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/vr/ - Retro Games

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3223458 No.3223458 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3217447

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



irc.zandronum.com #vr (key in faq)




Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3223459


>> No.3223475
File: 2.98 MB, 960x540, slide.webm [View same] [iqdb] [saucenao] [google] [report]

second for Vanquish

>> No.3223481
File: 139 KB, 480x317, metroid-fusion-14-05.png [View same] [iqdb] [saucenao] [google] [report]

That's not over 255. Other M's max is 80, Prime Hunters' max is 95, Super Metroid's max is 230, Fusion and Zero Mission's are 250, while Metroid 1, 2, Prime 2, and Prime 3 all cap at 255. (the highest 8-bit number)

Dreadnought just doesn't care and keeps going.

>> No.3223483
File: 12 KB, 552x600, When the resolution pixellates on the screen just right.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for putting information in the OP!

>> No.3223484 [DELETED] 

Yay, old OP has returned

>> No.3223497 [DELETED] 
File: 553 KB, 288x216, 1qfzndqo1400.gif [View same] [iqdb] [saucenao] [google] [report]

no, he hasn't

there's no followup news post and no witty title for the thread

we've been abandoned by the real OP because a usurper has seen fit to elect himself as the new OP

>> No.3223508 [DELETED] 

Do NOT respond. Report, filter and ignore.

>> No.3223562

Looks sexy af, what's this?

>> No.3223563

Unreal On Ice

>> No.3223565

UT4 alpha

>> No.3223584 [DELETED] 

At least we got the proper copypasta back instead of some fag who thinks it's so cool how he doesn't care about quality or organization.

>> No.3223658
File: 400 KB, 488x519, FUCK DECAF.gif [View same] [iqdb] [saucenao] [google] [report]

Project Brutality
Yay or nay?

>> No.3223661

If you want Brutal Doom with added stuff, go ahead.

>> No.3223667 [DELETED] 

Nice retro :'^)

>> No.3223668


>> No.3223672 [DELETED] 

Going by this logic we should only talk about the vanilla doom exe's because any mods or new maps cease to be retro.

>> No.3223673 [DELETED] 

It's more that I'm mildly annoyed because nuDoom has been effectively banned here now whilst this is just tolerated.

>> No.3223680 [DELETED] 
File: 85 KB, 600x338, 0000002987.600x338.jpg [View same] [iqdb] [saucenao] [google] [report]

Gee guess I can post this here since we've agreed on dropping the "Retro" from our thread, making it the FPS thread. Thanks guys!

>> No.3223687
File: 156 KB, 680x678, 1462357177010.png [View same] [iqdb] [saucenao] [google] [report]

It's a fun way to waste couple hours

Then you'll probably never play it again

>> No.3223713

Better weapons than edgy doom + dynamic processing.

>> No.3223716

Any anon here up for some DM?

>> No.3223718



It's Brutal Doom with a bunch of randomizers and bloat thrown on top.

>> No.3223756

Those news posts were one of the main reasons I always checked Doom threads. /vr/ ended up being one of the best places to go to find announcements at a glance. Somebody should pick up the torch.

>> No.3223831

Yay. The new enemies are fun. Try it with Maps of Chaos.
I'm currently running through Equinox with it, at the suggestion of an anon in the last thread. It's not as good as MoC, but still worth a playthrough.

>> No.3223868
File: 32 KB, 621x522, impimpimpimp.jpg [View same] [iqdb] [saucenao] [google] [report]

Me too. Doom OP is best OP. The news is where I always end up getting a lot of my wads from. The extra effort was always appreciated but in hindsight I took it for granted.

>> No.3223926
File: 83 KB, 800x600, Greenwar 2 by various authors.jpg [View same] [iqdb] [saucenao] [google] [report]

Come & Get your asses kicked
Greenwar II Deathmatch

>> No.3223931

I want to try rise of the triad but not with DOSBox.

Is there any fixed version for that game so it runs like old dooms with zdoom?

>> No.3223937

What settings do I need to change in Blood's setup.exe to make the sound work? I've never been good with these DOS game sound setups.

>> No.3223974

I'm not liking it as much as Brutal Doom. It doesn't feel as visceral and intense. On the other hand the weapons have a more tactical diversity.

>> No.3223986 [DELETED] 

Has anyone here played 4's single player yet? I've heard it's supposed to be quite good, way better than the lukewarm multiplayer.

>> No.3223992 [DELETED] 


I have and it's really fucking good.

>> No.3223996


>> No.3224000


]it's a 8.5/10 if you can stand upgrades and getting glory kills for health/ammo
I can't

>> No.3224012

Some dude just made a DOOM discord in the other thread over here:

>> No.3224013 [DELETED] 
File: 248 KB, 540x540, doom chevos.png [View same] [iqdb] [saucenao] [google] [report]

Great 8/10 for me.
Best singleplayer I've played in years.
But then again I thought Shadow Warrio and WolfTNO were boring

>> No.3224016 [DELETED] 

S-sorry, I just really wanted to get some opinions straight from /doom/.
I hear /v/ hates it for not being a betrayal they could get an outrage over, apparently a tiny nod to Skyrim was unforgivable.

>> No.3224017 [DELETED] 

>/v/ hates it

What a shock

>> No.3224020 [DELETED] 

in other news, 1=1

>> No.3224023 [DELETED] 

I haven't been so pleasantly surprised in a very, very long time. It was so much fun.
Can't wait for the inevitable sequel. The ending to the game is sequel-bait as fuck.
And I honestly welcome it.

>> No.3224024 [DELETED] 
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google] [report]


/v/ being a bunch of autistic knee jerking crybabies is nothing new, anon. I mean this in the nicest way but head over to that /vg/ thread that was linked, ask some stuff for Doom 4 there, but I'd say stick around as well for classic doom talk.

that said, I still think what Doom 4 did for the pistol is a brilliant move.

>> No.3224027

Same actually.
I've beaten the game 3 times and I want more of it.

>> No.3224034 [DELETED] 
File: 54 KB, 373x294, I'm a progressive thinking man, he said.jpg [View same] [iqdb] [saucenao] [google] [report]

>/v/ hates it because they can't get outraged over it

Holy fuck this is /v/ in a nutshell

>> No.3224039

Mein leben!

>> No.3224046


>> No.3224053 [DELETED] 
File: 37 KB, 274x274, comfy peek.png [View same] [iqdb] [saucenao] [google] [report]

Don't worry about it anon, just keeping things nice and tidy in the threads. Just do what >>3224024 suggests and chill.

>> No.3224058 [DELETED] 
File: 79 KB, 195x275, 1382812291939.png [View same] [iqdb] [saucenao] [google] [report]

Good taste anon

>> No.3224059

I'm actually well versed in classic, I just wasn't sure if I could trust /vg/s opinion.
Guess I'll have to save for a new laptop regardless (also so I can run GZDoom better).


>> No.3224104 [DELETED] 

Only the most quality french furfag comics for me.

>> No.3224108 [DELETED] 


>> No.3224174

Is there any way to play something like Trailblazer over another megawad/map pack etc. that already replaces weapons in some way?

>> No.3224193

Trailblazer is the best weapon mod and that's a fact.

>> No.3224203

The stuff the dev recently added like gun upgrading and giving the SSG replacement a separate ammo type to not make the other shotgun useless were nice additions. Leveling up the shotguns first is best.

>> No.3224216

I have a text file with ultra wide settings for doom but I don't know how to use it.

Does anyone use resolution mods for ultra wide.

>> No.3224224

you should post it so we have an idea as to what you have

>> No.3224226

I prefer upgrading the assault rifle and the grenade launcher first. The split in ammo between the two shotgun types made each run out of ammo quickly, and upgrading the pump action requires so much parts that I might as well upgrade the minigun instead and save up parts to keep making minigun ammo.

>> No.3224229

Guess leveling the assault rifle is a good idea. That extra 25%/50% damage plus sniper mode is pretty powerful, even if the assault rifle is super powerful already.

>> No.3224242

i'm pretty sure one of the wolfenstein ports/tc supports rott

>> No.3224257


I have this. http://forum.zdoom.org/viewtopic.php?f=15&t=51086

But have no idea how to make it work.

>> No.3224264

This goes into the source code and is added to GZDoom when it's compiled with this.

If you didn't know this, then compiling it is going to be a very big task for you.

>> No.3224275

How come?

>> No.3224279

hey folks
kinda offtopic but im looking for q3 ( either regular or cpma) preinstalled and cracked for a small lan party im organizing at work. Have you seen it uploaded anywhere?

>> No.3224282

any news so far?

>> No.3224285

Trailblazer updated.

>> No.3224308
File: 63 KB, 290x284, 1367772670330.png [View same] [iqdb] [saucenao] [google] [report]

I hate the twin sawn-offs and that's unforgivable

>> No.3224310

The assault rifle is great, I use it so much that I had to change the weapon slot of the uzis to 2 so I can select the assault rifle more easily. Ideally, it would be better if I could have the uzis retain their slot and simply increase the slot priority of the assault rifle, but it doesn't seem to be possible with the odd way Trailblazer assigns weapon slots.

>> No.3224312 [DELETED] 

Your mother being a cheap whore is not forgivable.

>> No.3224326 [DELETED] 


>> No.3224329

It is something I've always wanted in a game. Being game to shoot guns insanely fast.

>> No.3224347

And the award for best map 30 midi goes to...

>> No.3224368

You need to make sure the Soundcard, IRQ, and DMA values are set correctly in Blood's setup.

The sound card should be Soundblaster, and the music device can be Soundblaster or Gerneral MIDI. I don't remember how it's set up by default, but the IRQ should be either 5 or 7, and the DMA values should be 1 and 5. If those don't work, look through your DOSBox config to see what they should be.

If you're feeling lazy, I made a launcher for Blood in DOSBox a while back that should include config files that already have sound set up and working.


Just unzip everything into a folder with Blood in it. If you have Steam, just launch normally. If you don't, either run DOSBOX.EXE (which isn't DOSBox, it's a batch script turned EXE that maps mousewheel to keyboard keys and then starts DOSBox; turned to EXE for easy Steam use) or open dosbox-svn.exe and run MENU.BAT. Hasn't been updated in a while because I had a baby and went crazy from life, but it works and adds some neat stuff (options for turning BMOUSE and AUTOAIM on/off by default come to mind, multiplayer menus, etc.)

>> No.3224369
File: 284 KB, 785x1024, aow.jpg [View same] [iqdb] [saucenao] [google] [report]

I have made a MIDI of a cover of one of my favourite childhood video-game tracks.

My intention was to have it feature in REKKR, most likely episode 2 where you return to the capital to find it under attack.

Although I really feel like we need more MIDIs out here, more music to feature in more maps. I always wanted to add to the collective repository of Doom music and make something that can work with anyones imagination. So have at it and feel free to feature in whatever the fuck you want!



>> No.3224379

I just redownloaded this and forgot the DOSBOX.EXE is a shitty one I made with a converter that adds an intro screen. Just run BLOOD.BAT unless you're a Steamfag, in which case just start it and wait the five to ten seconds for the message to disappear.

>> No.3224382 [DELETED] 

Is Combined Arms author still lurking the Doom threads? If you are then fuck you faggot about the only good thing about this mod is giving me nostalgia trip after I heard Postal 2 hit sound and Eternal Damnation reload animation which you thought no one would notice you cheeky cunt.

>> No.3224384 [DELETED] 

he has become the skeletons

>> No.3224390 [SPOILER]  [DELETED] 
File: 258 KB, 1600x900, 1463597762680.jpg [View same] [iqdb] [saucenao] [google] [report]

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

>> No.3224393

>My intention was
Why the past tense? Its pretty cool-sounding.

>> No.3224394 [DELETED] 

Have people already started making slaughterwads in snapmap?

>> No.3224395

Now I want to try and make a map based on what I think of with that midi.

>> No.3224402

AoW is a fucking great game. I prefer it even to HoMM3, honestly.

That midi's really nice, although I'm pretty certain zdoom will play the original tracker file without issue.

But you may want the midi jank.

>> No.3224404

>chromium can't play midi in the browser
what the fuck? i remember firefox being able to do this ten years ago

>> No.3224407

Oh I mean past-tense in the sense I was figuring out whether or not to hold it until the release of REKKR.

Right on man! Just don't make anything too spooky!

>> No.3224410

I wanted to make something for all the OPL-heads out there.

Although this work may be a little too layered for that haha.

>> No.3224425 [DELETED] 

What map is this?

>> No.3224432


So I've made a little weapon replacement mod focusing on plasma weaponry, as well as having some different ammo mechanics to ordinary Doom. If anyone could give feedback it would be really appreciated.

>> No.3224434

Nice track!

I've been hearing the fate of atlantis soundtrack in my head while seeing your rekkr screencaps for some reason

>> No.3224437

Thanks. I'm not REKKR-bro I just wanted to make some music for him and you all.

>> No.3224438 [DELETED] 

And now they can even fly!

Revenants were solely designed to ruin fun and that's a fact.

>> No.3224460

sweet thanks

>> No.3224480 [SPOILER] 
File: 707 KB, 1920x868, 1463601527047.jpg [View same] [iqdb] [saucenao] [google] [report]

I realized not long ago that the Metroid Prime is actually the best "incarnation" of the Spider Mastermind.
Hell, it even has a second form, like if the brain part comes out of the Robot parts and starts doing telekinetic shit at you

>> No.3224491


is it retro, though?

>> No.3224496


Made by Retro Studios, so yes.

>> No.3224503


So why all the spoilers for something that's just a normal opinion?

>> No.3224506


So what are some /vr/ approved WADs or mods?

>> No.3224514


Because it pertains to a non-retro game.

>> No.3224516

Doom 4 discussion has been moderated lately because people can't stop screaming and sperging about it.
Some people have come under the mistaken impression that it's covered under the general "not retro" banner, which is incorrect since RotT2013, SW2013, Doom 3, Unreal 4, Serious Sam 1/2/3, Painkiller, Doo Sex, and etc can be talked about perfectly fine.
So to counter this, some people have taken to hiding all of their messages in spoilers, which accomplishes nothing but looks obnoxious.

>> No.3224520

because dumbasses think if they hide their messages in spoilers it'll be fine to talk about

>> No.3224524

Going Down is the best WAD

>> No.3224535
File: 25 KB, 640x480, 1463599340.png [View same] [iqdb] [saucenao] [google] [report]

well i just beat plutonia 2 map17 on UV from a pistol start with no saves, so i am feeling pretty good about plutonia 2 right now.

gusta's hyperinterconnected maps are the best. this one is up there with The Train Is Approaching.

>> No.3224538
File: 60 KB, 640x480, 1463599328.png [View same] [iqdb] [saucenao] [google] [report]

also after all the monsters were dead i found this, with an invulnerability. it wasn't worth the rocket jump.

>> No.3224579 [DELETED] 

Just bought, played, uninstalled, refunded DOOM4. I came here to feel better about my love for classic DOOM. What went wrong, and why is everyone loving this release?

>> No.3224593
File: 555 KB, 680x1304, 1441161004923.jpg [View same] [iqdb] [saucenao] [google] [report]

take your leave

>> No.3224607

Scrub here (breifly played Doom once as a kid and it was 2spooky for my pussy ass). What's the definitive order to play these in?
I just finished Inferno, but I remember anons here saying not to go to Thy Flesh Consumed. Do I just move on to Doom 2 and it's master levels?
Also, is there any authentic way to beat the spider mastermind in Dis without exploiting monster infighting. Because I got my ass kicked on my first try and lost everything, but after that there simply didn't seem to be enough ammo for the bastard. Without infighting, does the game really want me to punch a spider with a machine gun?

>> No.3224608 [DELETED] 

don't send the shitposters our way, faggot. if anything, direct him to /v/

>> No.3224614

>Also, is there any authentic way to beat the spider mastermind in Dis without exploiting monster infighting
From a pistol start? git gud. If not, just one-shot the thing with your BFG at point blank range.

>I just finished Inferno, but I remember anons here saying not to go to Thy Flesh Consumed. Do I just move on to Doom 2 and it's master levels?
I really like Thy Flesh Consumed. It's only the first two levels that are particularly hard (but good). The rest are great, far better than most of doom 2's in my opinion.

>> No.3224616

That's a pretty cool picture, although the plasma rifle looks a bit oversized

>> No.3224617

>Pistol Start

Also I don't think it's a matter of "gitting gud"; I hit the fucker with everything I got. There's simply not enough ammo in Dis.

>> No.3224621

Trick the demons into infighting the Mastermind.

>> No.3224624 [DELETED] 

Fuck off you're propably one of the tards who called Wolf:TNO linear despite the fact that it had more ways to approach the level than RTCW and no matter what they would do with the new Doom you would still bitch because you can't accept change.

>> No.3224628 [DELETED] 

Is there where all of /vg/'s shitposters are coming from? Asshats like you redirecting any /v/ermin that show up in the thread?
It's a chill general; quit trying to start a childish "war".

>> No.3224637

Best order (going by official shit/kinda official in the case of 64) is generally (in descending order)
>Knee Deep in the Dead
>Shores of Hell
>Doom 2
>Doom 2 Master Levels
>Thy Flesh Consumed
>64 via Doom64Ex
>Doom 3 (most would reccomend original over BFG, decide for yourself

And there's your "official" series.

>> No.3224641

I think d64 should be 4th from the top

>> No.3224647

I thought 64 was a sequel to 2, story wise.

>> No.3224649

Yeah, that's a big fucking gun.

>> No.3224653

That's what I ended up doing. But like I said, it felt like cheating and I want to give the mastermind an authentic ass kicking from a pistol start.

>> No.3224660

Where would Pardition's Gate, the lost megawad from Final Doom come in?

>> No.3224671

>Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg
I just uninstalled it, I don't want ot reinstall it again.

>> No.3224675

Not thanks. I'd rather have an average solo game than a good multi one.

>> No.3224696

it's ut4, what did you expect

>> No.3224728
File: 2.74 MB, 320x240, e3m8noinfighting.webm [View same] [iqdb] [saucenao] [google] [report]

okay, i tried to do this with as little infighting as possible. it's hard to avoid it completely since spiderdemons tend to attract everything else's attention. conclusion: it is doable, despite my even wasting some ammo. i admit this took three or four tries before i got an exit. usually one distracts the spider with the other monsters then goes round the edge of the map for the rockets.

>> No.3224730

it's... a bit confusing, but it looks fun
there's no info on the F1 menu

i really don't like gauges without numeric indicators (especially for health/armor) but that's probably just me

the plasma caster just feels like a worse pistol (and even if it was a little stronger the ROF makes it pure garbage)

weapons that have their own batteries should have a different color (if possible something you could link to their gauges at first glance)

the static launcher and smartgun's effect don't visually change depending on your heat levels, feels like a bug to me (or an incoherence)

the plasma cannon (that should probably have CANN instead of CNNN on top of his gauge) fires... weird

shotgunners/chaingunners don't drop heat (lack of weapon scavenging)

other than that, it's not bad

>> No.3224747

Oh come on you don't pistol start a level and not plan to use infighting

Me again, I prefer HoMM3 frankly, but its music rivals Romero's. I really enjoy Master of Magic, a kind of proto AoW, I reccomend listening to AoW's music over MoM if you are going to play that though.

>> No.3224758

>tried to play GMOTA
>each weapon has 3 modes
>two weapons
>shitload of subweapons
>no clue about how everything work

>> No.3224763

What source port are you using for these webms?

>> No.3224764

Are there any sourceports that do a decent recreation of Software-style rendering with the exception being not using Y-shearing for mouselook?

>> No.3224765

press F1 and hope your screen resolution is high enough to read it

>> No.3224783

my own. i've never released it. probably never will. sorry.

>> No.3224816 [DELETED] 

What makes any of those acceptable to talk about on the retro board to begin with? Having retro installments? Lots of games that can't be talked about here do. Having vaguely more classic mechanics? Same situation. Where do you draw the line? Or are we just opening our gates to anyone with a dead game and a burning desire to dump posts about it on a slow moving general without even vaguely relating it to retro discussion?

>> No.3224826

What a pity. Oh well...

>> No.3224829

Any reason why you're against releasing it? Graphically it seems to match what is seen in most vanilla-ish ports, and that HUD looks much nicer than those seen in others.

>> No.3224898

Guys, I know Doom isn't spooky most of the time these days but you really need to be careful with this one.


>> No.3224902
File: 52 KB, 344x378, 1447838010629.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3224925
File: 4 KB, 226x204, confused.png [View same] [iqdb] [saucenao] [google] [report]

>not having a separate honker doing the bassline

>> No.3224947

i don't know if this is the right place to ask this but, is there any music thats similar sounding to "Ah, Geez!" from Duke Nukem 3D?

>> No.3224959
File: 616 KB, 632x738, hx58FMB.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3224964

Tuba skeleton when?

>> No.3224965

I enjoyed this despite my best efforts

>> No.3224984

That looks like the same font Heretic/Hexen uses at the top.. what is it called?

>> No.3225004

How do I make my maps longer without making them boring?

>> No.3225009

What is this?

>> No.3225014

Thanks for the info. Looked it up and saw that Icarus, likely my favorite Doom mod Youtube guy, has a video on it:
I'm going to download it now.

>> No.3225017

Mancubus should play the Tuba

>> No.3225027

You're a god among anons

>> No.3225029
File: 49 KB, 201x220, fatblurryzombie.png [View same] [iqdb] [saucenao] [google] [report]

Is he unaware his aspect ratio is wrong?

>> No.3225031
File: 246 KB, 578x578, entering_dis_ass.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good megawad with difficulty along the lines of Back to Saturn X Ep1? I tried ancient aliens but it's got too many revenants and not enough ammo

>> No.3225038

Just always keep new and interesting things happen.

>> No.3225056

50 revenants.
You don't have time to get bored while you're running away from tracking rockets.

>> No.3225071
File: 688 KB, 854x480, fatzombies.png [View same] [iqdb] [saucenao] [google] [report]

>fastforward to his latest video, half a year later
Oh, come on.. no one told him?

>> No.3225087

It reeeeeeally doesn't matter, torrid

>> No.3225096

~healthy at any zombification~

>> No.3225102

how long until there's doom 4 skins for all the weapons/demons

>> No.3225120

Is Back to Saturn X the greatest megawad ever made? It's along the lines of knee deep in the dead for perfect balance in everything (ammo, enemy placement, difficulty, level design, music, graphics)

>> No.3225157

Someone has made some pretty good animated frames of the weapons, though they're angled, something which I've grown to not quite like as much for Doom anymore.

>> No.3225192

I really hope someone makes a good demon replacement mod, the new pinkies look so much better

>> No.3225203

I like the old cartoony ones honestly.

When it comes to the monsters, I mostly prefer to separate Original Doom, Doom 3 and Doom 4, their designs are very different from one another and their styles would clash too much

>> No.3225232

while we're on the subject, what's the best monster pack to go with Trailblazer?

the doom4emulation monsterpack doesn't work most of the time (it was supposed to work with other mods, right?)
doomRLA monsters is alright(ish), but i feel like it'll screw me over at some point

>> No.3225246
File: 26 KB, 530x339, mmmm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3225259

BTSX E1 also suffers the same problem as Knee Deep In The Dead. They're mostly easy, with little challenge. Granted BTSX E1 isnt quite as easy, but its still generally easy.

I prefer BTSX E2's balance, for its more Plutonia-ish level of challenge.

>> No.3225267

>easy, with little challenge
>three spider masterminds in just one part of map07

>> No.3225269
File: 249 KB, 740x980, 1443144850596.jpg [View same] [iqdb] [saucenao] [google] [report]

>strife reboot never

>> No.3225272

Not enough people have any deep love for Strife that a reboot would ever be made. Good on the devs for trying to make an RPG out of the Doom engine, but it just wasn't very good.

>> No.3225281
File: 89 KB, 640x400, Screenshot_Hexen_20060514_022623.png [View same] [iqdb] [saucenao] [google] [report]


I'm working on one... for Heretic at the moment anyway. I might submit it to Pillow and see if he's interested in adding it to TB proper.

Also a lot more features, like the ability to carry health items, a la Heretic, Hexen and Strife, being able to swap out what powerups spawn where, and a lot more features, all toggleable from the Blaze-It Options menu.

>> No.3225283

it could be vastly improved now

zdoom has enemy paths(patrols), i think sgtmark made some sort of stealth thing (monster try to find you at you last seen position and give up at some point), the dialog system has been vastly improved (thanks to Hdoom and some furry, i think?)
we can have ladders, grapplings...

sounds awesome

>> No.3225289

>Good on the devs for trying to make an RPG out of the Doom engine, but it just wasn't very good.

Yeah, a lot of the later levels really suffer in the design department. People rant about puzzles in Hexen, and not knowing what to do after hitting the switch? Strife has that, but even worse. Some areas in the Bishop's Fortress are lousy with that shit.

It doesn't help that FPS-RPG hybrids were done much better only a few years after it.

>> No.3225291

before going into combined arms, what should i know

>> No.3225297

The chaingun replacement alt-fire gives you cells for the SSG replacement.

>> No.3225298

Strife would have probably gotten rave reviews if it didn't get canceled halfway through development, leading to it being delayed to 1996 instead of the late 1994/1995 release they were aiming for.

>> No.3225327


lmao 2 machete


everything's got an altfire, using the fist's altfire in the air lets you wall jump if you kick off walls. The SSG uses cells and the altfire reacts differently if you hit an enemy, wall, ceiling, or floor, the nailgun's altfire gives you cells on hit, damaging enemies charges the BFG replacement when you get it.

Blur spheres are replaced with crates.

>> No.3225334

Have you not done the SSG secret on the first map?

>> No.3225340

I didn't know that, is there a source somewhere, I'd like to read about it?

>> No.3225358

There's not much to tell. Strife was originally produced under contract by a developer called Cygnus Studios for Apogee. The game was canceled because the head of Cygnus decided to shut the studio down because he was moving to Chicago, so the devs basically got left in the lurch with a half finished game, and had to form a new studio and shop around for a publisher to help them finish the game.

John Romero:
>The Cygnus graphic has something to do with Cygnus Studios, the company that made Raptor:Call of the Shadows. In the middle of making Strife they mutinied against the founder/lead coder and reformed as Rogue Software (after I dissuaded them from calling themselves Mutiny Software). We moved their company down from Chicago while they were making Raptor so they could work on a game for us when they were finished with it. We moved them into an office next to ours. After they finished Raptor they started working on another game for Apogee called The Two Swords and I talked Scott Miller into dropping that game so they could work on Strife instead.

>> No.3225368
File: 87 KB, 1024x576, CixQmSCW0AEd4Lu.jpg [View same] [iqdb] [saucenao] [google] [report]

One of the original devs of chex quest is makeing a remake on UE4 http://www.chexquest.org/index.php?topic=5307.0

>> No.3225370
File: 368 KB, 480x595, 1463429570575.png [View same] [iqdb] [saucenao] [google] [report]

Is tfix actually a Vanilla experience? Should I just play a normal install off steam?

>> No.3225383

Seems rather pointless if they're just going to remake the original levels.

>> No.3225385

Nice. I didn't get a chance to respond on the irc at work (we work with sensitive information, so NO PHONES, AND NO FUN), and my phones browser doesn't allow for 4chan posting either... But anyway - I'm not TOO worried about original compositions. I'm a tad wary about using music from other games, but this track is pretty fly, so... Might be nice to have some atmospheric arrangements of old norse folk songs, or celtic jingles. Slow em down, drop the pitch, make them evil sounding. Something I'd feel less bad about stealing :-p

Still a dope midi though. I would go nice with a fort type level. I think E2 levels are going to be broken down into different city districts and areas. So you'd have the docks with a bunch of warehouses and shit, and then a market place littered with bodies and what-have-you, sewers, suburbs, etc, and then finally the castle... There's a more rural fort level planned in episode 1 too this might be good with.

>> No.3225401

>Projectile bullets that move so unrealistically slow you can dodge them

This for example:

What makes you vomit /doom/?

I dont mind a slight trail on a bullet, but being able to actually dodge bullets is just so dumb. If I wanted to dodge bullets I would play a matrix style game with special powers and time slowing abilities.

>> No.3225407

but anon

that mod is a matrix style game

>> No.3225414


I like projectile bullets

What upsets me is a shitty melee attack/weapon

>> No.3225449

Just curious, what do you do where there's such strict security?

>> No.3225451

Please don't do this.

>> No.3225453
File: 34 KB, 418x475, 1455581165962.jpg [View same] [iqdb] [saucenao] [google] [report]

what is the absolute worst fucking piece of shit level in doom 1 and why is it E3M7?

>> No.3225458
File: 3 KB, 448x357, 1443843654152.png [View same] [iqdb] [saucenao] [google] [report]

>not E2M2

>> No.3225474

E3M7 is like all the worst aspects of that level magnified to an extreme, as well as inventing new ways of being awful

>> No.3225475

I just played through E3. That map was fun. E3M6 is worse.

>> No.3225479

Road To Limbo isn't THAT bad. It might be a bit confusing at first with the red door teleports, but other then that's it's fine.

>> No.3225486

That one map where you start in front of a blood pit with plenty cacos and shit and narrow walkways.
Had to punch 2 hellbarons to death to progress.

>> No.3225487

Woops, meant E3M2, E2M2 is fun

>> No.3225491

it also has the worst song in doom as well
level is just a total shitshow

>> No.3225492
File: 109 KB, 320x240, 1406926623817.png [View same] [iqdb] [saucenao] [google] [report]

This is really nice, thank you!

>> No.3225493

E3M2 is always a hassle.

>> No.3225494

Keep it on silent and in my pocket. Generally only use it when I'm on break and out of the room, but sometimes glance at it real quick while looking over my shoulder. If you act naturally enough people are too busy to notice you.

>> No.3225498

E3M6 and M7 still give me a headache.

>> No.3225519

you're both insane. E2M3 is well known to be the worst normal doom level.

>> No.3225523

Hatate or Aya camera weapon?

>> No.3225524
File: 41 KB, 466x249, 1455144197369.png [View same] [iqdb] [saucenao] [google] [report]

>Episode 3 in general

>> No.3225525

Like I said, that level is just like E3M7, except E3M7 is far, far more egregious about it. It's basically just an even worse version.

>> No.3225526
File: 115 KB, 300x259, 300px-Doom_E2M5_map.png [View same] [iqdb] [saucenao] [google] [report]

That's not how you spell Command "Half the map is a waste of time" Center.

>> No.3225529

What's the point of the railgun in Shadow Warrior? Same with the Skull Staff for Blood.

>> No.3225531

E3M3 was great though

>> No.3225538

Well, I mean, it is still motherfucking DOOM, but E3 was clearly the weakest episode overall.

>> No.3225540

Thy Flesh Consumed is the weakest Doom 1 episode.

>> No.3225546

I think he meant what job do you do that requires that amount of security. I'd guess some kind of state or federal facility? Maybe military? I know that in a lot of federal government places they only allow people to use Blackberries because they're the only phones that have passed DOD security certification.

>> No.3225548

I disagree, even if you count it, but whatever. We could weigh them all day long.

>> No.3225553

Oh. It's a drug testing facility. People in rehab don't want me taking selfies with their social security numbers I guess.

>> No.3225556 [DELETED] 

Might replay Quake again. Why should I use Quakespam over the other source ports?

>> No.3225558

Might replay Quake again. Why should I use Quakespasm over the other source ports?

>> No.3225559

Might replay Quake again. Why should I use Quakespasm over the other source ports?

>> No.3225560

It's the closest you can get to a working non-buggy version of GLQuake for modern computers.

>> No.3225576

It's a limit-removing source port that runs well on modern systems, has good widescreen support and can be configured to look identical to the original software renderer (except for the underwater effect). Most custom maps that require raised limits or advanced features have been designed for Fitzquake/Quakespasm.

>> No.3225578 [DELETED] 
File: 118 KB, 816x979, honk_honk__by_busypenguin-d5v4yd8.jpg [View same] [iqdb] [saucenao] [google] [report]

Seems the hot new drug that's getting everyone into trouble is Oxycotin and synthetic marijuana.
.t federal employee

>> No.3225579

Yes I have. While a bit of a spike compared to the main parts, it was still not too difficult.

>> No.3225580

Map07 is full of cover, and many oppurtunities to start infighting.

>> No.3225583

What kind of stuff do you need to change to make Quakespasm feel like DOS Quake?

>> No.3225590

The Quake pastebin in the OP covers the necessary console commands, under the "CONFIG" section.

>> No.3225595

Is episode 4 worth a play-through? I've played only 1-3 before. It feels strange in comparison to other episodes.

>> No.3225596

>synthetic marijuana

Because nothing says "this is a great idea" like going to a truck stop and buying fake weed made from sketchy chemicals in China, that is most famous for turning people into "naked florida man attacks police, tries to eat hobo" berserkers or giving you brain damage.

Probably the closest the US has got to Krokodil, or has that started showing up here too?

>> No.3225597

It's a complete mess of map design. The levels all feel separate from each other. Plus there's a level in the mix by John Romero which is fucking terrible, his worst map.

>> No.3225604

yeah, it's hard but it's cool

>> No.3225607
File: 1.41 MB, 280x210, 1450654442498.gif [View same] [iqdb] [saucenao] [google] [report]


how crushingly backwards do your drug policies have to be that synthetic marijuana is even created, let alone consumed?

fucking legalize it and tax it, how is this even an issue in the modern world

>> No.3225608

>this is a great idea
The "reasoning" behind many of the people who take it here in DC is "i wanna to get high but I don't want to get caught by the normal weed test" so they buy the sketchy shit.

>> No.3225612

You underestimate the stupidity of drug users.

>> No.3225617

no, i overestimate the intelligence of US policy makers

offer someone a choice between weed and synthetic weed and tell me how many times someone chooses synthetic weed

>> No.3225619

Learn to write first.

>> No.3225628
File: 809 KB, 1919x1009, Screenshot_Doom_20160519_012539.png [View same] [iqdb] [saucenao] [google] [report]

This is why I play Doom.

>> No.3225630
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh boy, pedantry! The last refuge of those losing an argument.

Well that's enough time wasting common sense on a jackass, who wants to talk about DUMP 3?

>> No.3225632

>getting rekt so bad he has to project

>> No.3225635

Any word on BDSE v20?

>> No.3225638

war on drugs was started as a war on black people during nixon's administration, and keeping it going keeps an abundance of legal slave labor (prisoners)

to people that think slavery was abolished, the thirteenth amendment reads "Neither slavery nor involuntary servitude, except as a punishment for crime whereof the party shall have been duly convicted, shall exist within the United States, or any place subject to their jurisdiction."

https://en.wikipedia.org/wiki/Prison%E2%80%93industrial_complex#Economics good enough tl;dr in the first paragraph or two

>> No.3225639
File: 48 KB, 480x700, 1463187921760.jpg [View same] [iqdb] [saucenao] [google] [report]

What you're talking about has nothing to do with Doom so how about you both shut the fuck up

>> No.3225642

>man I'm getting rekt
>better decide it's off-topic so i can hide my butthurtry

>> No.3225645
File: 974 KB, 750x600, 1452661554877.gif [View same] [iqdb] [saucenao] [google] [report]

You're getting your anons mixed up, I just want you chucklefucks to fuck off

>> No.3225647

Hu-uh :^)

>> No.3225672

What's wad that makes doom more like doom? (atmosphere)

>> No.3225674

DOOM.wad, DOOM2.wad

>> No.3225675

Is that an imp helping you hold your gun steady as you senselessly kill its brethren?

>> No.3225679

Doom 64...? What do you want exactly?

>> No.3225681

I think he's saying he wants a wad that makes Doom feel like NuDoom.

>> No.3225682
File: 209 KB, 510x346, 1450245240913.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3225694

Brutal Doom

>> No.3225696

Brutal Doom, then.

>> No.3225697


shut up and bleed

>> No.3225701

If you could replace the music with nuDoom music, Brutal Doom might actually be the best way of playing nuDoom in Doom 2.

>> No.3225705

Just take Demonsteele's music randomizer and replace the midis with Doom4's

>> No.3225706
File: 159 KB, 425x450, 54171787_p0_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3225716

I think Demonsteele is an overrated meme mod

>> No.3225723

>meme [noun]

Please don't. I'm fucking serious.

>> No.3225724

Stop answering to yourself.

>> No.3225726
File: 56 KB, 128x128, image.gif [View same] [iqdb] [saucenao] [google] [report]

who is this semen demon?

>> No.3225747
File: 95 KB, 1024x768, 1442667547656.png [View same] [iqdb] [saucenao] [google] [report]

How do I disable my singular bullet hitscan weapon from xdeath-ing monsters?

>> No.3225765
File: 980 KB, 335x348, 1461513187967.gif [View same] [iqdb] [saucenao] [google] [report]

holy shit, this

what happened to this fucking thread, all the comfy has been sucked straight out of it this month

>> No.3225772

gameplay aside I'd love to see some demakes of the new designs into sprite format, then again it's been years and still no doom 3 hellknight sprite

>> No.3225774

NuDoom release maybe? New people came, old people got defensive for no real reason.

>> No.3225783

What port? Should always specify that with modding questions

>> No.3225785

ZDoom. also vanilla monsters so damagetype + new xdeath state is a no-go. I just want to keep these zombiemen from exploding.

>> No.3225786

which is silly, I like both, finished nu, then went to play vanilla doom for the first time in a long time as it re awoke my spark, am now playing kneedeep in zdoom with metal soundtrack and zombie voices mod for flavor

>> No.3225794
File: 1.22 MB, 1920x1080, Screenshot_Doom_20160519_145620.png [View same] [iqdb] [saucenao] [google] [report]

>it's a "let's throw hundreds upon hundreds of monsters on the player in a huge open area where there's no rhyme or reason to the flow and let the player keep running around to guess where he's supposed to go next while getting his health slowly whittled down by enemies and pain floors" map

>> No.3225804

I don't get it. We were all newfags at some point. Better late to the party than never, and plentiful mods still coming out twenty years in goes to show that it's one hell of a party.

>> No.3225809

Synthetic marijuana is nearly up there with normal marijuana, as far as what we commonly test for. That and "designer stimulants" (methamphetamine)...

>> No.3225810
File: 182 KB, 700x526, I understand your AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


Can't you just put +NOEXTREMEDEATH on your bullet puff?


Needs more skeletons.

>> No.3225813
File: 113 KB, 927x380, gotta catch 'em all.jpg [View same] [iqdb] [saucenao] [google] [report]

my skeletonegro

>> No.3225816

I remember watching one of the AGDQ's doing Doom 1 and the guy mentioned that he runs KDITD first as its actually the hardest episode, namely because it has the most hitscan enemies in it, and you have the least amount of weapons.

I think in 93 they thought that weak small enemies were easy and high damage bullet sponges were hard, but they didn't figure that the high damage was easy to dodge and the bullet sponges were balanced with more weapons, and that the small weak shotgunners can actually roll crazy high damage and that hitscan is literally a laser.

It takes either slaughter or plutonia levels of design (sans chaingunner and revenant spam) to make the higher tier enemies an actual threat and outdo the gimmick of hitscan. Deny the player space and use traps etc. I guess however hitscan is a part of doom: both with zombies and the archvile, their placement affects a maps balance so much.

BTSX I would say is empowering, its good at presenting you challenges, but the maps have such a good flow its easy to solve them, so you kill higher tier enemies and ambushes and it makes you feel great. There are a few bottleneck moments, a few arenas that if every room was like it it would be known as a more slaughter kind of WAD, but I think BTSX's flow is great for capturing the attention of UV-MAX veterans and noobs alike.

It entirely is a such a beautiful experience, the ending sequence made feel the same level of comfy as I had when I beat Unreal for the first time.

>> No.3225819
File: 313 KB, 640x360, 1456740006648.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3225827

Are puffs part of the damage calculation? I don't know much about bullet puffs.

>> No.3225838

It get worse with the Brutal doom was who makes hitscan enemies even worse. Equinox is hard as fuck because of that.

>> No.3225841

but brutal doom turns all hitscans into fast projectiles, giving you a (tiny) chance to dodge

>> No.3225845

Yeah but it means not being able to retaliate since you can't aim while running around.

>> No.3225854
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


puffs are at their root just animations with the potential to execute all manner of functions

you could use them to display an actual bullet puff or in conjunction with pointers and TNT1 to do intricate decorate functions

>> No.3225872

Is that ancient aliens? Damn shame that map design has such problems, visual style is awesome.

>> No.3225875

There's a map made about that show?

>> No.3225879


>> No.3225884

That indeed looks pretty cool.

>> No.3225887


it's not really about the show, just uses the host and the name as assets

it looks amazing but will ravage your asshole

>> No.3225890
File: 139 KB, 770x886, ss+(2015-12-12+at+10.06.00).jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know how putting the flag on the puff makes it work, but thank you!

>> No.3225893
File: 279 KB, 443x1200, 52143966_p0_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

>it looks amazing but will ravage your asshole
Just like a girlfriend with a strap on.

>> No.3225902

I want to try modding a game and have some fun learning how to gitgud, and the doom engine seems like a good place to start. I'll just start out doing simple texture swaps and levels and take my time with this, I have no ambition to make something special right away. A lot of custom sprites and textures I've seen in doom mods are pretty damn detailed, is there a process used to "pixilate" an irl photo into fitting within doom's art style, or do people just spend autistic amounts of time making detailed sprites themselves? In general, are mod authors cool with you using a weapon pack as part of your mod? Until I can make my own stuff, I'd like to mess around with inserting custom weapons, is there a public repository of free-to-use assets for doom modders?

I've never actually beaten doom, I should probably do that before making any mods kek

>> No.3225904

Beat at least the first three Doom 1 episodes before making mods.

>> No.3225914

>I've never actually beaten doom
Then do it first.
On second thoughts, fuck off.

>> No.3225918
File: 16 KB, 320x315, de6[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Ka ka~

>> No.3225930

I do mod Dominions, but I just want to give a warning about resizing and pixilate photos since most of them do end up looking like pure ass even if you run them through a million filters and shades. It's easier to try and edit and kitbash existing sprites and work from there until you get a hang of the artstyle.

>> No.3225932

Does running increase the damage of the Fist in Doom/Doom 2 or is that some "That Kid" kind of shit?

>> No.3225934


That's marathon, silly.

>> No.3225937

At least play the game before attempting to mod it, or else it'll be a nightmare trying to understand what you're actually trying to do

>> No.3225938

I wouldn't necessarily call it a "problem", it's just not the kind of thing I enjoy but I know a lot of people like it. A lot of people apparently also enjoy constant usage of locked arenas, and that's another thing I don't think I'll ever understand.

>> No.3225939

Play through Doom 1 and 2 at least to get a good idea of what the fuck you're even modding

>> No.3225985

>who wants to talk about DUMP 3?

Not really a whole bunch to talk about until I post it, which may be this June or July.
Well, I guess unless you want to share weapon ideas.

>> No.3226029

Confirmed that it's going to be weapons this time then?

>> No.3226035
File: 30 KB, 340x286, Imadethisgun.png [View same] [iqdb] [saucenao] [google] [report]

>sharing weapon ideas
I dunno..

>> No.3226043


Not 100% confirmed.
But, like, 90%. I am leaning very heavily on the weapons idea.

Honestly, though, I may be a half-assed little wriggler and do both--a weaponset and a mapset, and let people pick and choose which they want to join in as.
Even if only about 2/3rds of the people from DUMP 2 decide to join up, that still means a decent split in people that would want to make weapons and people that would want to make a mapset.
It's a number with a very generous amount of wiggle room on either side, too. A weaponset needs at least seven weapons, and a levelset "needs" at least 12 maps. (No it doesn't)
Anything more is just gravy.

It also has the side benefit of compiling 68 fucking assing shitting pissing cocking dicking cunting bitching fuc k fuckutyf,mnfuckfuyckflkufciufkcufuckFUCKING maps isn't going to fucking happen again.

>> No.3226048

Also, you still need to upload the video of your first playthrough of DUMP2, where everythign was still WIP. You know the one. I need my "how do I allign textures again" video in all its glory of unalligned textures.

>> No.3226050

sounds like a win/win either way
assuming you stick with the "make at least two weapons" rule, even a dozen people are going to result in a good variety, while another dozen make fun maps

>isn't going to fucking happen again
you know that more people are going to be signing up :)

>> No.3226052

I'm playing going down on the shittiest laptop ever made. is there any quick and easy way to improve my framerate?

I'd also like to lower the dead monster sprites, cause huge ass cacodemons I already killed keep getting in my way.

playing on zdoom

>> No.3226053

>I may be a half-assed little wriggler and do both--a weaponset and a mapset,
but being indecisive is kegan's job!

though in this case it does sound like a good way to have your cake and let people eat it, too

>> No.3226054

There are wads that replace the mondsters by Doom 3's monsters that desintegrate upon death.

>> No.3226058
File: 30 KB, 450x319, good point.jpg [View same] [iqdb] [saucenao] [google] [report]

>but being indecisive is kegan's job!

>> No.3226063

reduce screen resolution? if you are playing in software mode, drawing the screen is where most of the CPU effort goes.

>> No.3226072

>the plasma caster just feels like a worse pistol (and even if it was a little stronger the ROF makes it pure garbage)

It also doesn't alert creatures... I guess that's pretty useless. I'll buff it.

>the static launcher and smartgun's effect don't visually change depending on your heat levels, feels like a bug to me (or an incoherence)

I felt only the bread-and-butter weapons should use heat, as the static launcher,cannon, and smartgun already use their own seperate ammo.

>the plasma cannon fires... wierd
Elaborate? And yeah, I'll fix the UI for that.

>shotgunners/chaingunners don't drop heat (lack of weapon scavenging)

I'm trying to fix that, but I don't want to tamper with monster definitions for compatibility with monster mods.

>i really don't like gauges without numeric indicators (especially for health/armor) but that's probably just me
I'll add in numbers then.

>> No.3226082

Original quake folder with dosbox. Its available online. Best, most vanilla experience.

>> No.3226084

i never noticed that the caster was a stealth weapon

if you can, you should have the projectiles that aren't affected by heat use a different color
color coding is important, and using these colors for something unrelated can get confusing

it first shoots a red (precise) plasma ball and pukes some (messy) green ones shortly after, it feels weird

oh, and the static launcher's projectile is invisible in doom1, but i guess that can't be helped

i'm sure you could either make the dropped guns scavengable for heat/battery or have the gun always spawn with a small heat... crystal?

and thanks for the numbers

>> No.3226086

>it first shoots a red (precise) plasma ball and pukes some (messy) green ones shortly after, it feels weird
Its meant fulfill the role of the shotgun. What's weird about it? The delay between firing stages?

About the Static launchers projectile, that's probably because everything is TEXTURES, I guess Doom1 doesn't have the base sprite.

And yeah, I'll change the colour of the non-heat-using projectile.

Also, how did you like the BFG? And did you notice the Plasma Cutters special effect?

>> No.3226097

As it turns out, doom on 3ds runs perfectly fine but controls like shit. I imagine having a new3ds or circle pad pro would be more bearable. Currently using the circle pad for strafing movement, L/R for turning, A for shooting, B/Y for weapon switch and X for use. The layout confuses me, I'm used to shoulder buttons controlling shooting and such for FPS games, and using dual sticks for movement. This is some weird mesh of keyboard doom and playing with a controller.

I'll just stick to playing on pc, comfy doom in bed doesn't work like I imagined it :<

>> No.3226102

yeah, the delay feels weird
and if it's supposed to be the shotgun replacement, the ROF is probably a bit too low and three shots isn't a lot (well, two are enough to kill a baron...)
having the caster as a basic shotgun would probably be better, and this as... idk, it kinds of fits in the SSG role to me... at least it's "blam, all in your face!" role

the BFG is fun, but i'm not sure if it'll be really effective on a terrain that isn't flat (maybe you could have the little projectiles chase monsters?)

and no, i didn't see anything special on the cutters

>> No.3226103

>I'm trying to fix that, but I don't want to tamper with monster definitions for compatibility with monster mods.
I haven't tried out your mod, but if you want former humans to drop different items, you can replace the pickup version of their normal items using the thing ID number, while the dropped items get replaced by something else using "replaces", I can't think of a way to say this that makes sense, so I'll put out some code.

actor Heat : Ammo replaces shotgun

actor Gun : Weapon 2001
This would make things with the TID of 2001 (Shotgun) already placed in the map be replaced by the Gun actor, while any shotguns spawned/dropped into the game will be replaced by the Heat actor.
Very hacky and will probably screw up scripted ZDoom maps that manually spawn items.

>> No.3226104

Why not use the touchscreen for aiming? Left hand for strafing+L for shooting, include the weapons as small buttons on the touchscreen as well as a use button.

>> No.3226108

> you can replace the pickup version of their normal items using the thing ID number
Huh, nice! I'll do that then, thanks.

The cutter gains heat when you cut things
And yeah, I'll change the caster. It may take a while though.

>> No.3226109

It feels really awkward and cramped. It feels like a cheap novelty, you can't really keep playing that way for more than a single map before it gets really annoying

>> No.3226110
File: 194 KB, 935x669, 51782861_p42.jpg [View same] [iqdb] [saucenao] [google] [report]

N3DS nub is pretty much something designed for Monster Hunter for small camera adjustments when you aren't using L for the soft lock-on. Adjusting it vertically feels poor, I wouldn't imagine Doom would need that but still.

>> No.3226114

Sorry for double post, I meant to say that the cannon is the SSG replacement. By "shotgun" I mean it was for spreadfire.

>> No.3226116

I don't have a 3DS but why don't you just use two of the face buttons for turning left and right? Then you can bind run and shoot to the shoulder buttons.

>> No.3226147

What, like with how Metroid Prime Hunters had a button mode?

>Not having always run on

>> No.3226161

>Not having always run on
Run changes the speed that you turn, you know.

>> No.3226208

Can anyone recommend some good deathmatch/duel maps set in Hell?

>> No.3226212

Your mother's bed.
My former school.
The hospital I spent the last weeks in.

>> No.3226221 [SPOILER] 
File: 27 KB, 610x344, 1463663063617.jpg [View same] [iqdb] [saucenao] [google] [report]

>What makes you vomit /doom/?

Hitscan enemies that shoot instantly. That's what keeps me from enjoying Blood more.

>> No.3226226

Did you install the patch? Unpatched Blood is basically unplayable because the enemies have perfect reflexes and accuracy on even the easiest difficulties.

I tried to play the unpatched game and couldn't even clear the first level.

>> No.3226240

Thats how firearms work in real life though. You can't dodge bullets, you can only put cover between yourself and the shooter.

Ideally you should hear the sound of the gun firing AFTER the bullet hits you, if you want to be even more realistic for supersonic weapons.

Also with blood you need to altfire TNT around corners, and use the altfire flaregun to burn cultists alive when they're in tight groups.
This is a fairly conservative way to deal with cultists if you're having trouble.

Didn't you ever play rainbow 6? Enemies are far quicker and you have far less health. Blood is pretty easy when you have life seed giving you 200 health, and guns akimbo tommy guns, Things just die before you as you advance through the map

>> No.3226243

The first level is pretty tough though. Always has been. All that hitscan vs your projectile flare gun and pitchfork. You gotta get creative with TNT and know the enemy placement like the back of your hand. And savescum like a puta

>> No.3226249
File: 9 KB, 640x400, release 1.00.png [View same] [iqdb] [saucenao] [google] [report]

Maybe. This is what it shows when I boot up the game on DOS box. Any idea where I can get the patch?

I can see how it's more realistic not being able to dodge the bullets. What I was complaining about was about how much of a quick draw the custists are. In Doom the hitscan zombies have a delay of a few tics before they actually fire. In blood, the cultists can start firing at you the exact nanosecond they see you.

>> No.3226256

Dude the unpatched version is straight up broken, the difficulty level drops to the usual Doom/Douk levels when you patch it.

>> No.3226259

Ok, I've fixed things. I've managed to do most of what you asked for, except the numbers on the HUD is restricted to your HP and Armour. Instead of a number next to the charge bars, I've added a line telling you the minimum required charge level.


>> No.3226264

>In real life
In real life I could dress up as an enemy, then use their confusion to deliver a single headshot to the head, and I fail, I should slowly bleed out from the gunshot wound.
In fact, why can I just pull the trigger? I should be forced to unlock safety, cock the hammer - Receiver is for fucking casuals!

Like, above could potentially make an interesting game, but we're talking about Doom clones.

Hitscan enemies that shoot instantly is simply bad design. Doom is intentionally designedwhere all hitscan enemies have aiming delay, so you can safely circlestrafe around them, except for Spider Mastermind which is supposed to be super absurd unfair boss that forces you to switch your tactics completely and probably abuse enemy infighting.
Enemies in Quake and Q2 do so too, though they aim for where you are and not where you've been, so this makes things harder, but you can still kill them fast or use cover, or bait them into moving and shoot them while moving - and later enemies don't use hitscan guns.

In Half Life, none of those things are true, which makes HECU a pain in the ass to deal with
, and either savescumming and using mines, abusing AI or simply tanking the hits - though to be honest it's kind of the point, everytime you're facing HECU you're supposed to be hopelessly outmatched because you're just some shmuch in a hazmat suit in a crowbar and those are real fucking Marines, trained for this and outnumbering you, and you're meant to survive only by luck.

Then, thank fucking god, some devs at Ritual decided that since their entire game is gonna have hitscan enemies, player needs some fair way to deal with them, so they added headshots in Sin and reinvented FPS genre, which was thankfully cemented in Deus Ex.

>> No.3226271
File: 30 KB, 283x438, 1454711065413.jpg [View same] [iqdb] [saucenao] [google] [report]

>Heretic will probably never get the DOOM treatment
>Like no wads for it
>Hexen has a better chance of getting a reboot

It hurts

>> No.3226278
File: 78 KB, 620x310, PB.jpg [View same] [iqdb] [saucenao] [google] [report]

>Haha, i'm knee deep in the dead!
Jesus christ, really?

>> No.3226319

Blood is perfectly fine ballance wise, cultists only start chapping my arse when they score an MLG dynamite throw and I don't have fire armor

>> No.3226325

What the hell is that? Brutal Doom or something?

>> No.3226327

It's a Brutal Doom arrange. Adds some things and changes some other things.

>> No.3226341
File: 36 KB, 500x281, Far-Cry-3-Blood-Dragon-071-500x281.gif [View same] [iqdb] [saucenao] [google] [report]

>I guess I will take a look at its ModDB page
>"You can now dual wield plasma guns" huh weird but not that out of ordinary
>"headshot system has been revamped"
>headshot system
Fucking dropped like an assault pod into Stroggos atmosphere.

Why do people think Doom needs this shit? Half of its charm comes from the fact that it bridges the gap between 2.5D twin-stick shooters like Wolf3D, and 3D FPS games like Quake. When you take it away and add vertical aiming, jumping, iron sights, cover shooting, you get the most generic game in the world.
Like, oh noooo, gore and swearing, that totally doesn't happen in any other game! Oh, a middle finger button, how edgy and unique! A space marine... shooting monsters! With guns! I'm jizzing myself because this has never been done before or after that!

>> No.3226342

Vanilla Brutal Doom also had headshots didn't it?

>> No.3226349

Wasn't that only cosmetic?

>> No.3226353

I don't think so. Enemies die far quicker when you shoot them in the head.

>> No.3226359 [DELETED] 

Brutal Doom and its offshoots are mods for thirteen year old boys that might as well have been made by thirteen year old boys. Not really sure what you expected but if you're looking for good well-thought-out game design decisions you're at the wrong place.

>> No.3226368 [DELETED] 

Wrong, edgy doom is for grown men who like doom, who realize it's dumb as fuck, but play it for infantile giggles to feel 13 again

>> No.3226371

What engine would be the best to work with for an Ultima Underworld style game/mod? Bonus point if I can use Lisp for the job.

>> No.3226378 [DELETED] 

It's accurate to assume that anyone who hates Brutal Doom just hates how abrasive Sergeant Mark is. If you have a problem with Mark that's understandable but please try to grow a thicker skin. Just because he's "edgy" doesn't make him the devil you SJWs

>> No.3226380 [DELETED] 

his mod fucks with game balance

pretty much all gameplay mods are terrible because of this, they have no maps designed around them

smooth doom is that real good shit

>> No.3226383 [DELETED] 


>hating on Mark makes you a SJW


>> No.3226384 [DELETED] 

Anyone that thinks adding iron sights to Doom is a good idea an idiot.

>> No.3226386 [DELETED] 

>his mod fucks with game balance
>pretty much all gameplay mods are terrible because of this

Then why don't people attack all gameplay mods?

Oh that's right. Mark t-t-told someone t-t-to kill themselves! Oh heavens!

>> No.3226389 [DELETED] 



/b/ is that way

>> No.3226390

>Hitscan enemies that shoot instantly is simply bad design.
it reflects firearms in real life. I'd say thats pretty good design.

Doom is all about the combination of hitscan and projectile, you have to deal with the hitscanner while you dodge all the projectiles, because you dont want a shotgun to the face, but its easy to sidestep an imps fireball.
The delay in doom enemies doesn't stop them hitscanning you, it just gives you a moment to react before the histcan is made. You're movement only changes the chance of hit that the hitscan has. You dont ever "dodge" it. if it can see you, you will be hitscanned. a randomizer will produce either a hit or a miss and damage will be rolled. Its like D&D. You roll to hit, then you roll damage.

Hitscanning is just a way of representing firearms, it is neither good or bad design. its just a shortcut so that the computer doesn't have to model a bullet travelling at the speed of sound or faster. If you have a problem with firearms being accurate in games, play raptor or some or SHMUP where everything is dodge-able.

I found the marines in half life pretty easy to deal with via underslung grenades and claymores. Very fun to deal with If you know what you're doing.

>> No.3226391

That's kind of what I dislike, really. Like, I'm an amateur game dev, and like, after analyzing it for a bit? Doom's design is fucking brilliant. It's objective-driven shortcut-heavy level design set the standard for all 3D level design today (entirety of Dark Souls is structured similar to a Doom level), enemies can be pretty much used to teach orthogonal unit differentiation (basically, different enemies do different things and you need to react to them differently - compare to Call of Duty where you have 50 functionally identical weapons and 10 identical enemy types), weapons are useful for different things at different ranges and share ammo in a relatively complex interconnected system - I'm not saying improving or expanding on it would be impossible, it just would be pretty hard to not break the game.

Like, what new interesting ideas could be added to the game? Rocket fist which hits hard and propels you away from explosion for efficient rocketjumping? Placeable barrels as mines? Possessing monsters to start infighting? Necronomicon that allows you to summon your own demons - maybe friendly Lost Souls as a projectile weapon? Making damaging floors damage monsters so player could trick them into dying? A powerup that makes you temporarily invulnerable to all hitscan damage called "Bane of the Shotgun Doorman"? A phase device that teleports you to random place in the level as a last resort escape, as cribbed from Doom Rougelike? Maybe, Idk. It'd need to testing, for sure.

But surely not adding a button that makes Doomguy say "Rip and tear!". I mean, that's more of a Duke 3D thing, ain't it?

>> No.3226392 [DELETED] 

Becuase other gameplay mods also mess with monsters to rebalance it. Also they generally not as much of a clusterfuck as brutal doom, which is filled with loads of useless shit that detracts from gameplay, for example, the helmet cracks on screen blinding you.

>> No.3226393 [DELETED] 


No, because Brutal gets shilled as a replacement/HD remaster for the original, when it in fact fucks with the game balance.

I don't have anything against Mark, but he is a bit of an edgy shit.

Other gameplay wads don't have anywhere near the pretense of BD.

The OP should frankly have a real starter pack, with ZDL, gzdoom, smoothdoom, timidity, and the SC55 soundpack set up for retards.

>> No.3226397 [DELETED] 

because no other gameplay mod is touted as being the end all be all of DOOOOOOOM

the only thing that comes close to the egotism of that is gmota and demonsteele and really those two are only worth ignoring

>> No.3226401 [DELETED] 

I like doom so much because I was a Halo kiddie and despite what quakefags will say halo did actually carry the torch for orothogonal unit differentiation into the console space, and kept it going longest.

Bungie called halo 30 seconds of fun on loop, Doom is like two parallel 5 second loops of fun running simultaneously

I'm 22, as of yesterday, I could never put my finger on WHY I didn't like COD4 that much when it came out after Halo 3.

>> No.3226402 [DELETED] 

I think that's just because people wrongly assume that Doom doesn't have any design elements worth paying attention to in the CURRENT YEAR.

They just see an ugly shooter, whereas we see the balance between weapons and monsters that still hasn't been matched.

>> No.3226410
File: 1.40 MB, 720x360, you're a nerd.webm [View same] [iqdb] [saucenao] [google] [report]


I think iron sights and cover shooting make for horrible additions to Doom, but I like jumping and freelook if it's done right.

>> No.3226413

Freelook is fine if you're playing wads designed for it.

>> No.3226445
File: 22 KB, 645x773, 1353209663229.gif [View same] [iqdb] [saucenao] [google] [report]

Why did DirectQ delete it's page quakefam?
I posted on its sourceforge saying it was great and posted how mission pack 1 crashes at some points and the next day the page was gone.
Did I kill DirectQ?

>> No.3226462 [DELETED] 

>anyone who hates Brutal Doom just hates how abrasive Sergeant Mark

I hated burtal doom long before I knew anything about its creator.

There is fucking nothing that is ever going to make me like melee finishers, iron sights, reloading and slowed movement in doom.

And that's ignoring the gigantic overbright explosions and black smoke clouds that aside from being framerate killers always force you to stop and wait for the smoke to clear.

The only thing Brutal Doom brings to the table is a good gore system. Virtually every gameplay change it makes is for the worse.

I honestly find it unplayable, especially in multiplayer.

>> No.3226465 [DELETED] 


I don't recall, did Brutal Doom actually slow the player down? I now you can build up a lot of speed by abusing jumpkicks.

The really shitty thing about Brutal Doom was how there was one version where the gibs could damage the player and how shooting walls at close range hurt you. Not to mention the headshot system allowing you to kill the cyberdemon with like, 12 rockets

>> No.3226468

Did Heretic or Hexen have jumping or looking up and down programed into the game? Playing them for the furst time and wondering if it's considered 'acceptable' to enable jumping or look up and down, or use mouselook.

>> No.3226476
File: 48 KB, 450x675, reznor-ascap.jpg [View same] [iqdb] [saucenao] [google] [report]

any tips for how to make Quake more fun?

I think they nailed the art design, but gunplay feels like a step down from doom imo

Main Problem for me seems to be to the guns looking flat and boring (doest lift shotgun into air to pump after shooting, no reload animation for SSG, etc.) And the enemies, which appear in few numbers and take more damage than ones in doom. Nail Guns and grenade launchers are cool ideas though.

This was my first FPS so it has a special place in my heart, im just not finding it that fun after years of insane doom wads. Is there just a quake mind set?

>> No.3226480 [DELETED] 

pretty sure some difficulty levels put you in a cod crawl

>> No.3226482 [DELETED] 

Brutal Doom has some really nice monster "AI" touches, along with supporting swimming monsters.

Too bad the new monster behaviour and the rest of BD aren't exclusive.

>> No.3226483

hexen had jumping, crouching and looking around. Not sure about heretic though.

>> No.3226490

>any tips for how to make Quake more fun?

>> No.3226505

So BD and it's derivatives are all bad, Daemonsteel, and GMOTA are ignorable, what deep conversion mods are there that are actually worth while then?

>> No.3226508


>> No.3226510

Aliens TC is actually pretty fun.

>> No.3226516

Did you at least try those mods or are you letting vanillafags tell you how you should be having fun?

>> No.3226518
File: 426 KB, 640x480, Screenshot_Doom_20160517_153058.png [View same] [iqdb] [saucenao] [google] [report]

ayy lmao

>> No.3226523

>vanilla fags
Is that what you call people who actually know right from wrong?

>> No.3226524

http://www.moddb.com/mods/alternative-gun-models-for-quake these models make the weapons feel better, and I recommend the alternate snailgun model from the extras folder

>> No.3226526

:Vanilla fags

Pls, we´re purists.

Anything from the SO YOU WANNA PLAY SOME DOOM. I´d suggest Fractal Doom

>> No.3226530

The level design is so good that I'm able to look past the way the guns feel. I prefer the more powerful and less numerous enemies because it makes each play a more significant role in an encounter rather than just being an excuse to shoot something, which is fine but it's not my kinda of thing.

Try to avoid using shotguns all the time like you do in Doom. Instead, make much more liberal use of explosives, the game provides you with plenty of rocket ammo especially with the ogre drops. It takes two grenades/rockets to take out an ogre, and he drops two of them back. Unlike Doom, weapon switching in Quake is instantaneous so there's no need to hesitate in having your rocket launcher at the ready for fear that an enemy may surprise you in close range. In short, just use rockets a lot more often and treat the RL as the new SSG.

>> No.3226531
File: 61 KB, 960x640, oehu974[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Romero needs to trim his beard.

>> No.3226541
File: 43 KB, 500x384, 1462730969895.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Mike12 will never finish Forsaken Planet

>> No.3226542 [DELETED] 

>melee finishers
Not necessary to use them at all and can be completely ignored, unlike in the Doom reboot.

> iron sights
Weapons are more accurate than Doom weapons even when firing from the hip. You don't need to use it too.
Purist mode removes it.
>slowed movement in doom.
This was removed like... 10 versions ago?
>force you to stop and wait for the smoke to clear.
Tonned down in v20.

Just face it. You hate Brutal Doom because SgtMarkIV is anti-SJW, and you feel triggered with him. There are very few things that can be criticized in the last version.

>> No.3226548 [DELETED] 

>>force you to stop and wait for the smoke to clear.
>Tonned down in v20.

Still very pervasive. I, for one, can barely aim after taking a single hit because of the stupid helmet cracks that show up.

>> No.3226551

That fucking chaingunner

>> No.3226552 [DELETED] 

>Just face it. You hate Brutal Doom because SgtMarkIV is anti-SJW
Fuck off to /v/ with that shit, not everything in video games is about one group of retards on the internet vs the other.

>> No.3226557 [DELETED] 

>Just face it. You hate Brutal Doom because SgtMarkIV is anti-SJW, and you feel triggered with him.

There's a difference between being anti-sjw, and a borderline neo nazi, as well as a prick to anyone who doesn't like your mod.

>> No.3226559 [DELETED] 

It isn't? I that that was all human interaction ever

>> No.3226562 [DELETED] 

i miss the janitor

>> No.3226565 [DELETED] 

You mean back when people were circle jerking around shit like daemonsteel and GMOTA? No thank you

>> No.3226567 [DELETED] 

Plot twist: The shitposters are the janitors.

>> No.3226569 [DELETED] 

Literally no one has mentioned Mark or SJW nonsense for the entire thread except you. This is such an obvious strawman shitpost that I'm impressed the nazimod hasn't already deleted half the thread.

>> No.3226571 [DELETED] 

What, and instead circlejerk about Brutal Doom or a map exactly like the fifteen million that came before it? Fuck off.

>> No.3226575 [DELETED] 

I don't have any problems with the mod but your strawmaning is not helping at all, it makes people who like it look like a pack of abrasive jackass when some of us just enjoy some juvenile fun and then go back to other mods

>> No.3226576 [DELETED] 

>Not necessary to use them at all and can be completely ignored, unlike in the Doom reboot
this is how we know you're speaking out of your ass about something you know fuckall about in an attempt at saving face.

>> No.3226581
File: 285 KB, 800x800, 1415345614727.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3226583

Which ones

>> No.3226584 [DELETED] 

I'll take subtle nuanced tweeks over brutal dumb, I hope it's maker and all who enjoy I die of aids like the faggots they are

>> No.3226595

*Edits Doomguy's ass to be just a little bigger*

>> No.3226604
File: 2 KB, 144x200, PLBTA5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3226610
File: 110 KB, 600x600, gun damn.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3226612

Yeah, that one is good.

>> No.3226614

>starting strength claims yet another victim

>> No.3226615

I like Doom because even the strongest weapon isn't overpowered, so even by the end of the game, you still use the starting shotgun.

The pistol is an exception though, I never found an use of it once you get the chaingun.

>> No.3226617 [DELETED] 

Isn't there an option to turn all the bullshit off in Mark's mod?

>> No.3226623

Well, I'll just keep on shooting them in the chest.

>> No.3226636


What's wrong with those mods?

>> No.3226640

They're popular and Fun™ therefore the cool thing is to hate them.

>> No.3226660 [DELETED] 

Why is spotting a /v/fag so easy?

>> No.3226663

I'd like to see this as a weapon in Doom
Just swinging a gundam around like a hammer by it's ridiculous boner

>> No.3226675 [DELETED] 

Because a generation pass and now it's new comers pretending to be old /v/ by poor imitation

>> No.3226678

Now I'm imagining a doomgal game where you weaponis your assets in silly ways like this

>> No.3226693

No that's retarded. Like that sad dino doom doodle

>> No.3226735

The main criticism I think beautifier mods like Brutal Doom get is they add details that people filled in with their imagination, and when these details end up looking like nothing the person imagined, or they are stylistically different (increased amounts of gore) it can be alienating to play.

I think brutal doom gets unnecessarily shat on because its more about this phenomenon than any mechanic or politic. I think this and I don't even prefer to play it.

People have lost their sense of humor, they can't just accept some people don't like the same thing as them.

>just face it
Acting like you checkmated the guy because of different tastes

Have their arguments actually convinced you?

The only people who speak up are the ones with complaints, it seems positive posts like the ones having to do with my MIDI get drowned out in this weird arguments.

There is no wrong because Doom's greatness lay in its versatility, modfags and vanillafags must unite in peace.

>> No.3226749

I always enjoyed the build engine games to quake so I don't know what to tell you except download difficult levels that require you to use those weapons you say you like.

nice find!

>> No.3226754

Dino doom?

>> No.3226758

Doom, but with dinosaurs.

>> No.3226768

I like the sound of this.

Demons are cool and all but after awhile you get sick of them. Dinosaurs are always great

>> No.3226769

this is fun
hm, i think the caster's cooldown state is blocks your view a little too much, pushing a bit down and left could help.
also, the lines are wrong on all 3 weapons

other than that, it's all pretty good
maybe the weapons that don't use heat should have a different kind of gauge reflecting how much they can shoot (i still think they shouldn't use gauges that look the same as the heat one)
the canon still bothers me a little (if you move fast enough the red plasma ends up shooting pretty far away from the green)

oh, and the static gun is pretty much perfect
BFG is pretty cool too

>> No.3226770
File: 264 KB, 1312x518, shittingupcolours.png [View same] [iqdb] [saucenao] [google] [report]

Why is OpenGL mode (right) shitting up the colours here? GL is supposed to have truecolor, is it not?

So what the fuck's going on?

>> No.3226771

what wad

>> No.3226775 [DELETED] 


Its funny how you all responded to my post exclusively with ad-hominems, and no one made a mention to the objections I refuted. Your attitude just validates my post.

>> No.3226778

So you mean Trespasser

>> No.3226779
File: 2.45 MB, 3984x2988, 20160515_172411.jpg [View same] [iqdb] [saucenao] [google] [report]

Some guy trying this thing about a hell invasion before humankind existed, I saved his preliminary sketch but the thread was dead as fuck at the time

>> No.3226785 [DELETED] 

>You hate Brutal Doom because SgtMarkIV is anti-SJW

I'm the guy you replied to.

Bitch, suck my fucking cock. I am Gamergate shitlord through and through.

If I were an SJW I wouldn't be saying the only good thing in brutal doom is the gore, and I be posting on fucking tumblr, not 4chan.

I hope your mother gets raped.

>> No.3226786 [DELETED] 

What if his mother is dead?

>> No.3226797 [DELETED] 

>Bitch, suck my fucking cock. I am Gamergate shitlord through and through.

Sure you are.

>> No.3226826

Wow. Okay.

>> No.3226835

>hm, i think the caster's cooldown state is blocks your view a little too much, pushing a bit down and left could help.
>also, the lines are wrong on all 3 weapons
Fixed those.
>i still think they shouldn't use gauges that look the same as the heat one
Fine, I've changed that too. Not changing the cannons firing method for the world though, I tried making the stages fire together and it just felt much less "punchy".

changes here:

>> No.3226837 [DELETED] 

Yes you did anon
You should be ashamed
Thankfully, I still have my install.

>> No.3226851
File: 10 KB, 200x200, berserker.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3226861


>What makes you vomit /doom/?

RPG mods that have improper UI design and just plain clusterfuck over everything.

>> No.3226865

hey gzdoom bros, try this:

Select the "standard" lighting mode, bring down the console, and type GL_DISTFOG 255 in the console. Standard value is 80 FYI.

Works really well on moody levels.

>> No.3226889


>> No.3226894

Pretty much everything you're describing is tech problems. Id Tech 1 couldn't handle many enemies at once, so there is less of them - and they're damage spongy to compensate. Enemies are damage spongy, so weapons feel weaker. And weapons look worse because 3D animation was expensive back then (you can tell many models are actually animated frame-by-frame rather than smoothly tweened as it is done today).

That is an interesting concept - make a Quake mod that adds better animations, more enemies in the levels, and rebalances combat appropriately (e.g. enemies take less hits, but deal more damage?). I'd actually be surprised if noone has done this before, actually.

Also if one wanted to go overboard, make bosses harder and add more Lovecraft-based bosses aside from just Cthon and Shub-Niggurath. Like, imagine Yog-Sothoth with entire fight based around using teleporters to move around to fit with his teleportation theme, or King in Yellow where you take damage by looking at him so the key is using explosive splash damage and grenade launcher arc? There is so much cool stuff that could've been done.

>> No.3226898

Why aren't you using Quakespasm?

>> No.3226913

>King in Yellow
No please.

>> No.3226921

Modern Quake reboot is our only shot at that.

>> No.3226924

>Ranger wears yellow
>is pissed off at everything all the time

no ranger, you are the old ones

and then ranger was hastur

>> No.3226929

Someone on the Giant Bombcast made the hopeful observation that the reason they outsourced the nuDoom multiplayer was because they were making Quake, and they didn't want to spoil any of their cool ideas.
Brad's getting just as desperate as we are.

>> No.3226931

>or King in Yellow where you take damage by looking at him
nocturne in yellow did this
it was pretty cool but too much HP

>> No.3226940

Main problems are absolutely awful level design and pretty much every non-boss monster being a bore to fight. I really enjoyed the Death boss and the weapons though.

>> No.3226942

I can't help but feel like any sort of modern Quake reboot would be shit, regardless of people's opinions on the new Wolf, Doom, etc games.

Quake turned out as good as it did by pure chance, an eclectic mix of abandoned environments and ideas for the RPG game it was gonna be mixed with familiar Doomesque weapons and gameplay with secrets and enemies and so on. It's a very simple game- a dozen or so enemy types, eight weapons (one of which is a useless melee and two others of which are upgrades to two other weapons), small, frentic maps that overlap and loop through themselves regularly, primitive and dingy 3D graphics that allow your mind to fill in the details on the shambling and moaning abominations launching grenades and lightning bolts at your face. It's greater than the sum of its oddly-combined, sometimes-improperly-scaled parts, and any attempt to reboot it would just be al wrong, I feel.

>> No.3226948


Agreed on the awful level design but I felt the exact opposite about the enemies. All of the non-boss monsters were fun and made for interesting encounters and the boss monsters had 2muchhealf.

>> No.3226951


Yeah, the levels are pretty goddamn bad and this is coming from the guy that made them.

>> No.3226957

all that you described is what other folks did with E.Y.E

>> No.3226958

>decide to google Nocturne in Yellow
>find lots of LP
>they're all plagued by attention whores believeing themselves to be Pewshitfaggot and constantly talking over the game

>> No.3226964

assuming that's you, term, i'm curious about something

what sort of artists have approached you for demonsteele after the help wanted ad?
there's like fifty million different artists on tumblr, and some really good sprite artists, and commission work is guaranteed to grab some interest

>> No.3226969
File: 3 KB, 346x66, welp.png [View same] [iqdb] [saucenao] [google] [report]

>what sort of artists have approached you for demonsteele after the help wanted ad?

None. RIP

>> No.3226971

E.Y.E. is janky as fuck, though, especially with all the inventory Tetris and player stats and upgrades and foggy-ass maps and dozens of generally unexplained things that 'kind of' work because the Source engine wasn't designed to do all that shit in an HL2 mod.

Quake is simple, but far from janky- there's nothing to distract you from shooting things and getting keys, not even a +use key (want to check for secrets? shoot things! wallhumping is for losers), the movement is outstandingly fluid without feeling loose, and every enemy serves a specific purpose that adds to the level built around it and plays off its companions as well instead of "hitscanner, slow projectile shooter, slightly faster projectile shooter, bumrusher."

>> No.3226974

Could ya post the ad and where you want to be contacted? I know some artists that might be interested.

>> No.3226975

kickstarter for standalone when

>> No.3226980

god damn

you have some of the worst fucking luck with artists

>> No.3226981


>> No.3226985

I get that you had very little time and not too much mapping experience, but I think that with a bit more time put into the planning stage you could have circumvented the issue a bit.

Like, since the boss fights were by far the most enjoyable part you could have gone full shadow of the colossus. Would have saved you a lot of mapping and mook spriting time which could have then been spent on more and even better bosses as well as more anime characters talking about their feelings. This just my personal opinion etc whatever though

And again, the weapons were fantastic. Possible exception being the shield arrow?

>> No.3226992


>kickstarter for a doom mod

oh boy, what a great idea that can't go wrong

>> No.3226994

it won't be a doom mod anymore if it's a standalone game on gloome

>> No.3226996
File: 238 KB, 1280x1024, 516244.jpg [View same] [iqdb] [saucenao] [google] [report]

Has there ever been an Outlaw Star wad? I think the Caster gun would be a perfect fit for Doom. Super powerful, especially against demons, but drains your health, and very limited ammo that you would have to select to load. Could be sweet.

>> No.3226998



>> No.3227002

Well, logically, pixel art is the hot shit currently, and retro FPSes are getting popular. 2.5D aesthetic should start getting popular right about now.
This COULD become an interesting indie game if well designed - and let's be honest, thanks to Brutal Doom and DOOM, Doom fanbase is as big as it gets right now.

>> No.3227006

Except EYE is shit.

>> No.3227010

tsp has literally had posts regarding this, marty wanted to add it in, you can look it up on the archive if you can find it.

also some anon pointed out that mel is basically hot ice hilda.

>> No.3227012


Original ad here:
Can be contacted on bumblr messaging or Steam 76561197997398297 or e-mail.
Monetary compensation can be provided, on either a per-sheet or per-sprite basis.


Personal opinion or no, that likely would've been a far better way to take the game.
In the early stages we were very intent on making a CastleVania-like, trekking through haunted locales to fight a mythical boss at the end, but given the theme of cosmic horror and despair, a singular gigantic overwhelming enemy would've been far more appropriate and perhaps far more interesting to fight as well.

Shield arrow is really kind of arse, too much mana cost for too little benefit. Would've been great with halved cost and maybe a little more explanation as to how it works.


DemonSteele unfortunately could never become an indie game.
The amount of copyrighted content already in it is staggering--the music clips (even if it was released for free download, Megadeth would never let a game get away with Kick The Chair), the band names (Jojo got hit REALLY hard with this), the sounds used (very few of the sounds are 100% copyright-free original), the graphics, everything would need to be replaced and overhauled, to the point where it wouldn't really be DemonSteele as we know it.

I suppose that's one of the reasons the Booty Project is being worked on while I suss out artist issues. It's kind of taking some of the core gameplay elements of DemonSteele/Dreadnought and expanding on it into a full thing.
Playing DemonSteele with Touhou Doom was a pretty eye-opening experience, and not just in the QUALITY way. There's some real potential in a first-person danmaku, I think.

>> No.3227017

>or e-mail.
Right, forgot the e-mail field doesn't work anymore. Shows how much I use it.

>> No.3227023

i wish they'd replace it with a "check this box to not bump the thread" checkbox

>> No.3227025

>DemonSteele with Touhou Doom
remember playing this once
was pleasantly surprised by how well the two go together
the dodging and sheath blocking meshes well with the projectile spam

touhou doom still suffers from being a bit shit, tho

>> No.3227026

"A bit"?

>> No.3227036

It means "a little".

>> No.3227038

You know, what you really need is a rigged 3d model of shihong. If you had that you could easily pose the keyframes yourself and export them as 2d sprite renders with nash's plugin.

>(NIY stuff)
Is there any chance you'd end up making a sequel? Would be cool seeing a new story in the same world, perhaps with a plot that isn't directly related even.

>> No.3227048
File: 14 KB, 468x358, angerouttheeyes1.jpg [View same] [iqdb] [saucenao] [google] [report]

I know I've asked this before but, how THE FUUUCK do you draw head sprites for the hud?

I just attempted drawing something in GIMP at 500x500 with the intention of shrinking it down, and I was getting nowhere fast. I was even tracing another image, but the lines I made looked like shit and had no flow to them.

Looking at the original doom hud head sprites, even though they're just a few pixels they look like they came from some fairly detailed drawings. I just tried to sketch out in pen on a little notepad roughly what I want, and even though I haven't drawn in YEEAARS (I used to be pretty good when I was a kid) I was able to bang out in a few seconds something that looked better than twenty minutes worth of GIMP work. I think I'm just going to try to draw these out, scan them in, color them in GIMP, then shrink them down. Is that best?

What have other moders done to create custom hud head sprites???

>> No.3227053

Take grid paper the size of the hud face sprite area. Color that until satisfied. Copy that.

>> No.3227058

The short answer is 'be a good artist'.

Shit takes years to learn and for the most part there's no way to git gud other than by doing a shit ton of it and trying to do a slightly better drawing than last time.

>> No.3227060
File: 46 KB, 250x250, 250px-227Skarmory.png [View same] [iqdb] [saucenao] [google] [report]

a wingless Skarmory

>> No.3227061
File: 71 KB, 982x588, mousedrawing.jpg [View same] [iqdb] [saucenao] [google] [report]

Use a layer style (or whatever it's called in GIMP) that reduces everything below to the doom palette non-destructively, then just paint that shit below it. Start by blocking the surfaces in with like 3-4 high contrast colors, then smooth the edges out by alternating the eyedropper tool and the brush.

I find setting my mouse sensitivity really low helps with painting when I don't have access to my intuos4

>> No.3227064
File: 185 KB, 782x577, 1366204962552.jpg [View same] [iqdb] [saucenao] [google] [report]

I doubt that idea hasn't been thought of before, but just in case; have you tried contacting Mike12/HDoomguy? I'm pretty sure he does sprite commissions. Maybe you could work something out.

>> No.3227067
File: 167 KB, 372x328, minmei_sees_your_penis.png [View same] [iqdb] [saucenao] [google] [report]

Say, that's a good idea. I think I'll do my sketches, lay over some graph paper, and then decide what pixel needs to be where and what color.
The thing is, I used to be good a pencil-to-paper drawing, I'm just YEARS out of practice.
That sounds way too complicated, and I really don't like drawing with mouse, and I don't have a tablet.

>> No.3227069
File: 80 KB, 451x392, 1347364610391.jpg [View same] [iqdb] [saucenao] [google] [report]

>have you tried contacting Mike12/HDoomguy
>implying Mike would finish anything even if he was fucking paid

>> No.3227071
File: 1.96 MB, 306x235, 1441070076426.gif [View same] [iqdb] [saucenao] [google] [report]


How did they fuck up what could have been a great game so badly?

FFS they made it borderline impossible to just hold onto items

>> No.3227078

>layer style to reduce to doom palette
how? i draw and paint in ps but don't know much about adjustment layers.

>> No.3227082


>> No.3227091
File: 94 KB, 832x1152, scrap426_a.jpg [View same] [iqdb] [saucenao] [google] [report]

the wait for shot-kun lasts forever

>> No.3227092


>> No.3227093

What are the best snapmaps for Doom so far guys?

>> No.3227106

The brilliant thing is that when starting a fresh map, you start with pistol only, so you're FORCED to use the pistol.
>Actually I really like pistol and think this is a very satisfying weapon to use, especially on enemies with high flinch chance

>> No.3227109

no idea, i don't have doom4. try asking >>>/vg/doom

>> No.3227119
File: 385 KB, 1034x1854, Entire Sheet Shrunk.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, that's how Hae-Lin was set up as well. Her original model was made using Miku Miku Dance, for authentic weebness, then posed in a series of different, well, poses.
The rough part would have been the painting-over-into-a-sprite, but there's probably a far more efficient way to do that. Pic related was the slapped-together result. Looks pretty blatantly model-y!

>Is there any chance you'd end up making a sequel? Would be cool seeing a new story in the same world, perhaps with a plot that isn't directly related even.
I'm not sure.
If I do, though, there's plenty of possibilities. After the end of WWI, Russia was in a massive bummer, could have Vikenti running off to another area of the world to escape that and encountering more location-appropriate critters. Or perhaps play as Morena, off to face other cosmic beings with significantly more luck than last time.


Mike actually wanted to do the skin for Hae-Lin!
After a year he has made exactly one sprite for it.
I love the boy to death, but both he and I know that his reliability is, at best, a gamble.

>> No.3227151

That looks more like Custom Girl 3D than MikuMikuDance.

>> No.3227165
File: 74 KB, 1024x768, ECD7FA70.png [View same] [iqdb] [saucenao] [google] [report]

how nostalgic

>> No.3227173


The artist told me MMD, but it'd be hilarious if it actually was 3D Custom Girl.

>> No.3227176

guess the best way to find out is to see if it'd be possible to recreate the design in 3DCG

>> No.3227180

The model definitely looks like something out of 3DCG. Maybe he ported it to MikuMikuDance since it's easier to pose girls and save them here.

>> No.3227182

>Any of you fucking pricks move, and I'll execute every motherfucking last one of ya! *nyan*

>> No.3227190

>this is a STICKUP! xD
>all of nya get on the ground RITE NOW!!! and none of u get glomped!!! =^w^=

>> No.3227193

That reminds me I never managed to get that spanking mod to work.

>> No.3227196
File: 230 KB, 512x384, 1379537618832.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3227198
File: 251 KB, 367x900, 3DCGHaeLin.png [View same] [iqdb] [saucenao] [google] [report]

just tried recreating.
doesn't seem to have the overalls or hair streak, but the hair/katana/pistol are spot on.

hae-lin confirmed anime girl.

>> No.3227203

Ah demonsteele players.

I absolutely suck at Demonsteele sadly, The best I can do is Sword spam and abuse the generous invuln time, and I can't even use the other girl effectively.

>> No.3227204

>he rough part would have been the painting-over-into-a-sprite, but there's probably a far more efficient way to do that.
Gimme a high res render of one of the frames and I'll see what I can do tomorrow.

>> No.3227213
File: 1.75 MB, 1700x3968, Entire Sheet Transparent.png [View same] [iqdb] [saucenao] [google] [report]


Take your pick.

>> No.3227225

Anime was a mistake.

>> No.3227227

And after seeing >>3227213, I can confirm the model was made in 3DCG and ported to MikuMikuDance.
You can't export a transparent picture with 3DCG. At best you can have a green background.

>> No.3227246
File: 327 KB, 1920x1080, Wolf3D.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Wolfenstein 3D still worth playing through today?

>> No.3227248

> and using dual sticks for movement.
I can't imagine why would you need vertical movement in Doom.

>> No.3227252

Depends on your tolerance for hitscan, I think.

>> No.3227256

I played it last year for the first time

The hitscan+damageRNG is fucking goddamn irritating bullshit, but it's entertaining enough to go through the levels

>> No.3227258
File: 76 KB, 800x533, thanks.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3227259

For most people, it's extremely old and it's a combination of mazes that all look the goddamn same and some archaic gameplay of absolutely zero strafing, hitscan weapons and Bosses with FUCK YOU levels of hp.

>> No.3227273

>and I'll execute every motherfucking last one of nya!

>> No.3227280

No. It was a huge step forward for processing 3D in computer games but it's not a good game.

>> No.3227290
File: 7 KB, 192x203, tumblr_inline_nf017kD6ES1s408j9.png [View same] [iqdb] [saucenao] [google] [report]

>Mike actually wanted to do the skin for Hae-Lin!
>After a year he has made exactly one sprite for it.
I still find that sprite funny, as he made the overalls skin tight and gave Hae-Lin rock hard abs.

>> No.3227315

>and gave Hae-Lin rock hard abs.
i'm okay with this

>> No.3227319

I like Skillsaw's mapping style, but his monster placement is just so substandard, it's quantity over quality most of the time.

>> No.3227324

So, how do you even play Shihong anyways? Her weapons suffer from an acute case of NO AMMO DROPS and her melee sucks ass.

>> No.3227331
File: 440 KB, 469x1003, jung hae lin.png [View same] [iqdb] [saucenao] [google] [report]

I wanna rub my dick on her abs.

>> No.3227336

>her melee sucks ass

>how do you even play Shihong anyways?
Dodge fire, shoot at dudes, punch dudes that are close. It's really that simple.
Abuse the Tiger like there's no fucking tomorrow, it's probably the best non-BFG in the entire mod.

>> No.3227349

Her melee is objectively terrible for Demonsteele's enemies.
The sword hits like a fucking truck but her fists are terrible due to lack of multihit and narrower range and the multihit issue applies to the sword.

Also due to the pace of her weapon she can't panic slash through a bad group to get out quickly and no dash slash.
So you're reliant on specials and she gets almost no meter for it compared to Hae Lin no matter what you do

Gun mode.
Her toolkit is made for range more than melee and she is reliant on her weapons over her specials.

>> No.3227351

>multihit issue applies to the sword

>> No.3227354

>and the multihit issue applies to the sword.

Nooooo, the sword is actually fantastic for hitting multiple enemies.
The fists need improvement, but the Tiger is fucking amazing in every possible way.

>> No.3227357
File: 140 KB, 368x368, 1439750817496.png [View same] [iqdb] [saucenao] [google] [report]

>mfw when that feel

I asked around to try and find some female VAs for my own mod and got jack and shit. Sad truth is when it's a hobby project any help comes to you (I did once google a mod I made and ended up finding a guy who made custom levels for it on DA of all places. I messaged him and he ended up joining the team)

>> No.3227362

When I say multihit I don't mean hitting multiple enemies at once.

I don't think Hae Lin's sword does that unless you're doing specials.

Hae Lin's sword hits more than once per swing and she can basically fuck over any single target by slashing repeatedly.
Her speed lets her cut a line through monsters without specials and multihit lets her rack up rank at a much much MUCH faster rate than Shihong even if you slow her slashing down

Give Shihong multihit on her slashes.
Give her some actual special meter generation, even if it's just a bonus boost based on killing with Guns in Gun mode and Melee in Melee mode.

Shihong doesn't have nearly the same sort of damage potential and will always be gimped because she can't generate meter to tear through crowds like Hae Lin.

Her playstyle is different and that's good.
But if you compare the two then everything favors Hae Lin

Unless they are also modders or into your hobby they want compensation

>> No.3227380

Anyone else use Eureka? How do you remove a wall's texture ala the borders of the outside areas in the IWADs?

>> No.3227384

>Unless they are also modders or into your hobby they want compensation

yeah definitely, trouble is when a bunch of people have already worked and done a ton of work out of level paying somebody else to make a passing contribution feels kinda wrong. If I was going to commision something it'd be a grand picture or something that everybody on the team could feel proud of rather than just a voice or something that would only satisfy my autism.

>> No.3227386

>out of level

I meant out of love, woops

anyways I do throw steam gifts to the other guys when christmas is around, it feels like the least I can do.

>> No.3227448 [SPOILER] 
File: 613 KB, 1600x900, 1463704514332.png [View same] [iqdb] [saucenao] [google] [report]

BTSX E3 confirmed

>> No.3227449


It's hard making the jump, still, since you have a team, it should be perfectly acceptable if you throw some cash at the harder to rope in artists. Just make sure to communicate and never go full jew.

>> No.3227456


It's been confirmed for a long time.

>> No.3227458


And the 2025 Mordeth award goes to...

>> No.3227513
File: 93 KB, 599x598, Angel Of Gains.png [View same] [iqdb] [saucenao] [google] [report]

10 quadrillion years in MS Paint.

>> No.3227527

So after further testing.

Cybersky with Demonsteele is fucking amazing.

It is, however, too fucking long.

>> No.3227538

>Hey, Hae-Lin! Come outside!
Did Shihong's shipping container of anime dvds arrive?

>> No.3227541 [DELETED] 
File: 138 KB, 211x512, 1458809452979.gif [View same] [iqdb] [saucenao] [google] [report]

I know that there's a dedicated general for it and all, but what's your guys' opinions on D44M?

>> No.3227547
File: 1.71 MB, 1360x768, any game that lets you do this can't be shit.webm [View same] [iqdb] [saucenao] [google] [report]

Your appallingly shit taste is offensive to my senses

>> No.3227549 [DELETED] 

>It's a janitor tries to bait us into giving him an excuse to delete a bunch of posts episode

>> No.3227557 [DELETED] 

my opinion is that it should stay in /vg/

>> No.3227560

rocket launcher's main fire causes self damage, alt fire mysteriously does not

>> No.3227561


In MY Doom?

>> No.3227609
File: 43 KB, 374x308, hiromu arakawa.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you want to play EYE but you still need to finish Mass Effect 2, Underrail, and STALKER

>> No.3227647

>playing mass effect

>> No.3227659
File: 228 KB, 345x283, kon okay.png [View same] [iqdb] [saucenao] [google] [report]

I like Mass Effect... :(

>> No.3227680

have you even seen starbase 206X or whatever it was called?

>> No.3227697

what i wanna know is why is it always X? why can't they give it an exact year?

>> No.3227709

Lots of people do, anon. He's just being a special snowflake.

>> No.3227710

Hmm, Endless survival plus OMGWPNS is broken and can't tally kills, is there a fix or am I FUBAR?

>> No.3227739

The first one was a good, and the second one was boring. It's surprising the series ended at 2 though. If you haven't played Star Control 2 I'd recommend playing that with the Ur-Quan Masters port over Mass Effect 2.

Anyone know if there are any alternative scripting languages for Doom or Quake?

>> No.3227757

Gotta rewatch that now. Was my favorite anime as a kid...

>> No.3227761

I still like Tresspasser. I go back and play it every few years. For some reason the awkward bullshit makes it more fun. The only thing that genuinely irks me is getting stuck in the floor in some areas.

>> No.3227765

The first episode is, maybe. If you want an actually decent example of a game on that engine you should check out Blake Stone.

>> No.3227773
File: 118 KB, 971x724, 1459562525742.jpg [View same] [iqdb] [saucenao] [google] [report]

>download EZquake
>only has the exe
>can't find the full version anywhere, just upgrade packages
>have to install nQuake to get the required files

great job guyz

>> No.3227785

>Punch the air
>All nearby enemies are alerted

>> No.3227789


>> No.3227792


Maybe someone swapped around the code for chainsaw and unarmed?

>> No.3227794

Is there a reason why Doom 3 & 4 take place directly on Mars instead of its moons like in the first game?

>> No.3227796

the original doom didn't have stealth weapons, all weapons make noise when you fire them... your fists included

stealthy weapons got added in strife, i think

>> No.3227797
File: 188 KB, 306x300, 1463467627135.png [View same] [iqdb] [saucenao] [google] [report]


What is a source port

>> No.3227798

Turns out Mars' moons are too small for structures the size of Doom 1's bases. The gravity is so low that you could break orbit by running fast enough.

>> No.3227803

I don't see how this is anything but a feature.

>> No.3227806

Doom's bases are laughably small tho

>> No.3227807

Holy shit, how have I forgotten about that show? Looks like I'll also have to hop on board and rewatch Outlaw Star.

>> No.3227812

In the novels, the bases are all largely one huge facility in sections/floors going downwards, and they're built around old found alien structures that generate a field of gravity (this is also where the gates, or anomalies are from).

So inside those zones, it'd be alright, there's mention of a few locations built outside of these zones, such as a long hallway where there's a middle railing running along the floor, which you're meant to hold on to while making your way between gravity zones.

>> No.3227832
File: 1.93 MB, 360x238, 1463708483930.gif [View same] [iqdb] [saucenao] [google] [report]

Strife is finally on GOG with an extra 50% discount


I know, right? Such a FLAWLESS idea.

>> No.3227836


>> No.3227838 [DELETED] 


You're a dumbass.

>> No.3227840

Eh, the reason speedrunners consider KDITD's use of hitscanners the hardest out of OG Doom is mainly due to them never having the time to use cover, and often run past many of them.

Playing at your own pace, and the hitscanners in KDITD are no threat at all.

>> No.3227843

>Requeested file unavailable

>> No.3227848 [DELETED] 

Closer to Quake+Painkiller than Doom, but it's okay. Weapon balance and pacing are allover the way. Glory kills are fast and pretty variable not to get old as fast as BD's ones.

>> No.3227850

Anyone know which version of Ghoul's Forest(s) they went through in the old Spike'n'Barley video?
They just say "Ghoul's Forest", but the maps under that name are completely different, what with being the one-man arrow brigade.

>> No.3227853

Open up the PLAYPAL lump from the iwad in slade3 and export it as a png, then open that in photoshop and set the image to indexed color mode. Now just save the resulting palette generated from the image do your hard drive

>> No.3227864
File: 43 KB, 582x741, 1458703047470.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been hearing some salt on other boards/threads about brutal doom. Is it just because the guy who made it is a huge faggot or is their other mods that do the same thing as brutal doom but better?

>> No.3227874
File: 52 KB, 314x264, animu.png [View same] [iqdb] [saucenao] [google] [report]

Ugh why is there a semi-transparent border on the sprites?

Anyway here's a quick attempt

>> No.3227881

BD isn't that bad, the issue most have with it is that some people consider it "the best way to play doom" or "vanilla 2.0" and it's really not

that reminds me, is DRLAmonsters compatible with ketchup? like, really compatible, with the right blood colors and all
i'm playing it with Trailblazer and i feel like over the top blood would complement it well

>> No.3227889 [DELETED] 

Why is it any of your business whether or not the creator is a "faggot"? Stop being such a white knight and realize that you being offended at the creator's behaviour means nothing.

>> No.3227893 [DELETED] 

The middle finger button makes autists butthurt.

>> No.3227902

I just read the zdoom forum post about it, maybe should have done that before posting. It's pretty impressive that he was such a shitter he managed to get the boot from pretty much everywhere. Looks like he could have even been shitposting in that thread from an alt.

Anyway, anybody care to recommend mods to someone who's relatively new to doom? I'm combing zdoom forum now, not just begging for spoon feeding, please no bully.

>> No.3227906

>Anyway, anybody care to recommend mods to someone who's relatively new to doom?

>> No.3227908

darkdoom's flashlight, smooth doom or beautiful doom, nashgore (or ketchup on a low setting)
and yeah, you should be set.
it's best not to change too much stuff early on

>> No.3227910 [DELETED] 

deleted lol

>> No.3227912 [DELETED] 
File: 49 KB, 403x403, 1459203214505.jpg [View same] [iqdb] [saucenao] [google] [report]

That's not really the point of what I was getting at. I was asking if there were mods similar to brutal doom, but better done, and asking if all the hate on it was just from the author's less then impressive behavior.

>TFW the sergeant mark defense squad is a real thing

>> No.3227914


Thanks anons, please tell me I'm not a huge fuck up who missed that image in the OP

>> No.3227916 [DELETED] 
File: 119 KB, 597x450, disgusting.jpg [View same] [iqdb] [saucenao] [google] [report]

You know the newer versions of that image are shit because they don't have Brutal Doom anymore. Hate it and Mark all you want, it's still one of the most popular and enjoyed Doom mods out there, refusing to mention it shows how biased and unreliable this community is.

>> No.3227918 [DELETED] 

Oh then why don't you fuck off to Reddit if you want an "unbiased and reliable" community you cucklesuck

>> No.3227920

i'd tell you
but it'd be lying

>> No.3227925

S.T.A.L.K.E.R: Clear sky has to be my all time favorite FPS. I've finished it countless times, with many different builds. So much fun. Best environment and atmosphere of any FPS, and the RPG inventory and mission system just tops it off. Great game.

>> No.3227928
File: 66 KB, 911x275, comic392_zpsqxwf9ejs.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Samsara as Corvus
>Pop Tome
>Phoenix Staff

My only regret is that nobody ported the even more hilariously powerful Tomed Phoenix Staff from Heretic 2.

>> No.3227930


>> No.3227931 [DELETED] 

What a fun general. Totally not reddit-tier downvoting. I'm starting to see why everyone else on /vr/ hates doom threads.

>> No.3227937 [DELETED] 

Found the shitposter.

>> No.3227959
File: 159 KB, 1026x600, I really need to sleep.png [View same] [iqdb] [saucenao] [google] [report]


Is the Boom Ep 1 replacement project still going on? I made an Ultimate Doom map and remembered that that thing existed. Anyways posting a download.

The map is made in such a way that you can't get to the secret exit while playing on skill 1 or 2, btw

>> No.3227979

Ep1 hitscanners are harder in NM. E1M3 is probably hardest in the game on NM for this reason.

>> No.3227983

>It's another no updates also I started working on another project again, that's sure to make this go faster episode

>> No.3227987

If you don't like it, then feel free to not play it/get hype about it.

>> No.3227993

That guy looks like a huge faggot.

>> No.3227994

Is there any way to turn off autoaim in Winquake? I can't use any newer ports like Quakespasm, my laptop's integrated graphics are too shit.

>> No.3227997

It's more about the people around it

Like, you get people who complain about how a map designed around vanilla doesn't work well with Brutal Doom, and people trying to load other mods alongside Brutal Doom. And of course, the 'Doom how it should've been' jibba-jabba that guarantees replies

Sgt Mark mellowed out in the end, I think

>> No.3228016 [DELETED] 

They're right though.
Brutal Doom is how Doom shoulda been to begin with if Carmack and Romero weren't pussies.

>> No.3228024

set the texture name to - (hyphen)

>> No.3228025

Doom was already a significant technical accomplishment for its time, adding even more visceral details back then and still have the game run on the typical DOS computer would take more Carmack wizardry

>> No.3228026

not as purple as i was expecting

>> No.3228027

>implying Carmack isn't a wizard to begin with
How do you explain Doom is still alive one decade later?

>> No.3228029

By being generous enough to give us the source code

>> No.3228032


>> No.3228034

I'll be releasing a new version of Endless Survival in a week, don't fret!

The current release of Endless Survival needs OMGWPNS v3, the next release will work with vanilla and OMGWPNS v5.

>> No.3228039
File: 55 KB, 1201x264, carmack the game engine wizard.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3228041

Carmack confirmed for selling his soul to Hell for l33t programming skills.

>> No.3228060
File: 5 KB, 130x150, i don't like your guts.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3228073
File: 6 KB, 174x150, temp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3228080

Play off GZDoom or ZDoom, just install the game off steam, start G/ZDoom and it'll autodetect the WAD

>> No.3228089


I believe he's talking about Thief, not DOOM.

>> No.3228093

Just get thief and install newdark. Fuck anything else, it literally doesn't matter. If you want a real vanilla experience run it in a virtual machine. That way you get unfiltered textures (which look nice than filtered imo) and sweet fucking banded lighting.

>> No.3228094

You may be right about that.

>> No.3228095

Shut up about Thief. I just uninstalled it. Don't make me reinstall it again.

>> No.3228105

Tried playing Heretic
I couldn't
The level design discouraged me too much, most of the levels i played consisted of "pick up this item, here's a ton of cannon-fodder enemies"

>> No.3228184

>is DRLAmonsters compatible with ketchup?
I believe Ketchup overwrites enemies in anything it's mixed with, which means it's useless with any mods that change Enemy behaviors(found that out the hard way when Blastmaster was released)

>> No.3228187

isn't there a blood only version (or mode?)

>> No.3228224

unfortunately I don't think that's possible due to how Ketchup works, as it outright replaces the enemy models in order to implement the gore, which also overwrites any behavioral changes

I could be wrong of course as my knowledge of Doom coding is near nonexistent

>> No.3228236

Downloaded the big Doom pack, Doom works fine on GZdoom,
but Doom 64 has no sound (no of course the "no sound" option is not ticked and the sound worked on Doom or anything else really).
Is not running on GZ but on its own thing, Doom64ex.

>> No.3228258

Sounds like you're missing the DOOMSND.SF2 file. If it's not in the pack, you need to find a rom for Doom 64 and generate the file with wadgen.exe.

>> No.3228265

awesome, done, checked and it works, thank you kindly, too bad they never made the co-op sequel it deserved, damn graphics ruining vidya and their stupid quake 2 craze.

>> No.3228272

Odd, now it crashes when trying to save/load

>Access violation at 0436f000. The memory could not be read.

>> No.3228301
File: 213 KB, 735x516, Side View.png [View same] [iqdb] [saucenao] [google] [report]

It's still on the roadmap for TSP shenanigans. I just very very recently got a good model for it, so it's gonna make adding it in a lot easier.

>> No.3228329

i really dislike the hdoom style and the weird rpgmaker heads mike12 always goes with. besides the head, at least the one of the left looks slightly doomy, even with the rpgmaker head

>> No.3228351

from the TFix thread on ttlg forums
>Final note: NewDark works (quite) a bit differently than the original (T1) Dark engine, so, when playing T1/TG, there are small differences here and there (whether you install NewDark via TFix or manually). TFix tries to correct those (basically making the maps and gamesys more NewDark friendly), but making ALL things work EXACTLY like in the original Dark engine is rather impossible. therefore, if you want a 100% authentic, ABSOLUTELY true to the original experience, TFix (NewDark) is probably not a good choice for you. TFix (NewDark) is for those who "just want to play nicely, with as little hassle as possible". if you are one of those who can't live without rope death bug, or complain that "burrick's little toe now bends in a 45° angle instead of 40°", I suggest you try the Legacy executables - you can install them on the TFix mod screen (no support though, use them if you must, but don't come here crying if something does not work as you would like it to), or build a dedicated legacy pc for retro gaming (I can help out with that, as I own several of those).

>> No.3228356

NM is not really a mode for "playing at your own pacing" though.

>> No.3228361 [DELETED] 

>dewm babbies

>> No.3228369

what did he meme by this

>> No.3228374

What's TFix? I only used vanilla Thief games.

>> No.3228382


I'm not a a Thief guy, but from what I've absorbed I believe it's one of those unofficial bug fix things.

>> No.3228404


>> No.3228437

what is a good monster replacement wad to go with psyche, the ones i have require going through menus (which clash with the mod) and colorful hell fucks with the balancing

>> No.3228443

Meh. Another "oh god I don't like how you can lean forward and knock people out!!!" mod that "fixes" what the kiddo doesn't like.

>> No.3228460

>colorful hell fucks with the balancing
Colorful Hell's problem is that the black and white enemies are simply absurd. Even with overpowered weapon mods (Trailblazer, for example), they're ridiculous. I have no idea how you're expected to beat most of them with vanilla weapons.

>> No.3228480

managed to beat a black imp once with trailblazer, i usually stick with zdoom wars and its tons of fun if you have prep time to unlock better units first

>> No.3228492

Agreed. I don't know why people praise it so much.

>> No.3228495

that's really roundabout, just export the playpal as a raw palette, change the file extension to act (adobe colour table), and use that in photoshop.

>> No.3228507

black and white "bosses" aside its pretty damn good, has good compatibility and does more than just "its the enemy with more health that does more damage", some enemies have different projectiles with variations in speed and spreading (some projectiles bounce on walls), others can dodge bullets and leave bomb like trails in the air, others can spawn more enemies, others can walk through walls and spread fire/poison through big areas, there is so much variaton that it makes it really damn fun specially on Odyssey of Noises ish big maps with tons of enemies to kill

the only problem is when strong enemies spawn early in the game and you have no way to take them down without some bullshit AI abuse, also some of the enemies are fairly balanced while others are just damage sponges that can tank absurd amounts of damage, and even when you kill them they just drop some small amount of ammo that doesn't even make up for the effort, i've lost count of how many times i ran out of ammo trying to take down a red or black enemy

>> No.3228547

perhaps better to simply avoid them? you still win even if you exit with <100% kills.

i expect it is more intended for gameplay mods though.

>> No.3228576
File: 1005 KB, 1610x899, Screenshott.png [View same] [iqdb] [saucenao] [google] [report]

How do i design a good HUD for my game?

>> No.3228579

You can't. UI will always be shitty.

>> No.3228603

Does the difficulty in Doom affects the monsters' HP/damage or just how many spawn?

>> No.3228605

It affects damage and how many of them spawn.

>> No.3228608

So they don't turn into bullet sponge.

>> No.3228614
File: 74 KB, 697x523, Difficulty.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3228625

I wonder if anyone ever made a WAD where the level is longer at harder difficulties like in Timesplitters

>> No.3228627

Why can't more games be like this instead of being retarded?

Yeah, that too is a neat system.

>> No.3228630
File: 15 KB, 318x318, 1463685726354.jpg [View same] [iqdb] [saucenao] [google] [report]


>Not E2M7

>> No.3228632

This is one of the few things NuDoom campaign sadly does wrong.

>> No.3228634


>> No.3228642

I've thought about doing that in a Quake map, but changing difficulty with a map loaded doesn't spawn/despawn entities and doesn't remove things flagged with "not in X difficulty" requiring a map restart after typing 'skill X' in the console.

Given that most people would load custom maps with just 'map x' from the console and leave it at skill 1, what would be the best way to add in a difficulty selector? Include a second map that you load first where you pick your difficulty, then switch to the actual map (like Quake's own startmap)?

>> No.3228646

Shouldn't be too hard. Restrict certain things to spawn only on certain difficulties, and have those trigger certain walls into opening revealing paths. Or with ACS script at start I guess.

>> No.3228647

Compared to HMP, UV really just adds more enemies.

Funny enough, the Spiderdemon isn't even around on HMP for that crusher. Which you know, is there for just that.

>> No.3228648

What about remaking Timesplitters in ZDoom

>> No.3228653

That would be quite great, but hard, even if you did not take in the picture Timesplitters 3 and you could make the "cutscenes" as a mere sequence of pictures like in Action Doom, the cartoony game that reminded me of sin city or the metal slug one, there is a load of secondary objectives to replicate, the cameras, could they be easily done, automatic turret would be sprites, I guess the helicopter in TS2 Syberia could just be a Cacodemon with a new sprite and some tweaking. Timesplitters would be blue IMPs.

>> No.3228657



>> No.3228665

>That would be quite great, but hard
not if it's a TS1 remake since it's campaign mode is so formulaic and basic.

>> No.3228673

Does using vertical mouselook make me a scrub?

>> No.3228678

You don't need it.

>> No.3228679

Strife had ceiling turrets as sprites. Definitely can work.

I think where such a TC would collapse would be Neotokyo, where you have to follow an NPC without being detected. Atom Smasher too maybe? You need NPCs to disarm the bombs.

Don't know how much the primitive AI can be improvised in ZDoom, but yeah. I think everything else from there should be manageable in some way, though.

Depends what you're playing, and if you disabled the autoaim as well

>> No.3228680

Hey, haven't seen you in a while. I'm pretty decent at UI and graphic design stuff in general.

What's good for your game depends entirely on the feel, theme and gameplay. In an arena shooter courting the esports crowd you'd need an entirely different layout compared to a early 90's retro thing where a purposely intrusive hud could work well for example.

Personally I prefer maximum efficiency in use of space, and having things like health and ammo centered and easy to read at a glance. I'm also autistic about grid based layouts and symmetry, but that's just me I guess.

>> No.3228683

Huh, had no idea you could do that.

>> No.3228708 [SPOILER] 
File: 21 KB, 782x504, 1463755257714.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on it

>> No.3228715

Stealth can be done, I remember playing a mod that make it so that if you stand in the dark you are not spotted and even different degrees of light are taken in account, so the NPC is on his back, the city has dark spots, maybe some "cops" roam the street and using certain weapons does not aggro them.

>> No.3228723

>Timesplitters in ZDoom

I don't think anyone is interested in cutscenes, so... Yeah. Totally doable.

Ripping models and textures from TS2 is fairly easy. I think it's possible with 3 as well, although I've never tried.

>> No.3228737

don't make me want this too much anon.
Although I wonder if anyone ever made at least a weapon rip of TS.

>> No.3228741

>I think where such a TC would collapse would be Neotokyo, where you have to follow an NPC without being detected. Atom Smasher too maybe? You need NPCs to disarm the bombs.

A_LookEx and Thing_Hate can do all that.

>> No.3228747

Welp, if you wanna do it yourself I can probably tell you how.

>> No.3228757


>> No.3228761

Well as it is, I am not sure if you would be wasting your time on me, my know-how is, well, "scarce".

>> No.3228790

It honestly depends on the kind of gameplay style you're going for. I'd stay away from minimilist for now because it's been ruined by the metric ton of shitty Unity shooters around that just have 'health and ammo' in arial above equally ugly white numbers.

Just think of a HUD you really liked in a game, and then recreate it with your own flare attached.

>> No.3228801

Is there a way to play Smooth Doom without all of the new lighting effects and excess gore?

>> No.3228815

>new lighting effects

Screenshot? You sure you don't have lights.pk3 loaded?

>excess gore?

I think there's an option about deaths in the menu for it.

>> No.3228824

Are there any Doom source ports for Android? I know that touchscreen isn't the best way to play Doom, but I'm currently on vacation and all I have right now is this Android phone.

>> No.3228827
File: 489 KB, 1920x1080, Screenshot_Doom_20160520_121116.png [View same] [iqdb] [saucenao] [google] [report]

Not seeing any options for gore in the Smooth Doom options, unless they're hidden away somewhere in another menu.

>> No.3228851

>that sprite clipping

Absolutely Haram

>> No.3228852

Maybe the map has specified lights? You can explicitly disable dynamic lights in the OpenGL options.

You can also turn off blood splats in Smooth Doom options, well make it less gory.

>> No.3228857
File: 405 KB, 1920x1080, Screenshot_Doom_20160520_123251.png [View same] [iqdb] [saucenao] [google] [report]

I loaded it up without SmoothDoom before posting, and it doesn't have the same issue.

I have the blood splatters set to off. It's possible that option is broken, I haven't fucked with it.

>> No.3228873

wait why is the pistol flipped

>> No.3228876

Ok, I just loaded the latest SD and now see what you are on about. He's added lights since the last I remember.

I'll see if I can muck around in SLADE with it but you can disable them in the OpenGL settings as I had said.

>> No.3228879

Doesn't Doomguy always hold it with his left hand

>> No.3228884

there's the weapons only version of SD around here if you're interested

don't have a link, though

>> No.3228885

Thanks anon, I overlooked that part of your post.

>> No.3228886

look at the lighting

it got flipped in smooth doom

>> No.3228889

I've grown accustomed to gibbing with the SSG, though. I really just wanted to get the lighting fixed.

>> No.3228891

SSG gibbing is so ridiculously satisfying. I put my self in harms way so often just to get dat sweet pop on a caco or baron

>> No.3228935
File: 10 KB, 166x142, reimu-uuurgh.jpg [View same] [iqdb] [saucenao] [google] [report]

>not best

>> No.3228943


>> No.3228976

how do you create a unique light amp / invul screen color effect?

>> No.3229004

what port? always specify this when asking editing questions

>> No.3229067

So did you hear John Romero made a new level?

>> No.3229085

Yeah, it was a short and thoroughly enjoyable little level. No keys was pretty refreshing.

>> No.3229096

Yeah he made two new ones.There's not another one is there?

>> No.3229101

Any other ones?

>> No.3229108


You can try loading this after SD. It sets all of the defined lights to zero.


>> No.3229186
File: 844 KB, 1280x960, nochaingunnershereno.png [View same] [iqdb] [saucenao] [google] [report]

Despite my undying love for Trailblazer, I cannot bring myself to enjoy the new changes. Weapon upgrades are not that interesting to me, and the new 999-capped HP feels ruinous. Same thing sorta annoys me in RO. At least it is overcharge hp, not regular...

The pipebomb is a cool weapon, though.

On unrelated note, maybe I should try mapping. Been feeling really down lately, and doing it was really relaxing...

Those are the ones so far. I don't know if we are gonna get more, considering they are starting the new project.
Which while I support, it sounds like thematical mess... Then again, I love Deus Vult 2 despite the hodgepodge themes.

>> No.3229189

The darkness in Map04 and Map05 make my eyes bleed, is there a setting to make the maps less dark?

>> No.3229196

Raise the brightness.

>> No.3229198
File: 416 KB, 435x502, cca.png [View same] [iqdb] [saucenao] [google] [report]

I'm glad the canon doom guy never got a voice, They could've very easily fucked the whole thing up.

>> No.3229202

Thank Carmack for that.

>> No.3229204


>> No.3229227


>> No.3229230


>> No.3229240

french doomguy is the best, though

>> No.3229241


I want canon Doomguy to be French

>> No.3229245

But how can you kill demons while you're too busy surrendering?

>> No.3229246

De quoi?

>> No.3229248

So is it canon that Doomguy is a speedrunner?

>> No.3229249

Sounds like i'm playing the French version of Dungeon Keeper

>> No.3229250

what its the absolute worse they could do with the new game outside gameplay changes?
>Doomguy speaking
>plot about his deep emotional problems where he fights his own inner demons while facing hell
>UAC is an eeeeevilll corporation with some asshole, two dimensional president character as the main game's antagonist
>techno soundtrack ala Portal 2 randomly popping up anyone a certain number of monsters are faced at the same time
>in your face references to other ID games ala Bethesda

>> No.3229261

>UAC is an eeeeevilll corporation with some asshole, two dimensional president character as the main game's antagonist
>techno soundtrack ala Portal 2 randomly popping up anyone a certain number of monsters are faced at the same time
>in your face references to other ID games ala Bethesda

Anon, I...

>> No.3229262

Votre donjon est plein de yaourt!
Le sol de votre donjon est penché. Vos créatures sont furieuses car elles ne peuvent pas jouer aux billes.

What is that?

>> No.3229263

cut voice clips from quake iii

probably the closest there is to an actual canon voice for doomguy

>> No.3229265

hey, the UAC isn't evil, just incredibly deluded about the nature of hell


>> No.3229268

some unused voices from quake 3 revolution

here's the rest https://www.sendspace.com/file/fhbms4 got english, french, and italian

>> No.3229269

I played Quake III a lot but I NEVER saw it in French.

>> No.3229271

it's specifically quake 3 revolution, the ps2 version of the game with a single player campaign that unlocks skins with better stats

>> No.3229274


>> No.3229281

>in a deathmatch oriented game

>> No.3229290


>> No.3229294
File: 146 KB, 983x554, skeltear.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3229295

post progress pls.
also do you have any website, tumblr or whatever?

>> No.3229296


>> No.3229306


>> No.3229308

this explains everything!

>> No.3229309
File: 293 KB, 1920x1080, angrywizard.jpg [View same] [iqdb] [saucenao] [google] [report]

>Wants to mix gun mod with different monster replacement mod

>Gun mod uses it's own ammo and monster replacement mod drops vanilla ammo.

>> No.3229352


You would think that the hp cap can be gotten around with a simple config option, as for the Weapon upgrades, It's a matter of opinion, also something that should have a config option.

>> No.3229354

You can easily fix it with a decorate patch

>> No.3229356

>there is a parallel universe where possess me, colorful hell and ZDW are all compatible with each other
if only

>> No.3229360

but it's hygenic, women think it looks good!

>> No.3229397

what is soap

>> No.3229406
File: 2.19 MB, 388x218, in the not too distant future.gif [View same] [iqdb] [saucenao] [google] [report]

>There is a parallel universe where Sgt. Mark made Demonsteele and Brutal Doom was made by Term

>> No.3229407

But ammo from custom weapon mods usually replace the vanilla ammo drops, so the monsters should work with any weapon mod if they drop the vanilla ammo, no?

>> No.3229423
File: 1.50 MB, 720x405, TRENCH3D 2016-05-20 22-00-12-667.webm [View same] [iqdb] [saucenao] [google] [report]


Here's some small progress. Sorry, not yet. When the game is actually playable i'll make sure to do that. Now it's just a sandbox for my assets.

>> No.3229434

Damn, that's a smooth pumping animation you got there.

>> No.3229436

I wonder what bizarro GMOTA and GMOTA guy would like be then

>> No.3229445
File: 709 KB, 2048x2048, Sheet.png [View same] [iqdb] [saucenao] [google] [report]


Thanks. It might be too smooth though. I don't want it to look out of place. Still figuring out resolutions and framerates.

>> No.3229461

I really like the design, actually just the aesthethics in general, but that animation looks odd, as if the gun was trying to get out of the real world, it looks like a 3D model animation ripped into the 2D.

>> No.3229467
File: 100 KB, 296x261, FREUIDEA.png [View same] [iqdb] [saucenao] [google] [report]

Anon, I am curious, what would it take? I think I might have the time to learn.

>> No.3229469

The recoil looks reaaally weird. It shouln't move into the camera anywhere near that much.

>> No.3229473

>I really like the design, actually just the aesthethics in general, but that animation looks odd, as if the gun was trying to get out of the real world, it looks like a 3D model animation ripped into the 2D.

Yeah, you're absolutely right. I can't be bothered to change the animation and rerender right now. I plan on updating the texture anyway. Thanks for compliments.


Yes, you're right. I wanted a lot of recoil and it ended up looking weird. I will fix it.

>> No.3229480

lo wang

>> No.3229485

So to use a wad, I drag it over GZdoom.exe, but how do I use a pk3 file?

>> No.3229489

The same way.

>> No.3229493

Just tried, got an error. It's Trailblazer by the way.

>> No.3229495
File: 68 KB, 580x100, UPDATEBANNER.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3229496

Update your GZDoom.


>> No.3229498

update your gzdoom

>> No.3229501


Sounds like you need to update GZDoom. You probably have a stable version, Trailblazer runs on the devbuilds.

>> No.3229502

>Yes, you're right. I wanted a lot of recoil and it ended up looking weird. I will fix it.
Do what some zdoom mods are doing: adjust the camera pitch upwards a degree or so for a fraction of a second while using sprites where the gun appears angled upwards with the player's shoulder as the axis.

Importantly for recoil: always make the backwards movement(s) happen instantly, but bring the gun/arms back into firing position over a few frames. The slide on an automatic pistol should also always move instantly.

>> No.3229509

>Welcome to Quake 3.......
really guys, get a grip, record it when you ar ready.

>> No.3229512

I though it was already updated. My bad.

>> No.3229523

Trailblazer 1.3 runs just fine on 2.1.1

>> No.3229556

bizarro-GMOTA would've been based off of boring JRPGs

>> No.3229563

>Sgt. Mark made Demonsteele
So people would be bitching about weebs rather than underages?

>> No.3229565

b-but I have a super recent git version

>> No.3229578


You haven't seen some of the tantrums about DemonSteele, have you?

>> No.3229580

nope, that's why i am asking

>> No.3229612

So is there a monster multiplier wad or something?
I wanna play Trailblazer but not have it be a total walk in the park

>> No.3229617

go with doomrl on apocalypse mode, works like a charm

>> No.3229623

>all the existing source ports built around modability are shit and licensing nightmares
>getting the vanilla source release to a working state is too much effort before you get to the interesting stuff
>tfw will never be able to make the source port of my dreams

>> No.3229630
File: 98 KB, 1280x720, 1372861830979.jpg [View same] [iqdb] [saucenao] [google] [report]

>people enjoying trailblazer and Guncaster
>I couldn't due to pillowblaster's fetish for going on yawnfest ezmode with everything

I know people love to make their supersnowflake OCs special and powerful but I want some fucking difficulty.

>> No.3229631


>> No.3229646

Isn't eternity in a decent state?

>> No.3229650


Pillowblaster goes especially overboard with making his OCs OP.

>> No.3229653

x3 would be better, x10 is just overkill

>> No.3229656

My issue with starting with an engine that already has a bunch of features added is what I want to do is pretty different to other highly extended source ports so I'd have to rip everything out anyway. I just want vanilla, with no horrible license clusterfuck that will build properly on modern systems.

>> No.3229657

play them with colorful hell. you'll change that shitty attitude in a second.

>> No.3229658


The cure is to have tougher enemies to compensate for the damage, Might I suggest a Realm 667 replacement special?

>> No.3229667

You can change it with a cvar how much you want it to multiply

>> No.3229669

What's a cvar?

>> No.3229670

Scalliano's 667 Shuffle is the only good one that comes to mind, and it's not really known for having teeth.

Colorful Hell has its own issues and won't change the core problem.

>> No.3229671

You mean chocolate doom then? Should be easy to take the bug emulation (TM) stuff out if you wish.

Also, would you be willing share what kind of project you want to make?

>> No.3229676

console variable. You press the tilde key to bring up the console, then type the name of the cvar followed by a value to change it unless there's a menu for it included with the mod.

>> No.3229678


Sorry Anon I've been doing that, Maybe a white Cyberdemon would be a serious threat, but a majority of mobs, including vanilla Cyberdemon are just too squishy when facing down the double shotguns and the chaingun.

>> No.3229679

>Colorful Hell has its own issues


>> No.3229681

Ah, okay, what do I need to type in then?

>> No.3229682

Perhaps when/if I get further in. I'm not really 100% sure how it will look in execution so talking about it at this stage probably wont make a great deal of sense.

>> No.3229684

it works pretty well with DRLA monsters

>> No.3229685

i faced a white imp/archvile & it was like i played complex doom all over again it was that hard.

>> No.3229686

I don't know, but open the wad/pk3 file of the mod in slade and check the "cvarinfo" lump if there isn't any information provided in a readme file or forum post.

>> No.3229690

The weapons feel good.
The difficulty suffers immensely.

I think the only reason people like it is because of how the weapons feel.
Trailblazer's revolver and minigun are the only weapons I like for Trailblazer
Don't care much for Guncaster's weapons at all and the difficulty is even lower than Trailblazer

>> No.3229691

It's right there in the link I posted

You type that, then the number of how much you want it to multiply

>> No.3229693

Anon, I have no idea how to use slade

>> No.3229694

Alright. Well chocolate doom is the "cleanest" and most reliable gpl port you're gonna find AFAIK. And then there's of course prboom if you want a bit more features like visplane limit removal and high screen resolution support.

>> No.3229697

Welp, just tried Trailblazer, disappointed a lot.
>normal difficulty is easy mode
>machete is a bit too powerful, almost ninja mode
>weapon eat through ammo way too fast
>main character is just Doomguy with that pirate eye thingy

>> No.3229701

I just now had this hilarious idea of making a zombie man who tries to attack you with a cigarette lighter, but then I instantly realize that there wouldn't be enough pixels to convey that idea. Oh well, could have been funny...

>> No.3229708

I wish you had an alcoholic father to try that on you. That would be a lot less funny, believe me.

>> No.3229713


The ammo problem resolves itself later on.

Also playing less than UV, what were you thinking?

>> No.3229718

Well I managed to miss what the other anon just repeated. Simply press tilde, type "sv_10xu_mul" followed by a number and then press enter.

Slade is about as easy to use as a program gets by the way. You simply drag-and-drop or browse .wad, .pk3, .zip, .dat etc. files into it to browse and edit them. It allows you to export sprites as pngs, do batch color adjustments and all sorts of nice things.

>> No.3229728

The ammo problem resolves itself the second you meet chaingunners.

Then it's permanently removed depending on how many backpacks there are. All it takes is one and everything afterwards goes full retard.

UV is normal difficulty.

>> No.3229791

so DoomRPG?

>> No.3229821
File: 1.60 MB, 200x149, moonman.gif [View same] [iqdb] [saucenao] [google] [report]

has anyone played moonman.wad?

Get the mod: http://download832.mediafire.com/bjle96z3d86g/yoat6tr9ak3um5a/Moon_Man_v9_6_8.pk3
Music: http://radicalexploits.com/Fascist/1488/MoonMusicRandomizerEdition.pk3

https://www.youtube.com/watch?v=LYfxJa0EBqw footage

>> No.3229832

it's pretty bad

say hi to them for us

>> No.3229835


It's a really boring, generic weapon mod that's notable only for being a part of the Moon Man meme.

>> No.3229837


>> No.3229840

Too edgy for me. I grew out of Nazis jokes a long time ago.

>> No.3229846

Still more enjoyable than the broken pile of shit that is Ethnic Cleansing.

>> No.3229848

Looks pretty mediocre, senpai.

>> No.3229850

that's not a high bar to pass, lmao

>> No.3229857

Anything is better than a pile of shit.

>> No.3229864


I remember this, kek. It was made as a way to create a "perfect" gameplay mod so as to get noticed on Kotaku/Gawker/etc, but they would be "forced" to acknowledge how good it was "despite" the racism.
Shame the lead was a huge bitch who couldn't take criticism. Last I saw he threw a big fit about Zandronum compatibility and then the project died.

You know all those shitty wads in the early 90s? Like, Hokuto No Doom, Captain N Doom, MOON Doom, etc, that had fuck-all to do with anything and was just some shitty MSPaint redrawings and some bad code hamhanded in?

This is pretty much that, but with Moon Man.

>> No.3229871

>It was made as a way to create a "perfect" gameplay mod so as to get noticed on Kotaku/Gawker/etc, but they would be "forced" to acknowledge how good it was "despite" the racism.
I can't be the only one thinking it's a stupid idea.

>> No.3229876


Even on the other chan people thought it was fucking stupid.

Project stumbled for a bit when anon posted a pic of him submitting the mod to Kotaku's tips and suggestions email.

>> No.3229879

I can see the trainwreck from where I am.

>> No.3229885

>Project stumbled for a bit when anon posted a pic of him submitting the mod to Kotaku's tips and suggestions email

let me guess, they told him to khs

>> No.3229893
File: 98 KB, 800x618, Westernized Anime.jpg [View same] [iqdb] [saucenao] [google] [report]

The weapons are terrible. Honestly, the guy should've just stopped with player skins with custom taunts.

>> No.3229908

It's another slaughter map tool, to help users that don't like slaughter maps play slaughter maps. Try SF2012 with it.

>> No.3229946
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google] [report]

aww yiss, looking good there anon

loving that monster design

>> No.3230018

>How do i design a good HUD for my game?
Well step 1 would be removing naked Arnold Schwarzenegger staring disapprovingly at your weapon

Good UI is utilitarian and minimalistic, style is for gay poofters

>> No.3230019

This makes my legs OK.

>> No.3230021

You gain brouzouf. Da Da Da, I killed my mentor deja vu.

>> No.3230023

Does sperglord edition fix brutal doom or is the whole idea of it unsalvagable

>> No.3230028

You know what we need? A soloable version of stronghold.

>> No.3230031

Could any of you guys give me a hand on getting GZDoom to work? I never had problems with it before, but after I built my PC with a fresh install of 7, it no longer works. Just loading up the regular Doom 2.wad brings me to the main menu, but on pressing any key the textures fuck up and it stops responding to the point where I have to force close it. I figure it has something to do with OpenGL so I've made sure drivers are up to date but nothing works. In the mean time I've been using eternity but from what I've noticed most modern wads use the former. Any help is appreciated.

>> No.3230037

Sperglord is just a bloat mod

>> No.3230038

Brutal Doom does what it sets out to do very effectively. Try to re-formulate your question in a way that isn't loaded.

>> No.3230040

Does it improve the brutal doom experience for those who like it but find it lacking I'm some degrees?

>> No.3230045

>style is for gay poofters

then call me dicksucker van analmaster

>> No.3230048

we have those. they're called megawads.

no, jay's brutal doom manages to clear things up a little. that & insanity's brutality.

>> No.3230050


this reminded me I have this folder in my cloud drive

>then call me dicksucker van analmaster
Would you prefer Esquire or Extraordinare?

>> No.3230053

I'll search them out later. It's DnD night

>> No.3230058

Well it seems Mark really really hates Flemoids

>> No.3230059

It changes some things for sure. The shotgun for example has a far more "realistic" range and spread, encouraging an altered style of movement and combat. Overall, like most things, the alterations are more a matter of personal preference than outright improvement.

>> No.3230063

What song is that? It sounds familiar.

>> No.3230064
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]





>> No.3230072


>"The UAC is making safer worlds through superior firepower."

social commentary/10

>> No.3230079

In short try it for myself and don't let critics dictate my choices? But as a person of the Internet that terrifies me! Joking aside yeah I should just nut up and try myself

>> No.3230080


>> No.3230101
File: 387 KB, 1280x1024, 2244519_original.jpg [View same] [iqdb] [saucenao] [google] [report]

So in ZDoom people have made monsters able to lead targets with aim prediction, but what about missiles that seek ahead of the target? I could really use something like that.
Picture unrelated.

>> No.3230141

Trailblazer makes me feel like i'm playing "shoot 'em up : the game" and it's glorious

>ketchup (blood only vers.) only has red blood

>> No.3230151

(Although quickly thrown together)

>> No.3230156


You fucking forgot to mention doom in the subject.

>> No.3230160

Damn, I missed the proper window with the damn plugin im using, and typed it in a name instead T_T

so sory I fucked up.

>> No.3230180

wasn't important enough to nuke it, you dingus
the old maintainer rarely put doom in the title itself
good on you for the effort overall, though

>> No.3230189


ow for real.


I'm not always here, so I really hope that whoever decides to make new thread after that would put effort to it.

>> No.3230539

Same shit with DoomRPG, on Hard everything is a walk in the park and on Nightmare you meet a fucking level 9999 world destroyer around every second corner

I wish there was a middle ground

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