] [report]

I was able to get through the whole of Doom 2 with an Xbox controller recently. You should be able to, too.

>> No.3221694

Doom actually plays pretty decently with 7th and 8th gen console controllers.

They have enough buttons and the analog sticks are responsive enough.

Though obviously a mouse is always better for turning, analog sticks just feel way better for moving with. Hence I use both.

>> No.3221698

Only thing I dislike about the Doom 2 port is that the chainsaw and rockets are mapped to the same button, so I can't quickly switch to the chainsaw if need be.
The port of Doom 1 didn't even have d-pad switching.

>> No.3221703

>/po/.wad enemies
>sprites from what seems to be a GTA mod
>Just about every weapon off Realm667


>> No.3221709

Yes it did? I distinctly remember using the D-pad to switch weapons on E2M8.

Which ports are you playing? And what console

>> No.3221720

The 360 ports.

>> No.3221723
File: 177 KB, 1920x1200, eduke mod.jpg [View same] [iqdb] [saucenao] [google] [report]

I was told to ask from here.

So I have Duke Nukem 3D Megaton Edition. I installed EDuke32 so that I can launch it via Megaton Edition start screen by selecting "classic" that would normally launch the original dos version on dosbox. I simply installed EDuke32 to the dos version folder, and renamed EDuke32 launcher to dosbox.

My problem is that I don't know how to install or play mods. Total conversion mods or mods that have new content such as new enemies, guns, graphics etc. don't seem to launch and/or work properly. The new enemies would stay still as if they were just billboards, I can hear the new weapon sounds but there is not difference to weapon skins etc. but everything else that uses default Duke Nukem 3D assets works perfectly.
Mods that are just new maps/episodes that use only default DN3D assets work fine, ie. Duke Hard mod.
I thought I could just extract the mods to addon folder or something so that I could simply choose them from EDuke32 custom game drop menu, but they do not appear in the custom menu at all. With Megaton Edition the classic duke root is located in "classic" folder, so by dropping my mods there they will appear in the custom game menu, but the mods will not work properly/fully as I explained.

I also happened to have that cheap build engine game called WWII GI, and that worked fine as well simply by moving the folder to "classic" folder. At least I know EDuke32 is set up correctly and is able to play custom games. I'm sure that I have just missed a step here, but I have no idea what.
I'm also quite sure the classic .grp duke file I have is the real vanilla DOS version and not some modified version, so there shouldn't be any problems there either.

I don't know how to play mods with steam EDuke32, guides don't help.

>> No.3221730

use the buildings as cover, don't just run straight up the map into the open. there's loads of stimpacks lying around plus three medikits at your start location so you can take a few pellets. i tend to come out, turn left, and go round the back of the stone walls you can lower first (don't press the switch to lower it immediately). once you've cleared most of the monsters on the ground you can lower the wall and get the blue armour, then start going in the buildings. i suggest the stairs tower first.

>> No.3221740

I played it on PS3, I guess something might have fucked up in some patch.

>> No.3221743
File: 3.00 MB, 320x240, map15start.webm [View same] [iqdb] [saucenao] [google] [report]

here is a quick demonstration

>> No.3221776

Quake 3 has no Shamblers and is therefor inferior.

>> No.3221791

> Doom 2
> Hard
Pick one.
Just shoot the zombies anon they die really quickly.

>> No.3221798


>> No.3221808


At the risk of saying the obvious, it sounds like installation didn't go properly.
All the Duke mods I tend to play are full TCs that have executables bundled with them, like AMC TC.

We've got a handful of big ol' Duke fans here, though, so hopefully someone else knows more.

>> No.3221816

fistful of doom has some great cowboy sprites, anything with some modern decorate and acs flair that uses them?

i want a cowboy character action first person shooter

>> No.3221820
File: 362 KB, 1280x768, Screenshot_Doom_20160517_203852.png [View same] [iqdb] [saucenao] [google] [report]

Who here plays a lot of dm and who are the best DM players in zandronum?
I've been trying to play some on zandronum and started quite few games so far.
Shit is really good!

>> No.3221824

>in MY doom thread
nah i'm not serious i just wanted to say dookies you know

>> No.3221834

there's usually instructions in the mod readmes. did you follow those?

>> No.3221835

I'm not good at it, but I like joining random servers when I find one.

>> No.3221837

>Who here plays a lot of dm
i do

>who are the best DM players in zandronum?
a lot of people like to claim to be

>> No.3221843

I'm the best DM player, I charge 500 bucks per match. If you can't pony up don't bother replying.

>> No.3221845


>> No.3221849
File: 209 KB, 1280x768, Screenshot_Doom_20160517_194417.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make a UI, but none of these bars are showing up in GZDoom, only Zdoom. Any idea why? Is Drawbar somehow broken in GZDOOM? (Although I doubt that is the case, as Hexen's bars work fine)

>> No.3221857

does gears of war's story coincide with the original quake universe?

>> No.3221858


Sounds like your version of ZDoom and GZDoom are wildly inconsistent. Since they both run off the same codebase, logically there shouldn't be any reason why SBARINFO's bars would work in one but not the other, so we must look at the illogical answers instead.

>> No.3221862

Yeah, I'm using GZdoom 2.1.1 and Zdoom 2.8.1.
Maybe my screen sizes are different and I'm actually just placing them way off the screen or something?

My code is here, if it helps:

>> No.3221863

back up your config file for gzdoom, copy the zdoom config to the gzdoom config

just to be sure it's not some setting

>> No.3221865

yeah uh that's only going to work at 1280x768

>> No.3221873

Hope we meet someday ingame anon,
I mean from experience of playing vs someone

>> No.3221874

Yep, it seems like turning GZDooms window size to that fixed it. In which case, do you know any way to make it fit other UI sizes or somehow indicate that I'm using a 2180 x 768 drawing area so it scales?

>> No.3221881

Ignore that, found the command, its Resolution <x>, <y>

>> No.3221883

"Resolution 1280, 768" at the top

also if it were me, I'd work at 320x200, and use hi-res textures to make it look better at higher resolutions

>> No.3221886


I got the mod called Attrition to work simply by extracting the whole mod folder to classic folder, and now I can launch it via steam eduke launcher. I don\t know if I did it the correct way, but it seems to work.
I don't think this is how it's supposed to be done because it seems rather hazardous to have all the mod files just laying around in the same pool.

>> No.3221918

I just finished the Maps of Chaos map pack with Project Brutality. It was a ton of fun.
What are some other good map packs for PB?

>> No.3221950
File: 2.74 MB, 2997x2000, 1462758912035.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3221958

i had a nice time with equinox, try that.

>> No.3221998
File: 73 KB, 361x405, Nick Tax Evasion.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't play Doom without Brutal Doom. Brutal Doom is just too visceral. I don't play any other games like it.

>> No.3222002

I was like that too.
Good thing I grew up.

>> No.3222020

Thanks! I'll try that now.

>> No.3222025

If you haven't yet, try Project Brutality.

>> No.3222045
File: 24 KB, 320x209, hoyle classic game.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good DM and Duel maps? I just figured out how me and my boy can play LAN on Zandronum and now I need to pick up some maps to bust his ass in.

>> No.3222047

Lord Blaz could be retconned into a Night Sentinel from Doom 4

I tried Aeod-Lite and I like the idea but there's horrible simulated head bobbing and getting hit stopped my movement which is the height of retardidness.

>> No.3222054

i think hexen does something like that

>> No.3222063

- crucified dreams
- the 32in24 series, but they're for more than just DM, it's on a pack-by-pack basis
- duel40 for 1v1 action
- chaindm is alright, haven't played it much
- there's the DWANGO series, it's hit-or-miss though, largely miss
- gothicdm isn't all that bad, stay away from gothic99 though

>> No.3222067

The remixes of Map01 and that square maps with the Mancubi are good.

>> No.3222075

oh by the way, there's a dwango21, looks like it gets good reviews


>> No.3222128

what res should i play doom at? Been 14 years since i last played it.

>> No.3222131

whatever res fits your computer screen

>> No.3222138

Any resolution will do, unless you specifically want as vanilla an experience as possible, in which case you can play Chocolate Doom which has a hard internal resolution of 320x200.
Personally I like to play in PrBoom+ at 1280x720, which is a quarter of my monitor's native res.

>> No.3222140

i've always found 640x480 to be enough. little reason to go higher.

>> No.3222171

960x200 over three screens

the way carmack intended :^)

>> No.3222176

what? show me proof

>> No.3222181


>> No.3222182


Doom doesn't get less fun at higher resolutions.

>> No.3222185

it does, actually. it's been proven that increasing your resolution makes you proportionally more likely to whine about not enough detail

>> No.3222186

i have no idea what is going on in this video

>> No.3222197

another satire of patriotism, i guess.

>> No.3222198

that's kinda nice although funny stuff happens when the guy walks through a straight corridor.

>> No.3222202


Shut up, Torm.

>> No.3222206
File: 6 KB, 250x140, AracnorbQueen.png [View same] [iqdb] [saucenao] [google] [report]

what is your favorite custom doom monster? image related.

>> No.3222213

an okay joke done in an incredibly overblown manner

>> No.3222215

anybody recognize the map?

>> No.3222218

i think that the idea that the effect of the gun hapens while its flying and not exploding.

>> No.3222225

its some where in there.

>> No.3222242


>> No.3222248

it wouldn't look strange if they were actual monitors at an angle rather than 3 fields of a video shown on a single screen

>> No.3222271


>> No.3222304
File: 46 KB, 1280x738, elflasho.jpg [View same] [iqdb] [saucenao] [google] [report]






>> No.3222324
File: 2 KB, 250x140, DeathIncarnate[1].png [View same] [iqdb] [saucenao] [google] [report]

it'd have to be big, black & agitated here

>> No.3222327

>/tv/ memes in /vr/

>> No.3222361

>Revives randomly unless gibbed
>Hitscan attack that hits as hard as revenant rockets
Fucking no.

>> No.3222378

No, anon, you are the shamblers

>> No.3222430
File: 519 KB, 1920x1080, Screenshot_Doom_20160517_185811.png [View same] [iqdb] [saucenao] [google] [report]

This is why I play Doom.

>> No.3222438

Small things please small minds

>> No.3222446
File: 27 KB, 500x327, 1f10ee_5505135.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3222450
File: 19 KB, 516x384, 1455478515630.jpg [View same] [iqdb] [saucenao] [google] [report]

>shells on wrong side of weapon sprite

>> No.3222452

I'm guessing all the sounds are different takes.

If that's the case, where are all the different takes for the rest of the sounds?

>> No.3222468

Hexen spreads damage equally among all the armor items. Not just that but it's very, *very* restrictive what you can do with HexenArmor. (almost nothing)

>> No.3222471

It's fun for sure, but I get tired of the vapid action a lot faster than vanilla gameplay.

>> No.3222474

Suggestions for Zandronum-supported multiplayer wads?
I was going to try Reelism but that requires GZDoom.

>> No.3222480
File: 309 KB, 1280x960, 1342457400651.jpg [View same] [iqdb] [saucenao] [google] [report]

Most people are right-handed, so 99% of guns eject on the right side, not putting something in the way of the ejection porn is typically a good idea.

>> No.3222483

>ejection porn

>> No.3222484
File: 1.49 MB, 300x300, 1447043277447.gif [View same] [iqdb] [saucenao] [google] [report]

not the HUD sprite, the pickup sprite

the shells are on the wrong side

in fact they're directly in the way of the ejection port you're describing

>> No.3222485


I think that anon is saying that the shells are not on the same side on the pickup sprite as they are on the HUD sprite.

>> No.3222490
File: 567 KB, 625x262, Pump Action 1.gif [View same] [iqdb] [saucenao] [google] [report]

Fun typo, here's a closeup of one working.

Huh, so they are, I wasn't paying attention to the surroundings (because they're often cluttered with gore in anything Brutal derived).

>> No.3222497

There's a theory the more violent a society is, the more left handed people there are in it

Leftys are only having trouble with slavshit, which is notorious for violent ejection

>> No.3222504

I have no nostalgia for DOOM as I didn't play it til I was an adult but I feel wrong playing it at high resolution. What's wrong with me and pls convince me that 1920x1080 DOOM is good

>> No.3222508

then play it at a lower resolution, no one's gonna stab you in your sleep over it

>> No.3222527

This guy's TNT Evilution covers need more exposure, they're so good.

Is Lorcan going to do anything new?

>> No.3222550

this is a blue board

>> No.3222558
File: 157 KB, 1353x729, quality.jpg [View same] [iqdb] [saucenao] [google] [report]

oh god is this the "New Doom Game Experience" that asshat was yelling about on doomworld

>> No.3222567
File: 232 KB, 1280x960, weird-308-damage-1.jpg [View same] [iqdb] [saucenao] [google] [report]

They're nothing, H&K roller delayed guns eject WAY more violently, to the point that it often mauls the brass casings, and that you'll even see little brass marks build up on the spot next to the ejection port, where they bounce against (there's a telltale dinge on a casing ejected from a G3, as well as marks from the fluting in the chamber)


The G3A3 and PSG-1 are known to chuck empty casings like 10 meters sometimes.

For slavshit, the PKM ejects relatively violently, but it actually ejects to the left by design, so it would be friendlier for a left-handed shooter in that regard.

>> No.3222581


And small things may please big minds.

>> No.3222585


>> No.3222637
File: 632 KB, 1440x900, Screenshot_Doom_20160517_205443.png [View same] [iqdb] [saucenao] [google] [report]

So, I have been working on this map from 4 days as of now and I tough it would be a good idea to release what I have as of now, since it's not finished yet and I would like some opinions in what to include as of now.

This map is being made with vanilla compatibility in mind, so its being tested with chocolate-doom.


What I am going for is a hub-like thing, in wich each building teleports you to a "mini-level", of wich I have 2 as of now, neither of them finished yet.

>> No.3222647

can't say i hate that marble altar

>> No.3222670

I feel the same way

>> No.3222709
File: 824 KB, 569x1252, 1458288363243.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it possible to completely recreate vanilla DOOM settings with ZDOOM, aside from framerate and resolution? Not sure what settings I should be using. I know I could use Chocolate Doom but I like the higher quality and speed.

>> No.3222718

As of now

>> No.3222749

nope, because zdoom doesn't have compatflags for all the little idiosyncrasies of vanilla doom (see: the map01 plasma bump/e4m2 bfg bump bug)

also pickups in zdoom are taller than 8 units, unlike in vanilla doom

>> No.3222752

Turn off jumping, freelook and crouching in gameplay options, then set Compatibility mode to Doom (strict)?

>> No.3222761

Not quite, I think Zdoom was built to use OpenGL from ground up

But you can get close enough to fool a casual observer

>> No.3222762

to add onto this, I can't do the map16 slide in zdoom ports, but I can do it fairly reliably in chocodoom and prboom+

>> No.3222765

Any alternative source port that just does high framerate and resolution?

>> No.3222781

With the compat flags, controls and gameplay options set right, it should be able to get it relatively close to vanilla.

Go through the compat flags and gameplay options then untick anything that doesn't fit Vanilla gameplay.

>> No.3222783

Dunno, try windoom or doom95

It's a fool's errand anyway, if you're not playing final doom in dosbox it's not vanilla doom

>> No.3222785

crispy doom goes up to 640x400 and 35fps, 60fps, 70fps, and uncapped

prboom+ at a low complevel (2 for "doom 1.9 compat" and 9 for "boom compat") might be a better choice, since it can do any resolution (I think) and uncapped framerate

>> No.3222787

There seems to just be a bunch of minor things that don't have a huge impact on gameplay.

The bugs are mostly used as exploits for speedruns anyway, so those don't typically matter for most players.

>> No.3222795

if we're talking about completely recreating vanilla doom settings, you gotta throw all that in too, otherwise you're just arbitrarily drawing the line as to what's "vanilla enough" and what isn't

and hell, zdoom had spider masterminds with a 100 unit radius up until august 2015 (the correct value is 128), I don't trust it for vanilla accuracy

>> No.3222827

Unless something major has changed since I moved to mostly using GZDoom, ZDoom doesn't use opengl to the point where there was a third party branch for the express purpose of adding an opengl renderer.
It's true ZDoom doesn't give a shit about being accurate, though.

>> No.3222845

Then they're doing a decent job of emulating GL look through software means

>> No.3222847


Nowadays I treat Blaz as a standalone guy. I know when I first started GMOTA I made him be related to Doomguy in some way. But I figured if I want this manlet to star in his own games, be should just be his own thing.

Not changing the character design though. I love it too much

>> No.3222872

Thanks for the indepth and answer and nice TL;DR. Its appreciated. So its just an answer of a WAD reflecting the time people mainly played through Doom2.exe vs source ports.

My impotus to ask is I am very lazy launching WADs and I used to just orginize folders so drag and dropping was easy, but you can also just make WADs folders that automatically launch prboom or gzdoom or what you prefer. And it annoys me that some WADs like AV have a seperate DEH that prevent you from launching it that way.

Hell even BTSX has seperate DEH files.

>> No.3222907
File: 38 KB, 614x260, sc55.jpg [View same] [iqdb] [saucenao] [google] [report]

What soundfont do you use?

>> No.3222914

Patch93 Sc55 v2.2. Vanilla and pirate doom sound perfect, but I'm not sure it's good for Ancient aliens wad

>> No.3222921

How do you use soundfonts for Doom?

>> No.3222928

Download libFluidSynth.dll and place it in Gzdoom folder. Open your gzdoom ini, find fluid_patchset= and set it to your soundfont (fluid_patchset=SC-55.sf2)

>> No.3223012

Here's a speedmap I blasted out tonight. Finished the layout/texturing in one hour, populating, tweaking and testing in half an hour. It's vanilla compatible, and isn't too large. The only thing I didn't do was the lighting and some detailing. If anyone wants to do the lighting, that would be nice.

And here's another map, made over the course of a couple days. Definitely didn't populate this properly, but the lighting and decoration is kind of there. It's either lighting and appearance, or population and gameplay with my maps

Fort Tiamat


>> No.3223015

Oh, forgot to mention. Both replace Map01. frtiamat.wad is for Boom compatible source ports.

>> No.3223024
File: 38 KB, 1280x960, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

I, uh

you didn't build nodes on abzu, did you, because I can run straight through the walls in chocodoom, and so can everything else

>> No.3223028

to add onto this, I also can't pick anything up, and I can only be hit in melee

so it looks like there's no nodes and no blockmap

>> No.3223047

I'm a retard and a faggot. I only tested it in PrBoom+, and to save file space I remove the blockmap my editor's nodebuild provides. Try this one.

>> No.3223054

No it doesn't do that either. It just has high resolution, uncapped framerate and rendering interpolation.

>> No.3223057
File: 37 KB, 1280x960, DOOM04.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3223062
File: 147 KB, 640x480, Screenshot_Doom_20160502_170102.png [View same] [iqdb] [saucenao] [google] [report]

oooo That martian-esque geomtery is giving me inspiration for the ole mars map

>> No.3223078

Breddy okay. A little cramped.

>> No.3223079

Wow, that looks awesome, Anon!
But will it play good?

>> No.3223082

Is FluidSynth the best to use? I'm not going for vanilla necessarily, just whatever has the highest sound quality

>> No.3223084

I think I'll make a doomworld post about it when I have a solid base of mappers on board. That way it won't be like "check out this thing we're makin! just wait a year or two!".

Also there's still a lot doom graphics to replace.

>> No.3223096

Playing episode 2 of Doom 1 for the first time. Any way to avoid the instant death from ceiling traps? They seem like utter bullshit.

>> No.3223112

See for yourself: (runs in zdoom or GZDoom with the doom2 wad - ideally GZDoom to get the textures right)


There's a bit more info here on the forums, as to what I'm trying to go for:

I'm pretty happy with my scripted VTOL defense and take of sequence, if you get that far... its pretty epic

>> No.3223119

I hate when they start liberally applying former boss monsters in every stage. I'm going through episode 4 of Heretic right now and all these iron liches and minotaurs are starting to piss me off.

>> No.3223128

Don't step into them.

>> No.3223139

>how in the bloody fuck do you get past all these firearms?

use cover. Kill the monsters with the firearms. Its not rocket science. You've never played rainbow 6 have you?

>> No.3223159

Most leftys fire right handed anyway.

t. Lefty who shoots right handed.

Using a gun is a two handed activity, doesn't really matter which hand you use, so might as well conform to the way most guns are made. Just means I have more stability with my left hand holding the stock than a righty would.

>> No.3223168

That has nothing to do with the conversation, it was about the presence of story being tied too being lovecraftian.

>> No.3223172

There's also another way to use soundfonts, but it requires a program to be installed, http://doomwiki.org/wiki/TiMidity

Compare it to your version of this track and see if you need this change. It sounds almost like real Roland.

>> No.3223185
File: 264 KB, 1280x720, doom1-ultimate-001.png [View same] [iqdb] [saucenao] [google] [report]

Just finished episode 2 for the first time. Had a moment partway through, probably around E2M7: Spawning Vats, where this whole fucking game clicked for me. I adore it. Running around tense as hell, new monsters around every corner. Pick up weapons, health, and upgrades, and make those motherfuckers wish they'd never been born.

Any source ports with Braid/RetroArch style rewind? Or autosave?

Are they identified in any way? Or just trial and error?

>> No.3223190

I found a really cool song to make a MIDI cover for a Episode 2 track.

I don't want to give too much away but lets just say it will play while you are a Defender of the city.

>> No.3223238

Episode 2 might be a little jankier then Episode 1, but Shores of Hell has a place in my heart. Halls of the Damned is the most memorable level I think.

>> No.3223246
File: 159 KB, 235x290, 1463292737604.png [View same] [iqdb] [saucenao] [google] [report]

>Ancient Aliens' aesthetics
>Those flying saucers

So pretty

>> No.3223253
File: 201 KB, 354x367, 1453219126621.png [View same] [iqdb] [saucenao] [google] [report]

too bad the difficulty is designed to fly right up your asshole

>> No.3223259

>tfw second episode is balanced
>thought I was playing on the first episode since the first level warped me to episode 2 without realizing it
>realize this after clearing the second episode
>first episode kicks my ass with dick archvile traps and terrible challenges
>third episode is just more of them
>that ending
I will never play it again because the challenge is all over the place and just not very fun to deal with
Nice music though

>> No.3223261

Looks nice and sounds nice, just a shame about the actual gameplay style.

>> No.3223269 [DELETED] 
File: 326 KB, 978x1310, strafe poster.jpg [View same] [iqdb] [saucenao] [google] [report]

Monthly reminder pic related is your last hope for a proper ye olde style singleplayer FPS. Forecast looks grim.

>I'm a retard and a faggot.
Welcome to 4chan, very happy to have you here!

>> No.3223271

>Are they identified in any way? Or just trial and error?
depends on the map. They often flash or whatever.

>> No.3223272 [DELETED] 

Doom 4 is actually pretty good though.

>> No.3223275

>procedurally generated levels
>Unity engine

Nah. I'm placing my hopes on Blackroom instead.

>> No.3223279 [DELETED] 

Be that as it may it is stricken by the two inoperable cancers of modern gaming, namely pre-animated takedowns and useless upgrade trees nobody asked for

>Nah. I'm placing my hopes on Blackroom instead.
t. Brenda Romero

>> No.3223281

You know EXACTLY what he's trying to do. Don't enable him.

>> No.3223285

Yeah that is pretty true. Still, you run through places and kill demons better then how Doom 3 did it.

>> No.3223304 [DELETED] 

>Nah. I'm placing my hopes on Blackroom instead.
John "Suck it down" Romero cancelled the kickstarter. Gee John, really hoped to get monies for showing nothing but concept art and your egg covered face?

Still, I wish him all the best. And you can take a wild guess as to what engine he'll be using (if he gets any dosh).

Talk about damning with faint praise.

>> No.3223309

Use BASSmidi and then just select the soundfont with the software, then select the synth your source port's sound settings. That's what I use for ZDoom derivative ports anyway

BASSmidi allows you to have two ports for two different soundfonts, so it's easy to compare some together.

>> No.3223310

I don't know if you could do rewind, not in any port that I know, but what you might be able to do is to write an ACS script that makes an autosave every 20 minutes or so depending on how you play (make sure to also set the number of autosaves ZDoom will keep at a time).

Other time shenanigans would be to write a 15sec time-stop and bind it to say, the "Z" button, if you felt that would fit.

But Doom, as a standard game, inherently isn't so hard that you'd have to make saves every so often or rewind after fuckups. It was a nifty feature to abuse in Duke Nukem 3D: Megaton Edition (ask me how many times I twinked with that feature out of laziness), but it kind of begets poor gameplay

>> No.3223317

It's already confirmed to use Unreal Engine 4.

>> No.3223319

Stop replying to the faggot.

>> No.3223342 [DELETED] 

Having an anxiety attack there, friend?

>> No.3223358
File: 17 KB, 350x200, metroidprimeyep.jpg [View same] [iqdb] [saucenao] [google] [report]

>Samus' missiles don't cap at 255 in Dreadnought
This is heretical.

>> No.3223415

>Hell even BTSX has seperate DEH files.
BTSX is a combination of the two. as we are constantly reminded, it is made for the vanilla engine. however, they know full well most will play it with a source port. so it has a DEHACKED lump in the wad, and a copy of it as a separate file for the one or two users who might run it in dosbox.

Alien Vendetta was designed for vanilla doom2.exe, due to being made by competn players (competn banned source ports, too easy to cheat). they did not think to include a DEHACKED lump in either of the releases. indeed as i recall they did not consider dehacked at all; the file bundled with the second release was originally a third-party add-on that only changed the level names on the automap. i believe the same is true of btsx's patch -- all it does is change text strings, it is not needed for correct operation.


- btsx's patch is included in the wad, so your source port will use it anyway, you don't need the separate file

- av's patch only changes map names on the automap (there is no other way in vanilla to do it). if you don't care to bother with it, nothing will break.

>> No.3223429

the fast ones generally don't kill you from full health. the slow ones.. yeah, they will stick you in place. generally you see them coming though right? the slow ones you should have time to react and run backwards.

>> No.3223432


The game in the very screencap you attached capped missiles at 250, if I remember correctly.

>> No.3223463

new thread


>> No.3223478

Where is the news post

>> No.3223480

It's not even 666 posts yet

>> No.3223485
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google] [report]


>no witty title

>no title at all

>no news post

Truly DoomOP has forsaken us

>> No.3223486

quick spam 60 skeleton pictures.

>> No.3223492
File: 152 KB, 927x380, 1462553679123.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't have that many!

>> No.3223493
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>> No.3223495
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>> No.3223496
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>> No.3223501
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>> No.3223502
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>> No.3223503
File: 33 KB, 106x166, aaaaaaaaaaaAAAAAAAAAAAAAAaaaaaaaaaaaaaaAAAAAAAAAAAAAAaaaaaaaaaaaaAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3223507
File: 432 KB, 500x394, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3223510
File: 307 KB, 1296x759, Expand bone.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3223525

thank you for saying my titles were witty.

i'm still here. i just decided to stop spending hours compiling news posts after my efforts were repeatedly wasted. i've read the ensuing discussions and it seems like, as i cynically suspected, most people don't care that much (although i acknowledge though that some of you appreciated the exposure of having your map/mod releases announced in a regular feature).

i agree it doesn't matter who actually posts the next thread and i admit i appreciate not having to monitor the threads constantly. there was one very nice post from another former general thread maintainer, who said you end up structuring your day around the expected time of thread expiration. this is very true, although on a slow board it's not so much of a problem.

so yeah, onwards and upwards.

>> No.3223531
File: 241 KB, 640x480, tumblr_m9bcw9Tcen1rzo9sbo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

What a shame.

I didn't always read the full OP but it was nice having it there.

>> No.3223547
File: 584 KB, 1080x1101, ._..jpg [View same] [iqdb] [saucenao] [google] [report]

well, this sucks

>> No.3223602

I wonder how well it would work with Metroid Dreadnought. You can get pretty damn OP in that.

>> No.3223626
File: 130 KB, 408x408, sad beep.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3223664

End of a /vr/oom age.

>> No.3223805

Thank you

>> No.3223852
File: 76 KB, 640x551, image.jpg [View same] [iqdb] [saucenao] [google] [report]

I did my best

>> No.3223867


sit down, mark

>> No.3224375 [SPOILER] 
File: 258 KB, 1600x900, 1463597397903.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm glad that future generations will still know our agitation.

>> No.3224662
File: 2.93 MB, 640x360, 1455057373666.gif [View same] [iqdb] [saucenao] [google] [report]

well... shit.

these threads seem to have started to fall apart since we lost the structure that your formatted info/news posts lent to them, shitposting seems more rampant, threads move slower, less modding activity posted as well

hopefully the threads regain some stability, because the comfy in them has been damaged

gone but not forgotten, doomop

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