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3230168 No.3230168 [Reply] [Original] [archived.moe]


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.3230169 [DELETED] 

[05-19] Original dev of Chex Quest is remaking it on UE4

[05-19] DOOT
https://twitter.com/patrickklepek/status/733061632545435648/video/1 (embed)

[05-19] Anon mod release:

[05-19] Midi covers from anon >>3224369 (Cross-thread)

[05-19] Anon made speedmaps >>3223012 (Cross-thread)

[05-18] Some madman tries to remake Doom on Unreal 4 engine (goes as well as you'd espect)
[YouTube] Doom on Unreal Engine 4: Phobos lab (embed)

[05-15] Very good DOM maps for UT

[05-15] Some details on the "Booty Project"

[05-15] Newstuff #497

[05-13] RetroAhoy releases review of Quake
[YouTube] RetroAhoy: Quake (embed)

[05-08] Ancient Aliens: new megawad by Skillsaw et al.

[05-08] Colourful Hell v0.85
- Dakka compatibility patches


>> No.3230178

[05-19] Original dev of Chex Quest is remaking it on UE4

[05-19] DOOT

[05-19] Anon mod release:

[05-19] Midi covers from anon >>3224369

[05-19] Anon made speedmaps >>3223012

[05-18] Some madman tries to remake Doom on Unreal 4 engine (goes as well as you'd espect)

[05-15] Very good DOM maps for UT

[05-15] Some details on the "Booty Project"

[05-15] Newstuff #497

[05-13] RetroAhoy releases review of Quake

[05-08] Ancient Aliens: new megawad by Skillsaw et al.

[05-08] Colourful Hell v0.85
- Dakka compatibility patches

>> No.3230183

[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1 https://www.sendspace.com/file/t8c7jo
- Voices

[05-07] The /newstuff Chronicles #496

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026

[05-06] Anon mod release: Impatience
>>3191379 >>3193741

[05-05] Anon map release: TheGrind.wad

[05-05] Anon map release: Olde1.BSP (Quake 2)

[05-05] Doom'16 weapon sprite rips for G/ZDoom

[05-05] Arch-ville v0.98
>>3191871 (Cross-thread)

[05-05] Anon map release: ARSENAL REMADE (remake of a D!ZONE map)

[05-05] ZQ (wip)
>>3190845 >>3190853

[05-05] Anon map release: Mars One (wip)

[05-04] Anon map release: ToxStream.wad

>> No.3230186

[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250

[05-02] A Brief History Of @doom_txt

If you think something is a newsworthy, backlink to this post as well. Let's make proper OPs since now on together!

>> No.3230196

first for OP isn't a faggot

>> No.3230197
File: 703 KB, 441x297, 1461553187967.gif [View same] [iqdb] [saucenao] [google] [report]

Second for HDoom

>> No.3230201

Update never ever.

>> No.3230203

>not one
>not two
>but three news posts

What are some good combinations of mods and maps that feel like you're playing another game? Not like a TC, but more along the lines of a reimplementation of a commercial game in the Doom engine.
>Accessories to Murder and Epic give a nice Serious Sam 3 vibe
>BTSX E2 + Metroid Dreadnought is the Metroid game we all wish we'd get
What else is out there?

>> No.3230204
File: 2.98 MB, 960x540, output (10).webm [View same] [iqdb] [saucenao] [google] [report]

4th for not playing Vanquish last week

>> No.3230209
File: 39 KB, 497x627, BLEM.png [View same] [iqdb] [saucenao] [google] [report]

I just want to have this out there again, make sure everyone aware a new MIDI content producer is out there. I have brought you all Age of Wonders Defenders MIDI!


https://www.youtube.com/watch?v=jXWgTdq0hGA [Embed]

>> No.3230214
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google] [report]


Today, OP was a red-blooded heterosexual

>> No.3230216
File: 223 KB, 400x324, neat.png [View same] [iqdb] [saucenao] [google] [report]

now all we need is the doc

>> No.3230224

I wasn't aware Mike Bos did age of wonders soundtrack

>> No.3230227
File: 449 KB, 1280x1024, 2244102_original.jpg [View same] [iqdb] [saucenao] [google] [report]

Reposting because last thread ended.
Would a seeker missile leading their tracer be possible/has it been done?

>> No.3230236

that looks like a bad ut2k4 mod

>> No.3230245

You can remove ToxStream and TheGrind, they've been uploaded to Idgames with two other maps.

>> No.3230246

What is this?

>> No.3230247

Possibly because it is.

>> No.3230260

Troopers: Dawn of Destiny with Unreal monsters, I think. It's just a random image.

>> No.3230304

kegan, the shotgun pump sound in combined arms is too loud compared to the firing sound

setting a_playsound ("shotgun/pump1",0) and pump2 to volume 0.6 and making the pumps mono makes it better. i don't know why, but things always sound less sharp / sizzly when mono instead of stereo. this helped it match the shotgun firing sound which has no sizzle.

here's some flacs, smaller than the original oggs, that i put to mono and in one of them i lowered the tonal ting at the end https://www.sendspace.com/file/u3j6c8

>> No.3230306

>playing a mapset for the first time
>just unf a wall totally at random while waiting for some other shit to happen
>didn't see anything odd about the wall, just something dumb while waiting for a bridge to raise or whatever
>found a secret
I'm not sure how to feel about this. Does it reflect more on my ability as a Doomer to recognize secrets so quickly that I don't even know I'm doing it, the mapper's ability to design a secret so well that the player just instinctively finds it without any hints, or was it just pure luck and I'm thinking too hard about this?

>> No.3230309

if you ain't seen anything odd then it's just random

>> No.3230313

Can SBARINFO call an ACS int and use it in number calculation (like an image's x/y coordinates)?

>> No.3230316

What map?

>> No.3230317


>> No.3230321
File: 362 KB, 1280x1024, Screenshot_Doom_20160520_220706.png [View same] [iqdb] [saucenao] [google] [report]

Epic Map03, I'd never gotten this far into it before or seen any videos or it or anything. I didn't even look at the pillar long enough to see if there was anything weird about it.

>> No.3230330
File: 4 KB, 311x72, [NO].png [View same] [iqdb] [saucenao] [google] [report]

Fuck, why not?

>> No.3230342

probably because "the hud shouldn't affect the game", which makes sense

>> No.3230353

What? this is the game affecting the hud. I want SBARINFO to change how it displays certain information based on what an ACS script is doing.

>> No.3230358

the only way to get info from a script is by running it, since SBARINFO can't access any ACS map or world variables.

running a script to get a value from it could easily change other things.

there is this for DrawNumber though, upon further inspection:

>GlobalVar <num> - Prints the specified global variable in acs.
>GlobalArray <num> - Prints the value in a global array with the index of the playernumber.

>> No.3230360
File: 64 KB, 1280x720, Screenshot_Doom_20160521_124334.png [View same] [iqdb] [saucenao] [google] [report]

I just found that pillar, there's absolutely nothing to tell you it's a secret unless you looked at the automap, as it's invisible on the map. But even then that doesn't mean anything as the mapmaker seems like like randomly hiding linedefs for no reason.

>> No.3230364
File: 1.60 MB, 800x600, doortest.webm [View same] [iqdb] [saucenao] [google] [report]

i figured the point-and-click anon was using SBARINFO + ACS wizardry.
haven't seen him in a couple threads, though.

>> No.3230367

he is almost certainly using SetHudSize and HudMessage.

>> No.3230375
File: 479 KB, 672x537, 1433177161694.png [View same] [iqdb] [saucenao] [google] [report]

>It's an 'activate a switch that opens stuff at the other side of the map' (with no shorcuts) kind of map


>It's a large area crammed with demons with no space to dodge and no walls to cover kind of map

>> No.3230384
File: 28 KB, 320x320, Revenant.jpg [View same] [iqdb] [saucenao] [google] [report]


How about wide open spaces with chaingunners out the ass?

>> No.3230387

Okay then.. can SBARINFO calculate based on how much of an inventory item the player has, then (using in place of an int)? Like using CheckInventory as a number or something.

>> No.3230391

Didn't Skillsaw do this a lot?

>> No.3230405

Skillsaw does ARCHVILE WITH NO COVER traps a lot.

>> No.3230409

Archville has high pain chance with anything rapid fire though

Git gud

>> No.3230417

Wait, monsters have different pain chances with different weapons?
I didn't know that

>> No.3230421
File: 92 KB, 800x600, MAC-11 Custom Build.jpg [View same] [iqdb] [saucenao] [google] [report]

True, but it isn't exactly the most fun encounter, especially when used ad nauseam.

Hunted is a good example of a gimmick map where the use of Archies in unpleasant environments tailored to make it pressing and hectic, and it is good, it was an entire map built on one concept, done well.
However, it was only one map, and it didn't reuse this gimmick throughout all of Plutonia

It sometimes strikes me as if he's aiming purely for "GOTTA BE HARDCORE BRO" over fun. I really want to like Vanguard, but the monster count in some of the levels are just a chore, it's not challenging my skills, it's just challenging my patience and attention span.

>> No.3230425

they don't, and automatic weapons don't trigger pain chance better than the ssg.

ssg fires every 51 tics with 20 pellets

chaingun puts out 13 bullets in 52 tics

plasma puts out 17 bolts in 51 tics

each bolt/bullet/pellet has the exact same chance to proc pain chance

>> No.3230426
File: 115 KB, 303x331, two scoops of lead shot.png [View same] [iqdb] [saucenao] [google] [report]

Not for different weapons, but rate of fire or gross number of hits related to speed is to be considered if painchance is important.

The Cacodemon has a quite high painchance, so the chaingun and plasmarifle will work very good on him.
The chainsaw too, but only if he has nowhere to run, err... float.

Then you have the supershotgun, which doesn't shoot fast, but each discharge is a lot of projectiles, so a near full, or outright full score of shot on a monster, has a typically high chance of pain, it's guaranteed to make most monsters flinch roughly half of the time (and this is an integral part in the previously mentioned Hunted)

>> No.3230428

>but the monster count in some of the levels are just a chore, it's not challenging my skills, it's just challenging my patience and attention span.

So many wads do this, it's so unfair. Specially some that look REALLY good (Prodoomer, Ancient Aliens, Knee Deep in Zdoom). That's why wads like Return to Saturn X (at least episode 1) are so fucking good because they never feel tiring. It's just about the flow.

>> No.3230430

The final map of Vanguard was just awful. Fighting in a boring nondescript lava cave full of hurt floors and enviro suits for 15+ tedious minutes.

>> No.3230431

>High pain chance
It has a 3.91% chance to flinch from every hit.

Archvile without cover traps usually has them come in pairs and if you're pistol starting like you're supposed to you don't usually have a plasma rifle to try and roll the dice on it.
You're supposed to run far after knowing the trap is there ahead of time

>> No.3230449

Yeah, I loved the design and atmosphere of Vanguard, but only to a point, the lava cave shit just had me go "fffffffffuck it I know where it's going from here"

I have never gone from high to zero enjoyment so fast in a levelset that good looking, though I suppose that one level with roughly 150-250 monsters dancing on concrete pillars, as you circlestrafe the entire concourse around them, was a pretty telling warning sign.
And the garage full of mancubi.

I think that a lot of big name mappers don't actually have a very good grasp of good gameplay flow or good monster placement, like, they're not untalented, they can have very beautiful and interesting maps that would be fun to explore, but the gameplay is just substandard over half of the time.

>> No.3230452

Nope. It's the same for every weapon, but rapid fire = more hits = more chances to stun.

Super shotguns also have a very high stun rate, since the stun chance is calculated for each pellet. You can easily stunlock an archvile with the SSG if there are no other distractions.

>> No.3230457

Super Shotgun only has a 78% chance to cause pain on an Archvile per shot.
Skillsaw loves using 2-5 Archviles for his Archvile traps.

Do the math here.
SSG is still godly against Archviles and I really like Skillsaw's maps, I just don't care much for this style of trap in particular since sometimes you can't get away from taking a hit

>> No.3230462

That's about 4 out of 5 shots, assuming you score a full hit, so that's actually a rather reliable way to stun an Archie

>Skillsaw loves using 2-5 Archviles for his Archvile traps.
This is just tedious, if there's nothing to break line of sight, or at the very least large space to maneuver and other monsters to distract with infighting, that is just annoying bullshit

>> No.3230468

>if there's nothing to break line of sight, or at the very least large space to maneuver and other monsters to distract with infighting, that is just annoying bullshit
That is the complaint about Skillsaw's use of Archviles for the most part.

Sometimes they can be used well. Valiant had a few creative Archvile traps.

Ancient Aliens did not.

>> No.3230470
File: 826 KB, 685x852, 1441682780206.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3230471

While the SSG has a greater chance of stunning once every one and a half seconds, the plasma rifle's smaller chance is broken up into many more individual possible stuns. It's also actually capable of doing sufficient damage to kill an Archvile within the 66 tics his attack takes to execute, something the SSG can never do. I'd put my faith in the odds of either stunning or killing before a higher chance to only stun.

>> No.3230480

I just want to point out that I really like the plasma because it's such a good weapon.

>> No.3230483

You know Joel, that Swedish streamer who is part of the Vinesauce group?

Well, he finally did a stream with Doombuilder. It's a whooping 4 hours.


>> No.3230489

What's this about GLOOME having gotten a breakthrough?

>> No.3230490

I'm not the biggest fan of its sound or visuals, but functionally it's fucking great. Best weapon to carry with you into hostile territory.

>> No.3230494

>66 tics on Archvile attack
>Plasma rifle gets 1 shot every 3 ticks
>22 shots
>22 x the average of 5-40(22.5) = 495
>Archvile has 700
Not sure I'd want to be betting on this even though it should spike up higher(But never hit the max damage of 880)
Granted if there's absolutely no other options then fuck yes I am going to use the Plasma Rifle over the SSG here, unless that's not an option either.

Skillsaw uses more than one Archvile to prevent this strategy though.

>> No.3230496

I just started playing DOOM 1 for the first real time, 2nd last level of E2, and god damn I didn't think I'd enjoy it as much as I do.

Only doing Hurt Me Plenty. Had to redo E2 since I thought I'd just pistol the cacodemon in M1.

Is there any tricks I should know about?

>> No.3230497

I dunno, anon, what is it?

>> No.3230504

If you move forward while strafing you will go faster.
The BFG9000 is a close range weapon.
Ultra-Violence mostly determines enemy count along with Hey Not Too Rough and Hurt Me Plenty
I hope you have fun with Doom
Don't touch E4 until you're confident in your abilities. The first two maps are the hardest official maps made by id

>> No.3230506

Whoa, Joel makes Doom maps? it's the first I've heard of this.

>> No.3230512

After finishing Episode 3, move on to Doom 2, then go back to Episode 4. That's the order they were created in and Episode 4 will fuck your shit right up if you go straight to it from Episode 3.

>> No.3230514

Okay, thanks. Your first tip sounds like DoomRL where you're almost always wanting to move diagonally.

Is there any options I should be (de)selecting? I'm using ZDoom from the pastebin and also playing Ultimate, and have a 16:9. Everything seems fine, but I'm just wondering if there's any other recommended tweaks

>> No.3230518

sorry, meant 16:9 monitor. Playing default resolution.

>> No.3230526

No jumping, no crouching. This breaks levels a lot.

If mouselook is on and you want to keep it that way you should turn off autoaim.
If mouselook is off that is how Doom is meant to be played, with vertical autoaim.

It's really up to you on how you want to play it though.

>> No.3230530

oh, jumping should be off? This should up the difficulty a bit then, at least secrets-wise.

>> No.3230538

You don't have to turn it off if you trust yourself to just not jump.

Doom was not originally designed with jumping or crouching in mind so you can easily mess things up and get stuck or skip massive portions of levels.

>> No.3230554

I'm not sure whether he makes them, but I think he brought up once that he knows how to make them?

Personally, I wouldn't mind taking part in a map contest should he host one.

>> No.3230556

I would just go with PrBoom+ for playing through vanilla Doom.

This is coming from someone that mods for (G)ZDoom, the times I actually play Doom for fun anymore I do it in PrBoom+.

Great movement, great feel, comfy mouseturn, smoothest running, most maps are made with Boom in mind and you can record demos to boot.

>> No.3230576

I can't get over vanilla doom thing->thing collision

like goddamn I bumped into the thing, why is my momentum still going forward

yes this fucks me up, especially with skeletons and pink goblins

>> No.3230585

joel from vinesauce uses doombuilder for four hours


>> No.3230727

Yeah, just use any of the code to update the velocities of the projectile every tic and there you go.

>> No.3230731

When making a level for Doom 1, what do you consider the most important Do Nots to avoid doing?

>> No.3230734

Oh neat. I didn't know he made Doom maps.
I enjoy Joel's streams, so watching him build a Doom map for 4 hours sounds like a good night.

>> No.3230738

I like those punishing WADs with hordes of enemies. In fact, I get bored playing the commercial WADs and I have to put on -fast on them if I want to keep entertained.

>> No.3230740

well first off, do not pet the cacodemon

>> No.3230742

Don't overuse Barons?

>> No.3230745

Keep the layout intuitive and go easy on the closets

>> No.3230749

Whoops didn't see the repost
You could use this
I haven't looked at it in a while and am still on phone so can't but iirc it's well commented. Just make another version of the function that sets the calling actor to the velocities at t instead of spawning a new projectile. Also there is an unused version in there which uses quadratic formula and law of sines instead of just brute forcing the law of sines, at the time I thought I was fucking it up somewhere but I have since realized that I was using an outdated acc git version that apparently had some issues, so that might've been the culprit. You wouldn't really need it unless you wanted it to aim towards a collision moe than 11 seconds later though.

>> No.3230764

So which of those Community Chests are considered the best? I'm playing through one now and it has some decent levels, but sometimes there's a level that makes no fucking sense and irritates the shit out of me. One had me wandering around for 20 mins before I gave up and skipped to next map. I said out loud, "Fuck whoever made this." I then read on the wiki that the dude who made it died awhile ago.

>> No.3230783

>play btsx e1 map15
>far into the man cyberdemon spawns right next to me and kills me
>never saved


>> No.3230786

>man instead of map

>> No.3230798

I think 4 is the most well regarded. Also thanks to it's very good texture pack that comes included for use in your own levels if you feel.

>> No.3230806

This guy again.

I don't understand Inferno. Is it the 'hard mode' of Doom 1? It just seems like I have to keep evading and hope for an exit.

>> No.3230808

Map 1 is rough as shit if you don't know what you're doing but it gets better. Not that it isn't still difficult.

>> No.3230814

thats not just far into it, you were right next to the exit. that sucks

>> No.3230818

yeah, that's just shit level design in an otherwise great megawad

>> No.3230819

I got to 3, only bypassed 2 after getting frustrated with it and watching a speed run up to and including 2.

I'll try again tomorrow. Don't want anymore spoiled for me. Might even end up writing some notes lol

>> No.3230829

>Don't want anymore spoiled for me
The big boss is the Icon of Sin.

>> No.3230831

>What if I told you how fast Doomguy goes isn't necessarily equal to his speed?

>> No.3230837

shoot the final boss until it dies

>> No.3230864
File: 698 KB, 1038x916, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I meant speeding through levels.

But damn. I can't wait to figuratively kill Romero.


>> No.3230874

>not using the legacy captcha

>> No.3230885

The problem with that is that the missile would be completely unavoidable as it would have no maximum "turning angle", right? The way to avoid a leading missile is to fake it out after it's compensated too far in one direction.

>> No.3230887

Citadel at the Edge of Eternity, right?
I hear 2 and 3 are really good, dunno about 4.

>> No.3230902

I use appchan x. Otherwise /gif/ webm's would auto play at full volume.

>> No.3230908

No, just lead it into something or outrun it.
Keep in mind this might be even easier than a normal missile because it will correct to your current heading, but your current heading might mean a collision inside a wall. For instance, if one is coming down a hall towards you, you start from left side and juke right, it turns to its left to "track" you and hits the right (from your view) wall and dies. This could also be done in a open arena, so long as you have a wall somewhere. The only way it would be undodgeable is on a raised flat surface surrounded by damaging floors, in which cases regular seeker missiles would pose a problem too (the best case scenario being stable orbit, which still doesn't get rid of them.)
It would be trivial to add a clamp to the maximum angle change though, just use one arg and then it behaves like a decorate seeking missile.
Btw, the predictable nature missiles that intercept 100% of the time is why in tsp the hard mode monsters have a thrre way split between normal missiles, intercepting missiles, and missiles aimed at a random angle somewhere between those two paths.

>> No.3230916

"fake it out" was refering to crashing it into a wall as well, though it would be more difficult to do when the missile has a max turning angle.
>It would be trivial to add a clamp to the maximum angle change though, just use one arg and then it behaves like a decorate seeking missile.
I.. I don't know how to do this. That's why I'm asking if someone else has already done it.

>> No.3230925
File: 21 KB, 142x107, whrrzzzz.png [View same] [iqdb] [saucenao] [google] [report]

>go to sleep
>have a dream about part of a quake map, extremely detailed (even has the flickering pixels where the void leaks through a wall joint)
>wake up and immediately scribble down a sketch
>realize it's poop but start attempting to recreate it anyway


>> No.3230943

Yume Nikki Quake when?

>> No.3230946


>(ab)using lucid dreaming for mapping purposes

could this be possible?

>> No.3230952

>tfw have never been able to lucid dream
god that would be incredible, especially if you're someone who can remember their dreams well after they wake up

>using the weird shit your mind generates when you're asleep to make creative as fuck maps without needing the fucking architecture degrees all the best mapmakers have

>> No.3230953

Ah, I see. Though having no max turning angle would mean that it would be easier to fake it out, as it would be easier to get it to take an extreme angle when you move. This is assuming it isn't absurdly fast.
Do you know acs or c? There are tutorials online for both, with far more for the latter. Basically most things you will learn about c basics will apply to c, biggest difference is it doesn't have floats or double variable types and uses fixed point which is big ints. I forget the actual numbers right now and if I look it up my stupid phone will eat this post, but for precision say you have 1000 equal to 1.0, so 500 is 0.5, and you have to use fixedmul and fixeddiv (I think those are the names, again can't look them up) and fixed sqrt cause 0.5 * 0.5 is not 500 * 500 which would return 2500 or 2.5 but rather (500/1000)*(500/1000) which gives correct 250 or 0.25.
For the clamping basically just take the current angle at the start of the script, and when you figure out the new heading if the difference between the new and old angle is greater than the max angle, set new vector in old angle +/- max angle.
If you don't, I can maybe do it later. If you're on IRC or discord might be faster to bug someone else to do it because it's not much code and I'm currently on a stupid vampire schedule because I'm doing a bunch of dumb crap in the new attic for a while.

>> No.3230958

Whoops, this is meant for>>3230916, thought it ended in an 8 after I accidentally deleted last digit but was wrong.
Anyway I looked it up now and the number I used 1000 in place of is actually 65536. Also, forgot to mention, fixed point is not something unique to acs it's just not as common used in c where float and double are available. Carmack used it for Doom map coords though, which is why it's in ZDoom.

>> No.3230961

I do this sometimes. Or I get inspiration right before going to sleep.

>> No.3230963

>Basically most things you will learn about c basics will apply to c,
>Basically most things you will learn about c basics will apply to acs,

>> No.3230968

why does fireblue exist

>> No.3230980

Cause Mt. Erebus needed to look firey and blue.

>> No.3230990

I think, you could also make "prediction" code check if there's a wall in the area it predicts rocket to hit the player, and fire closer to the player instead, or make an iteration of wall checks, that will make it shoot at a wall near the player.

>> No.3230992
File: 840 KB, 1920x1080, spasm0004.jpg [View same] [iqdb] [saucenao] [google] [report]


New Quake map for Arcane Dimensions, a remix of E3M2, apparently something that didn't make the cut for the upcoming AD update in June.

It's a very pretty map, though a bit too similar to the original. The most different part is the final arena, which I think is pretty dull compared to its original counterpart and is visually strikingly plain and bland compared to the rest of the level.

>> No.3230993

Possibly one of Doom's most enduring mysteries.

>> No.3230996
File: 17 KB, 259x224, 1461409228996.png [View same] [iqdb] [saucenao] [google] [report]

Them little flame trails coming out of the lava though

>> No.3230997

Neat, I'll see how it is when I'm done pooping.

Those are Quoth things iirc, lots of maps in Arcane Dimensions use them as either orange flame trails or white mist/smoke trails to denote secrets or jump-into-the-tube areas (you can even see a few in the start map).

>> No.3230998

>predictive homing missile

You just need to have the missile spawn an invisible actor and store it in it's tracer pointer, then you have the invisible actor warp to the target with the target's velx, velz and vely in the x/y/z offset arguments. Probably gonna have to do an acs call for each

>> No.3231000
File: 78 KB, 640x960, 1463153568935.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to learn ACS but this is really, really flying over my head and too advanced for me right now, I'm really sorry.

Have you seen this projectile intercept script?
I feel like it's a lot simpler than the other one and might be easier to work out the clamping/change velocity thing. (Or at least it's not as mind boggling for me to read, the one you linked is full of so many little ints everywhere and I don't know heads or tails of what's going on! I feel awfully stupid)

>> No.3231019
File: 104 KB, 640x512, Zombies_wad_8.gif [View same] [iqdb] [saucenao] [google] [report]

Guys, I have an ethics question here. I know a common and generally accepted practice of the doom community is to reuse sprites made for other games or other wads in your doom mods.

Nobody seems to see an issue about that (I mean, Eriance's sprites pop up EVERWHERE, if this was a problem, the guy would have grounds be pissed)

Now, how do you feel about reusing someone else's maps ? I somehow feel like it's more of a gray area but I can't articulate why. Is it legit as long as you give proper credit ?

>> No.3231020


The thing is, Eriance specifically said "yeah sure you can use my sprites for whatever" and released them into quote-unquote "public domain". Hence why they're now in Freedoom as well.

A lot of mapsets (especially on /idgames) have little clauses in their Readmes which state it's cool or not cool to use the wad as a base for your own mod.

>> No.3231027

It'd be best to have permission.

>> No.3231034
File: 57 KB, 640x379, d95.jpg [View same] [iqdb] [saucenao] [google] [report]

who /Doom95/ here?
I refuse to change ports.

>> No.3231036
File: 64 KB, 854x480, mini-doom-2.jpg [View same] [iqdb] [saucenao] [google] [report]

I must have missed it (but I did CTRL+F on the previous 2 threads) but I am surprised /vr/ did not talk about this

Seems lovely.

I remember having to get into some kind of DOS looking screen to play in multiplayer with my dad, fun times.

>> No.3231037


the chaingun and the shotgun share ammo. And some of the sounds are weird, and the music is too loud

Fuckin nailed the art style though I adore it.

>> No.3231048
File: 4 KB, 218x200, pixeldoc.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3231054
File: 1.01 MB, 1920x1080, quakespasm-sdl2 2016-05-21 06-00-45-54.png [View same] [iqdb] [saucenao] [google] [report]

Ran through E3M2 as a quick refresher, forgot how fun a short McGee map can be. If you're playing it from a shotgun start (on Hard, of course), you've got to trade grenades with the Ogres a lot so you can save nails for the dual Shamblers and use the extra grenades you get for the zombies, and the Fiends are definitely annoying given that you only get the super shotgun after the Shambler fight. Couldn't remember where the damned second secret is, though (unmarked lower right corner of the crucified Jesus).

Let's see how the AD remix plays, then.

>> No.3231057


Thanks guys, I guess I'll investigate readme's and hope I'll find what I'm looking for.

>> No.3231065
File: 2.44 MB, 1000x563, Desktop 05.21.2016 - [View same] [iqdb] [saucenao] [google] [report]

Ah, okay. It's THAT kind of remix map.

The change from blue runic to more typical orange-brown rust-hell is iffy.

>> No.3231068

Reminds me a bit of Unreal.

>> No.3231069
File: 2.00 MB, 1920x1080, quakespasm-sdl2 2016-05-21 06-19-11-45.png [View same] [iqdb] [saucenao] [google] [report]

Without a grenade launcher, you're forced to use the Shadow Axe to get rid of zombies which is honestly not very fun given the confined quarters and needlessly long delay between hitting a button and actually being able to move around again, not to mention the chance of them wandering the wrong way and preventing you from actually getting the axe until you've wasted shells temporarily downing them.

The next Ogre area is pretty alright looking, as is the moonlight-lit top floor (where you get both the SSG and GL) but there's no Quad Damage to be found on the ground floor this time, just a measly 15-health pot that only opens after you've hit the center switch. Thanks, dev.

>> No.3231074

Took a while because I wrote replies but phone died just as I was posting them. Am at pc now but about to go to sleep.
The most reliable method I've found while working on this for another thing a while ago was launching fastprojectiles from the target that die in a tic and have speed and heading set so that they die when they reach the point you're trying to check. If you don't want it to stop if it hits another actor give it +thruactors. The drawback is that this is not instantaneous and takes a tic to get done. Forcespawning something somewhat works but is prone to both false positives and false negatives under certain circumstances.
Warping is generally spot on when it comes to displaying things, but where the game or acs thinks things are can be really wonky. Try to spawn something from a warping actor and you will see it sometimes spawning it nowhere near the line from the start to end point of it's warp. Using setactorposition can be more reliable but that has it's own set of issues that comes with it, as it can be finicky about what it will do.

>> No.3231078
File: 97 KB, 1920x1080, gzdoom 2016-05-21 22-20-00-59.png [View same] [iqdb] [saucenao] [google] [report]

>'The Hungry' Lost Soul variant in DoomRLA
>Fast as fuck
>Does a shitload of melee damage
>One of them can kill you very quickly
>They come in groups

What the fuck is this horseshit? Out of all the souped-up variants why is this one the deadliest?

>> No.3231080
File: 2.91 MB, 1000x563, Desktop 05.21.2016 - [View same] [iqdb] [saucenao] [google] [report]

I can see the resemblance, yeah.

Once again the gimmick is "close the door the player expects to go through in their face," and this time the normal floor is gone and the not-secret has become the correct passage (helpfully marked by a blinking red arrow).

The lava lights things up way too much, I feel. No shadowy crucified Christ with the head just out of the range of the light? Lame.

>> No.3231081

I've seen it and briefly looked at the code a couple of months ago, iirc the interpolation is based on target average movement rather than treating target heading as something that will continue at same and using law of sines, which would probably end up being more and less accurate, depending upon the circumstances (as in, if I worded that poorly, in some cases would be more accurate and in others less.) The taking the player rotation into account isn't something that my script is doing at all. IMO if you want to keep the player on their toes, the more methods you could employ to interpolate the better, and randomly switch between which one is used.
It looks like it is nicely integrated into decorate; if you find it easier to use then go for it. Probably use it with
the only thing is you would still have to go into acs to clamp the max angle the projectile can change without a lot of ugly decorate jumps or using the new scripting branch stuff. But any method you use will have to do that.
>I feel awfully stupid
Don't. Everyone gets overwhelmed with this stuff at first and if code is difficult to understand half the time it's the fault of the coder. I don't remember if I actually commented this that well or if it was the lightning spawning script that I commented well. Or maybe I commented neither well. I'm on a sleeping pill as I type this.
In any case most of those little ints are just switches. I may be on irc again at some point, but most of the time I'm not really there. Like I said before, vampire schedule.

>> No.3231089

Maybe I should try to complete Doom 2 with Hideous Destructor. Managed to also beat first maps of Deus Vult 2 and Sunder on it

>> No.3231092

>doom 2's level design
stream it, i want to fucking see this

>> No.3231095
File: 2.93 MB, 1000x563, Desktop 05.21.2016 - [View same] [iqdb] [saucenao] [google] [report]

You faff around for a bit, deal with fun Fiends in tiny hallways and fight some skullmissile throwing robe-wearing losers (who die so easily, why are they so overused in AD maps?) before doing fun fun fun first person platforming.

The bowels of the level have a somewhat Quake 2-ish feel with the lighting and vents everywhere, I guess, but use too much Q1 stuff to really be close.

>> No.3231104
File: 1.94 MB, 1920x1080, quakespasm-sdl2 2016-05-21 06-38-39-60.png [View same] [iqdb] [saucenao] [google] [report]

The slight blue tint to the outdoor-lit areas are nice, again (yay colored lighting), but some of the elevators are really fucking janky and stuttery, not sure why- IIRC ad_cruical has the same issue.

>> No.3231105


are those shotguns projectile based?

>> No.3231118
File: 2.94 MB, 900x506, Desktop 05.21.2016 - [View same] [iqdb] [saucenao] [google] [report]

The Shambler arena is massively expanded with a few zombies, an annoying Vore (running around the outside is juuuuuust too loose of a circle to lose its projectile's track) and a blue Hellknight wandering around instead of hiding inside the pillars. More enemies spawn, and then more enemies spawn when you kill THEM, and you basically just circle-strafe around until they're all dead.

Not too great.

Yup! Arcane Dimensions uses projectiles for both the single and double shotguns as well as the mod-specific triple barreled Widowmaker. They feel pretty good to use, and the speed is fast enough that if you can lead with nails, you can lead with shells just fine.

>> No.3231120

>firearms aren't instant
All interest lost.

>> No.3231123


That's pretty neat, what other weapons and weapon tweaks are there?


Well technically real guns aren't instant either, they just travel really fast.

>> No.3231126
File: 221 KB, 400x324, let go of my camera you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3231130

Oh hey it's those lost soul models I remember seeing some months ago.

>> No.3231132
File: 1.17 MB, 1920x1080, quakespasm-sdl2 2016-05-21 07-07-49-27.png [View same] [iqdb] [saucenao] [google] [report]

Quad Damage hiding in the wall you have to jump on a little ledge to get to. Would have been helpful before roaming around the fight but I guess I can use it for the Shambler(s) instead assuming they're still there.

git gud

>what other weapons and weapon tweaks are there?
Offhand: shotguns are projectiles, three new weapons (Shadow Axe- axe upgrade that does more damage and gibs enemies, useful for saving ammo on zombies and other things if you're gutsy enough; Widowmaker- triple barreled shotgun, SSG upgrade that uses 3 shells at once for triple damage; plasma gun- electo-pooty point and shooty upgrade for the Lightning gun that eats through lots less Cells); various new enemies both variants of existing ones (Ogres, Knights) and new (Golems, the various Hexen enemies), breakable entities like windows, new powerups, few other things I'm forgetting.

Definitely a good mod base (as is the Quoth modbase it in turn is based off), the levels included range from beautiful and fantastic to kind of sluggy but it's worth playing. Apparently there's gonna be a new version with more maps out this summer.


>> No.3231138

Does normal Quake have those shell ejections? it looks rather silly how they pop out of your face the moment the gun is fired. Needs a timing tweak I think.

>> No.3231139


Aw c'mon, give the original guy credit, not the gawker thief https://www.youtube.com/watch?v=hzPpWInAiOg

>> No.3231150
File: 2.43 MB, 950x534, Desktop 05.21.2016 - [View same] [iqdb] [saucenao] [google] [report]

It wasn't a QD after all, it's a Nail Piercer, which apparently lets your nails go through multiple enemies.

lmao 2shambler

>implying I'm going to sit there in front of two Shamblers, especially if this was part of a multi-map set and I was saving health for the next
>implying your lowering floor and angled walls are going to stop me from cheesing this fight just like in the stock map

Then you shoot a single Fiend and go through the exit portal (or a portal back upstairs, for whatever reason you'd want to do that- there's no Rune to be found here so who cares about secrets?).

Would up finding 2/5 secrets (nail piercer, yellow armor) and getting 86/86 kills. 6.5/10 it's alright but whatever secrets there are I didn't find because I'm dumb, doors-closing-in-your-face is funny the first time but stupid the second, shadow axe vs zombies in close quarters with slow buttons is kind of lame. Overall it's just slower than the original despite not being much larger.

I can see why it was left out of the Arcane Dimensions update but hell, I'd rather play this again than Crucial Error. Also the author got the name of the original map wrong- it's the Vaults of Zin, not Sin.

It doesn't, no, and it does look kind of silly in AD, but I guess they made them eject the instant you fire because AD has instant weapon switching like various other Quake games and mods (in stock Quake, you have to wait for the weapon animation to finish before switching weapons, and can't switch from the Nailguns while firing unless you let go of M1 first).

>> No.3231161

You can get the GL if you look around.

>> No.3231167

Just did the first 7 levels of Wolfenstein 3D TC.
I'm into it.

>> No.3231170

It's fun if a little boring texture-wise. It feels way more arcadey then even Doom.

>> No.3231172

>a huge downgrade of doom gameplay and level design
>I like it
but why

>> No.3231182

Maybe because I'm high, but moving really fast though the corridors and being able to shoot everyone quick enough to rarely ever get hit is kind of a power trip?
Not saying I like it more than Doom.

>> No.3231186

So you can, how about that? That makes 3/5 secrets, then, and gets rid of the axe-zombie mess. Dunno how I didn't see that button.

Maybe my brightness is fucked up.

>> No.3231207

Is Colourful Doom and LegenDoom cool together?

>> No.3231221

It is, but as you might expect things can get ugly fast when one of the nastier enemies goes Super Saiyan. You can probably tackle some of the black and white spawns if you get a particularly broken weapon or combo, but you're just straight done playing if those guys exalt on you.

>> No.3231270

it has really low health, if you know where they're coming from you can (usually) tear trough them with a battle rifle or anything

>> No.3231273
File: 232 KB, 640x480, Screenshot_Doom_20160521_141919.png [View same] [iqdb] [saucenao] [google] [report]

Why is it so dark?

>> No.3231278
File: 1.84 MB, 480x298, FukkenCybie2.webm [View same] [iqdb] [saucenao] [google] [report]

Sorry, can't do that. My connection is way too unstable to stream anything, plus I don't think it would be particularly interesting watch.

But you bring up a good point. I think I have tried it before, but got stuck on The Crusher.
Dead Simple probably wouldn't have fared much better. Perhaps it is best not to.

Excuse me while I try out how dead I am gonna get by loading Sunlust and HD together.

>> No.3231284

How does this look?


>> No.3231285

Too dark. And too spooky for doom.
And the reload animation is too smooth.

>> No.3231290

Oh shit it's a party.

>> No.3231296

I want someone to take the sound of the upgraded plasma gun from Doom 4 and put it in Doom 1/2. So satisfying.

>> No.3231297

It still has some crazy damage output though

>> No.3231319

Pump animation should be faster.

>> No.3231326

I havent checked Doom 4 but I think Doom 64 had a great sound and a neat idea, I remember that if there were no more enemies on the map, it would become silent.

>> No.3231331

Is there any mod adding Doom 64's enemies to a Doom 2 wad?

>> No.3231341

there was this mod, that let you choose for each gun and maybe even enemy if they had a doom or doom 64 skin, don't remember the name though, googling just for doom 64 enemies mod you get one for doom 1.

>> No.3231342


Circle strafe

>> No.3231348

Is there a wad where Doomguy's statusbar face gets progressively happier for a given amount of overheal he has? Like if you had 110% HP he'd look happier and 200% is his happiest

>> No.3231349

So, I understand that the two girls in Demonsteele is one half mecha girl and one demon possessed sword girl, but why don't we have a staff wielding magical girl?

>> No.3231350


>> No.3231379

Give him some other reaction with having greater than 100% health then

>> No.3231383

How about angry?

>> No.3231386
File: 459 KB, 807x1400, 1426730211613.jpg [View same] [iqdb] [saucenao] [google] [report]

That'll make the pain faces a lot more interesting.

>> No.3231428
File: 2 KB, 24x30, STFEVL0.png [View same] [iqdb] [saucenao] [google] [report]

Have you ever actually played Doom?

>> No.3231430

How do I stop making boring, Wolfenstein 3d-tier levels that just so happen to utilize the z-axis some times?

>> No.3231434

That's not happy. That's "fucking insane".

>> No.3231443

Play with detail. You'll be fucking around with stuff like hell rock formations, lights and computer terminals and such for hours if you let yourself get lost in it.

>> No.3231446

Insanely happy.

>> No.3231448
File: 158 KB, 1280x1024, Screenshot_Doom_20160521_110706.png [View same] [iqdb] [saucenao] [google] [report]

He's not a fucking Angry Marine, anon. He's a human being. I know Brutal Doom and Doom 4 try their best to convince you otherwise, but remember that Doomguy doesn't have a name because he's supposed to be YOU. If you interpret this as being constantly angry, insane, and literally incapable of ever feeling happiness, maybe you should seek professional help.

>> No.3231450

Never played Brutal Doom. How is it?

>> No.3231453

hey anon, I'm wondering, what licence is this under? How should I credit you? I'm thinking of using this in a non-doom project of mine.

>> No.3231459

Makes you feel like a psychopathic killer. Your guns gore enemies in incredibly brutal ways with them screaming and stuff.

>> No.3231461


Basically cut the average lifespan of an enemy way down, throw in some harder to dodge fancy glowy projectiles and some bullshit hitscan.

Oh and melee is instant death for both sides.

>> No.3231464

It's not that incredible. When you're aware, the dream starts breaking apart and it "crashes" if you try to experience something you've never experienced before.

Especially sex

>> No.3231465

It's sorta okay. There's more fun gameplay mods these days though.

>> No.3231469

BTSX E2 + Metroid Dreadnought
I need to try this, but doesn't dreadnought make you a little overpowered?

>> No.3231471
File: 354 KB, 1280x960, demonsteele.png [View same] [iqdb] [saucenao] [google] [report]

I think there is something wrong with my Demonsteele.
Lot of maps have lot of the floors lowered, for example, here is DV2's Unholy Cathedral. I am not supposed to get to central area until later, but the blockades have vanished. Only left behind the detailing in them. Really breaks lot of the maps.

I am using the latest GZDoom dev binaries and this doesn't happen with other mods.

>> No.3231474

Try redownloading DS?

>> No.3231478
File: 2.19 MB, 1366x768, acrobatics.webm [View same] [iqdb] [saucenao] [google] [report]

It does, but things balance out okay since BTSX E2 is pretty hard.

>> No.3231479

That would be the smaller player hitbox fucking up voodoo doll scripting. Nothing to be done about it except play another mapset.

>> No.3231482

That might be it, actually.
Shame... Seems like lot of maps rely on it.

>> No.3231483


>Voodoo Doll Scripting

Please don't do this modern mapmakers.

>> No.3231484


Holy shit those particles are so sexy

>> No.3231485


Pssst Show the Shinespark next

>> No.3231486

This is making me think, what's the best way to handle walljumps/wallrides/etc in FPS vidya in terms of control?

>> No.3231487


There's no easy way to do it. I pull up mirrors edge as an example.

The problem is the first person view is great for shooting, but when you get into advanced platforming you have to deal with some serious disjunction issues, which leads to vicious motion sickness.

>> No.3231490

But it's fun

>> No.3231497

Cross port compatibilty isn't such a bad thing anon
Just make the player bounce at the same angle a rubber ball would, with a velocity reduction factor that works with the rest of the game/mod

>> No.3231501 [DELETED] 


>> No.3231504

I fucked up

>> No.3231515

It can get pretty finicky as well. I tried playing Golden Souls today and I must say that GZDoom's physics are slippery as fuck when it comes to platforming.

>> No.3231525

Ranger is still pissed off all the time though, right?

>> No.3231526

I think you should be able to hack nashmove (less slippery movement) in there with just a minor adjustment to Golden soul's player class.

Anyway the slippeyness comes from vanilla doom, but it's a fucking mystery why modern ports don't allow disabling or tweaking it on the wad level

>> No.3231527

Oh yeah, totally. You don't just fight hundreds of Eldritch abominations and come away with a stable mind.

>> No.3231531

Parkour Fortress (TF2 Mod) does first person platforming perfectly, so the first-person view is the last complaint you should have about implementing parkour.

>> No.3231536

He should have just given the Shambler the hug it wanted.

>> No.3231543

And to add onto this, Ranger fights his enemies in worlds they've already conquered. Dead worlds with no hope left. His victories are hollow ones. Doomguy directly saves his species and his planet from the demon assholes who attacked it.

>> No.3231579

Is it worlds they've already conquered- or were those worlds made for them, with each dimension's inhabitants just as ancient as the runes and glyphs lining its muddy hallways and caverns? Hell is a human concept that everyone understands, the evil place of demons and lava- what do you do when you start venturing into worlds beyond things like emotions or feelings, places where fighting cloven-footed imps would be the best possible outcome?

And moreover, why do the Old Ones have grenade launchers?

Ranger is gutsier than Doomguy, at least, but it definitely left him in a worse state of wear (and if the Q3A player descriptions are to be taken as future-canon, Doomguy stayed at least somewhat level-headed and was always pretty stable while Ranger went right off the deep end once the deep end started staring back).

no one gives a shit about bitterman

>> No.3231586

>And moreover, why do the Old Ones have grenade launchers?
I though they adapted to Earth's technology. Notice how the most advanced demons have ugly weapons installed on them, it's recent.
Like the Cyberdemon, that rocket lawncher isn't Hell Techno, they probably adapted to UAC's tech.

>> No.3231589

Change your sector lighting mode.

>> No.3231593

I was talking about Quake, not Doom. No UAC to be found here, only the unnamed military in the slipgate complexes (whose skull-and-wings icon would be reused for the Strogg but we don't talk about them).

>> No.3231612 [DELETED] 
File: 18 KB, 210x240, trash2.jpg [View same] [iqdb] [saucenao] [google] [report]

>Registered: __-16

>> No.3231614

The detail doesn't affect gameplay though. I can work with detail, what sucks about my levels is the gameplay. If I could make tough as nails, fun levels, but only had use of STARTAN textures, I would be fine.

>> No.3231615

Thanks, it fixed things a bit.
Feels like it's still too dark.

Don't know shit about Quake, sorry.

>> No.3231618 [DELETED] 

Yeah, I've been going "bet it's a 2016-poster" whenever I read something retarded on zdf lately. There's been a lot of crazyposting lately.

>> No.3231620 [DELETED] 

What if they've been playing Doom for a while without posting on the circlejerks that are the Zdoom/Doomworld/Zandronum forums?

>> No.3231636

I grew up using that, before I realised there were source ports.

Outside of the frontend, I don't miss it at all.

>> No.3231638

Decided to finally get Quake 2 after playing too much Doom. What am I in for?

>> No.3231643

The warning that you should play Q1 first.

>> No.3231645
File: 907 KB, 1152x864, quake3 2016-05-21 12-49-47-50.png [View same] [iqdb] [saucenao] [google] [report]

Something that isn't really Quake.

Speaking of Quakes, how the hell do you get Q3A to play nice on a modern system? I don't have QL because I neglected to link it to Steam years ago and want to see some things beyond shitty compressed wiki pages.

>Ranger isn't a manlet

>> No.3231647


>> No.3231648

Dreadful boredom.

>> No.3231649

You can't fool me, I played Quake 4, I know how disappointment taste like.

>> No.3231650

Get either ioquake3 or Spearmint. The latter is a fork of the former with additional features. You could technically run Q3A on modern Windows and use console commands to change screen res but you might as well use a source port.

I don't know if OpenArena even uses ioquake3, but it runs on modern machines fine.

>> No.3231652


The only good quake. Except 4. My main point is that 3 is shit.

>> No.3231654
File: 3.18 MB, 1920x1080, spearmint_x86_64 2016-05-04 18-43-02-54.png [View same] [iqdb] [saucenao] [google] [report]

Here's a screenshot of Spearmint's splitscreen

>> No.3231658

Nice opinion, but I had too much fun with Quake 3 to believe you.

>> No.3231659

No. You have no clue. Q2 didn't age well like Doom or Quake 1.
I might have been the absolute pinnacle of tech at the time, but playing it today is about as fun as filling your taxes.

>> No.3231661

>try Giants Citizen Kabuto
>basic weapon doesn't have hitscan
I just wish all FPS had hitscans weapons. These are the best.

>> No.3231662
File: 1.46 MB, 1920x1080, quake3 2016-05-21 13-14-16-06.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I'll look into those.

>fucking portal technology and shit
jesus christ Carmack, now I know why id tech 3 is used in so much stuff

>different playermodels hold their weapons differently
>ranger finally has proper human proportions due to not being meant for 5:4
>HUD is still squished


>> No.3231663

And it works on OA too if you really wanted to for some reason. Like uh, character models? But you could just port them to Q3A.

>> No.3231667
File: 1.91 MB, 1280x720, spearmint works with openarena.webm [View same] [iqdb] [saucenao] [google] [report]

Forgot webum

>It's like Q3A but with freedumbs and anime and furries and bizzare shit

>> No.3231668
File: 186 KB, 760x596, also_elves.jpg [View same] [iqdb] [saucenao] [google] [report]

>Speaking of Quakes, how the hell do you get Q3A to play nice on a modern system?
Install and double click an executable. Maybe fiddle with autoexec.cfg if you're feeling fancy.

>> No.3231669

>Uninstalling Giants

>> No.3231670

>Ranger model doesn't have HUUUH
>fucking john carmack model does

id why


jesus christ why

>> No.3231680
File: 1.79 MB, 1920x1080, spearmint_x86_64 2016-05-04 18-48-03-47.png [View same] [iqdb] [saucenao] [google] [report]

The splitscreen options it has are surprisingly very friendly to configure compared to some PC games that have it. When selecting player models and key bindings you choose what player gets the changes prior to configuring, and individual players may drop in/out via the menu.

>portal tech

It took until Quake 4 to have the ability to shoot shit out of one portal and have it come out the other.

OA is supposed to be an open source alternative. The quality is a little over the place but provides a game for devs who want to port Q3A to another platform or some shit. I know one Android port of ioquake3 defaults to downloading OpenArena if you don't have Quake 3's data files.

The gimmick is the (somewhat crude) adult content. A major overhaul is in the works.

>> No.3231695

Look m8 unless you're running windows 10 vanilla out of the box Q3 works flawlessly on modern systems, I reinstalled it not too long ago

>> No.3231718
File: 1.13 MB, 1920x1080, spearmint_x86_64 2016-05-21 13-38-57-91.png [View same] [iqdb] [saucenao] [google] [report]


I've always been a UT guy, but these other silly one-paragraph Q3 characters have charm in oodles with all the model-specific HUUHs and gestures. also why is Crash the only Doom-type with a blank TV screen for a visor instead of an actual shiny one IS SHE NOT REAL

It doesn't like alt-tabbing.

>> No.3231725

what shinespark

>> No.3231732

>To kill the Quake's final boss you telefrag him
Somehow, it feels meta.

>> No.3231747
File: 325 KB, 1280x960, hollowicongo.png [View same] [iqdb] [saucenao] [google] [report]

Let's see if this is completely unplayable.

>> No.3231748

Oddly fitting for the setting though, no? How else are you supposed to kill Cthulhu's sister, a shotgun? If Lovecraft (or Call of Cthulhu) should have taught you anything it's that you've gotta think outside of the box to put the Old Ones back the fuck to sleep.

>> No.3231753

>Nobody seems to see an issue about that
Uh, people do get pissed about others taking their artwork without permission.
>Now, how do you feel about reusing someone else's maps ?
That would cause a shitstorm.

>> No.3231760


I see your Dreadnought+ BTSX E2 and raise a Roguelike Monsters on Technophobia difficulty for the true space pirate hunting experience

>> No.3231793

>downloading Quake setup
>meanwhile Startopia is only 700MB

>> No.3231807

Back years ago, music was the almighty eater of space.

>> No.3231812

>It doesn't like alt-tabbing.
Alt + enter for windowed or ctrl + f12 for minimize

you can even run it in borderless natively if you have the know how

console kiddies ruining my /vr/

>> No.3231814
File: 112 KB, 1280x960, hitboxes.png [View same] [iqdb] [saucenao] [google] [report]

Man, the whole smaller hitbox of Demonsteele breaking the voodoo-conveyors is pretty big bummer. Lot of Sunlust is absolutely demolished by it.

>> No.3231842

>mfw watching the Doctor Who "Water on Mars" episode
>a sound effect sounding like it came out of Doom
I must be dreaming...

>> No.3231843

Doom's sound effects are almost entirely taken from a stock sound library. You'll hear them all over the place.

>> No.3231851

Do you think I am retarded

Even in windowed mode alt+tab failed to do anything

>> No.3231860

Anyone here know anything about glsl fragment shaders?

I really want to use the ViewMatrix[2][0] variable in gzdoom which was suggested to me by someone on the forums, but the game refuses to recognize it. Is it a 1.x vs 2.x branch thing? Can't test on the latter, and I know for a fact there's been some hidden changes in how shaders work

>> No.3231862
File: 627 KB, 1366x768, Screenshot_Doom_20160520_082921.png [View same] [iqdb] [saucenao] [google] [report]

>playing claustrophobia 1024 with a mod that deals with killing spiders

why did i think this was a bad idea?

>> No.3231863
File: 29 KB, 671x673, 1463022394081.gif [View same] [iqdb] [saucenao] [google] [report]

p.s ViewMatrix[2][0] is supposed to be the cosine of the player's angle. I wanna make nice water surfaces

>> No.3231865
File: 724 KB, 1366x768, Screenshot_Doom_20160520_082929.png [View same] [iqdb] [saucenao] [google] [report]

oh. that's why.

>> No.3231885
File: 128 KB, 446x451, skellington.png [View same] [iqdb] [saucenao] [google] [report]


You chose your fate.

>> No.3231893

I suppose after all the bullet sponges the game featured is certaintly much better than shooting the thing for an hour.

>> No.3231945

Anons tell me.

Why are Maps 11-19 of Doom II so boring?

>> No.3231947

>bullet sponges
>wahh i can't instagib everything with my ssg

fukken doombabs

>> No.3231953

what the fuck is that fov

>> No.3231957


tl;dr right before you go to sleep, wake up and you think differently. Nikola Tesla loved this shit.

Just need to find a way to reach the Hypnagogic State that works for you.

I remember someone from history held a plate that would fall when he fell asleep, waking him. There's also http://www.wikihow.com/Reach-the-Hypnagogic-State-of-Sleep Could set an alarm on your computer for 15 minutes and try to sleep, see if you happen to be near sleep. Lots of ways to o it.

>> No.3231959


>> No.3231962

This is actually really interesting! I've always wondered if there was a term for that weird sort of feeling you have if you wake yourself up just on the edge of losing consciousness, and now I know.

>> No.3231985

The best way to experience hypnagogic imagery and the peculiar feeling of your body falling asleep while your mind is awake (It's like a weird tingling all over and then your breath becomes very regular while your body fades away) is to simply lie on your back and count breaths or "watch your eyelids" until it happens.

>> No.3231987
File: 197 KB, 640x415, railgun_original[1].png [View same] [iqdb] [saucenao] [google] [report]

You have twenty seconds to justify the existence of the railgun.

>> No.3231991


>> No.3231993


Instagib never would have been invented without the glorious inspiration of this lovely weapon.

>> No.3231995

Allows a disadvantaged player to make a comeback

>> No.3231996




>> No.3232001

It totally would have, though. If Quake never had its railgun Unreal would still have done it with the ASMD.

>> No.3232006
File: 28 KB, 960x540, 960[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3232016

Instagib has been around since Quake 1

>> No.3232023

quake 2

>> No.3232026

quake 3

>> No.3232030

quake 2

>> No.3232032

quake 1

>> No.3232036


quake 0

>> No.3232037

doom 1

>> No.3232039

doom 2

>> No.3232048

quake -1

>> No.3232050
File: 22 KB, 640x640, 1451107697456.png [View same] [iqdb] [saucenao] [google] [report]

that animation is sexy, but i agree with >>3231319

>> No.3232053


Doom 2 remastered edition feature Sgt Marks brutal doom and Master levels. pay 25$ for Plutonia and Evilution map packs now

>> No.3232065

Still don't t think the shotgun sprite should go into the screen like that. Unless the shotgun doesn't have a stock and the main character is a limp wristed girl with no firearms experience

>> No.3232075

Just tried Quake 2.
Gotta admit, it's fun and pretty good (way above Doom), but for some reason the GoG version has choppy animation and no music. At all.
And frankly, I don't like the gibs.

>> No.3232105

I got the GOG release specifically to grab the music files. I haven't tried launching the game through whatever executable the GOG release is using though, I used the Yamagi Quake II source port. You'll have to read up on how to set up the music files if you want to try using that.

>> No.3232109

By choppy animation, do you mean there's no animation interpolation? Because that's intentional, like with Quake 1.

>> No.3232114

Hdoomguy is dead. We need an other one who continues that legacy.

>> No.3232132

What I mean is that despite the weapons being in 3D, it's as animated as Doom. Which is probably intentional, yeah.
At least now I know where TF2's original bazooka comes from.

>> No.3232146

Yes, that's intentional. Source ports let you smooth things out but they look weird then.

TF2's Original comes from Quake 1, not Quake 2.

>> No.3232164

I love these Doom pics. Got any more?

>> No.3232185

What an idiot.
I meant that I actually played Quake ONE. The offering. The one with chainsaw guys throwing grenaids.

>> No.3232190

yeah because quake2.exe definitely had model interpolation

>> No.3232194

>model interpolation

>> No.3232201

as in the model animation is still in distinct frames, but the game smoothly animates between them

quake 1 didn't have it, quake 2 did have it, and quake 3 didn't use frame-based animation at all

>> No.3232206

Kinda like MikuMikuDance where you set up poses and the software takes care of moving them between frames?

>> No.3232207

I personally think you should refrain from using Cyber and Spider demons outside of the final and secret maps in an episode.

>> No.3232210

actually, clarification: quake 3 didn't use frame-based animation on the weapons or pickups

I'm not sure whether player models still did or not

>> No.3232212
File: 340 KB, 1366x768, Screenshot_Doom_GoTheWay.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3232214

Don't overdo it with the monsters. I've seen too many games getting too hard too quickly when there's a lot of monsters.
Like Victor Vran, by the end of the game, there are so many monsters on screen you can barely attack.

>> No.3232225
File: 80 KB, 766x960, 1460280773165.jpg [View same] [iqdb] [saucenao] [google] [report]

>A secret is revealed!
>blur sphere

>> No.3232231
File: 613 KB, 1618x910, 1458996554648.jpg [View same] [iqdb] [saucenao] [google] [report]

>CAPSLOCK on the OP's subject is back

>> No.3232236

Enjoy your buggy and janky port.

Chocolate Doom is better for vanilla, PrBoom is better for gently enhanced vanilla.

They're infinitely worse in Shut Up And Bleed, where they'll charge you from a distance and explode in your face if you don't get out of the way.

Just a few of them can absolutely kill you from full health on medium.

>> No.3232237

From my experience, all that powerup really does is make the enemies miss you a bit more often when they try using ranged attacks on you.

>> No.3232238

quake 3 uses separate animation rigs for the top and bottom halves of the player models if my fiddling about and watching doomguy run around with helicopter legs is any indication

>> No.3232239
File: 53 KB, 960x720, nope.png [View same] [iqdb] [saucenao] [google] [report]

Just beat DOOM. If Episode 1 was shareware, then I hope to god no soul ever paid money for the for the full game. This deception is straight up criminal. I have never seen a promising game fall apart like this. If DOOM receives praise over DOOM 2 for "better level design" then I hope I never have to play it. Jesus fucking CHRIST.

>> No.3232242

>helicopter legs
That makes me giggle for some reason.

>> No.3232246

Because Wolfenstein 3D is delightful arcade fun?

Final Fight 3 is dated too but I love it.

>> No.3232248


Here is where I would normally post a slowpoke image.

But you've manged to predate slowpoke.

>> No.3232251

>next fight throws two dozen chaingunners at you with no cover
Bet you wish you had that blursphere now, fucker.

>> No.3232253

You mean people buy or play games after its time of relevance?

>> No.3232256

>mfw this is the entire reason I gave the player an always-available blursphere toggle that just consumes cells

>> No.3232259
File: 124 KB, 960x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3232261

I've always been a fan of replacing the blur sphere with something useful.

Like a quad damage mod.

>> No.3232263

Play Quake afterwards, just straight up consistently great level design.

>> No.3232285

git flashlight mod

>> No.3232301

So, in Quake, I found the secret Nightmare mode (and got my ass kicked), but shooting the lamp near the Nightmare portal triggers a strange message. What is it about?

>> No.3232306
File: 122 KB, 800x500, heretic.jpg [View same] [iqdb] [saucenao] [google] [report]

Can we talk about how fucking great this game is? I'm on my second playthrough and I love every second of it. I always hated medieval/D&D settings, and this was the first game that made me enjoy a world like that. Only other game that made me feel like that was Dark Souls.

It's like Hexen but without the convoluted world&level design.

Are there extra levels for this? Noteworthy mods/WADs???

>> No.3232312


>> No.3232314

Leftover from an early version of the game. Shooting the lamp is supposed to open an easter egg area under the Normal mode bridge, but the easter egg got cut out and moved into a later level and no one remembered to remove the trigger on the lamp that gives you the message.

>> No.3232318

I fucking hate the HUD but I love these gauntlets.


>> No.3232348

>the Strogg but we don't talk about them
why not?

>> No.3232357

Now that I'm playing Quake, I seriously wonder if the zombies throwing their guts at you in Painkiller isn't a reference to the zombies in Quake.

>> No.3232367

i'm dumb and I don't see Doom 64 pc download link in the pastebin, last time I thought I saw it

>> No.3232372

Cause the Strogg fucking suck. Quake 2 is overrated garbage that has nothing to do with the original. They just slapped the brand on the newest id shooter, much like Far Cry 1 and 2.

I'm still hoping for a proper sequel. If DOOM sells, they should get some Lovecraftian Quake action going on as well.

>> No.3232375

>hoping for a proper sequel
please god no
quake is only as good as it is by pure fucking chance, there's no way they can recreate it

>> No.3232379

I honestly couldn't give less of a shit about the theme. There's no chance of a "proper sequel" to Quake because they're just going to betray its style of level design. No AAA dev is going to make a game with short, self-contained and abstract level designs.

>> No.3232381


If quake 1 is so good, how come every quake after that are all sci fi shooters?

Checkmate atheists

>> No.3232382


I don't recall there being one.

>> No.3232394

Not talking just about the theme, Quake 2's gameplay is awkward and clunky and has nothing of Doom and Quake's fluid movement. Everything in that game feels jerky and unsatisfying.

Cause generic sci-fi is easier to make than surreal horror.

>> No.3232405
File: 1.15 MB, 1920x1080, SCREENSHOOT.png [View same] [iqdb] [saucenao] [google] [report]

Please try my graphics demo and please let me know what you think about the graphics. Obviously nothing is representative of anything, this is just a sandbox for animation, resolutions and overall graphics. Make sure to rune the game at 1080 and at Fantastic graphics or else it's going to look like shit. Thanks guys,


>> No.3232430

I liked Quake 2, I thought it was great.

Would love to see Quake 1 get revisited though, Doom 4 is good, maybe they'll make a new Quake good?

>> No.3232439

>Why did you quit from the registered version of QUAKE? Did the scary monsters frighten you? Or did Mr. Sandman tug at your little lids? No matter! What is important is you love our game, and gave us your money. Congratulations, you are probably not a thief.
Games were really abrasive back then.

>> No.3232460

>Don't quit now! We're still spending your money!
At least they're honest.

>> No.3232461

>Cause the Strogg fucking suck
They may be generic, but I still think they're cool with the whole assimilate useful beings with cybernetic surgery shtick they have going for them.

>> No.3232464

>hey, ron! can we say
'fuck' in the game?

>> No.3232465

Not if they continue to half-ass the enemy encounter design

>> No.3232473

>Crash will sometimes flirt with Doom
For all the shit Quake 3 get, the bots had some really fun messages.
I still remember that one time a bot told me to shut up.

>> No.3232479
File: 3.18 MB, 2560x1440, quake035.png [View same] [iqdb] [saucenao] [google] [report]

>Quad and Invulnerability locked up behind glass

What can possibly go wrong?

>> No.3232503

Well, encounters could use some polish, but I they seemed to be open to criticism, I think it's not TOO entirely unreasonable to expect that they'll take that to heart for a sequel, or if a new OG Quake would ever happen.

I think we're on the cusp of a new golden age of FPS

>> No.3232507

Oh yeah, obviously multiplayer would have to be better too, but yeah, a considerable step forward at any rate.

>> No.3232518

i like the look and feel in general, but that shotgun animation is _fucked up_.

>> No.3232529 [DELETED] 

>doom babies

>> No.3232542


>Wolfenstein 3d babbies

>> No.3232545

>Hoop and Stick babbies

>> No.3232546
File: 81 KB, 480x320, BJ_Wolfenstein_3D.png [View same] [iqdb] [saucenao] [google] [report]

Say that to my face, and not online!

>> No.3232552
File: 194 KB, 557x605, just.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3232557
File: 22 KB, 340x350, hitler-wolfenstein-3d.jpg [View same] [iqdb] [saucenao] [google] [report]


Guten Tag Sweinere

>> No.3232559

goddamn it

>> No.3232564
File: 950 KB, 1370x726, oldblood_nightmarelevel.png [View same] [iqdb] [saucenao] [google] [report]

How do I get motivation to continue making my WAD?

>> No.3232565

was Quake meant to be played with software rendering? honestly never played it on an OS before Windows 98se so I had no expectations other than obvious graphic and frame rate deterioration. Gotta say the animations finally felt at home.

>> No.3232567

you will dishonor your family, your county, and mostly yourself.

>> No.3232570


Well if your WAD is a Wolfenstein 3d styled level you have my pity.

otherwise I suggest taking a break, or try making something while under the influence, then posting it online before the alcohol wears off and you realize what you have done.

>> No.3232573

tfw I want the answer to this so bad

just motivation in general

>> No.3232580

I want to play your wad. Finish it then fag.

>> No.3232587
File: 78 KB, 192x192, Animated_Death_Knight.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3232590
File: 27 KB, 417x242, 1459494718891.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3232593

90% of motivation is just fucking doing it

like i love making music, but i'll procrastinate and not touch my gear for weeks at a time, and every time i sit down and start fiddling i always wonder why i stayed away so long

a big part of it is also seeing results: if you're bashing your head into a wall for hours a day and seeing little or no progress you probably won't last too long

make small, reachable goals

>> No.3232598

Why do I hear a constant, high-pitched squeal in the background when using gzdoom?

>> No.3232603

What else has the Quake teleporter exit SFX been used in? I know I've heard it before.

>> No.3232606

Can verify.
Even when it's unfun, and annoying, just sit down and force yourself to work on it even if you have no motivation to do it.

It'll be a pain in the ass. It'll be painful. It'll be a serious grind. But it'll be worth it, anon.

>> No.3232612
File: 703 KB, 1280x1024, Screenshot_Doom_20160521_193554.png [View same] [iqdb] [saucenao] [google] [report]

Anyone up for some duels? Give me your best shot.

[Doomshack.org] Progressive Duel (NS)

>> No.3232616
File: 91 KB, 640x480, sham.gif [View same] [iqdb] [saucenao] [google] [report]

DooM, DooM 2, Quake, Quake 2
Which has the best soundtrack?

>> No.3232641

Quake, no contest. Doom is the runner up, Doom 2 and Quake 2 don't even rank.

>> No.3232645

Why do people hate doom 2's level design yet love doom 1s?

>> No.3232657

Quake has a soundtrack?

>> No.3232658

That's just Graf, don't mind him.

>> No.3232670

It's less about hating Doom 2's maps and more about hating Sandy Peterson's (or at least some) maps. Doom 2 has some very fine levels in it, but there are some like Downtown which uses too much verticality to the detriment of vanilla gameplay

>> No.3232672

it has something to do with extremely high fps, I get it at 700+fps

>> No.3232673

Ambiance music like Doom PSX/64.

It's pretty well done too

>> No.3232681

What mod is this?

>> No.3232683

>doesn't dreadnought make you a little overpowered?
It does, but I've been finding that after a while of playing (like, full energy tanks and 255+ missiles) the mod likes to crash when I enter/exit from morphball. I don't know why, maybe it's all the items.

>> No.3232768

the more you edge the bigger your wad will be

>> No.3232774
File: 3.37 MB, 5406x3094, 1462488322291.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3232782

Really wish the soundtrack also had a midi version of each song. infatuated with midis at the moment because I can hardware playback now :D

>> No.3232789
File: 603 KB, 960x544, QUAKE.png [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.3232802

Dooms rip-off metal soundtrack is much better for blasting monsters than Quakes spooky ambiance imo.

>> No.3232853



>> No.3232904

Just out of curiosity, if you guys had a character that wielded a powerful melee weapon, and a shotgun with an altfire where he throws a grenade, what would be a good altfire for the melee weapon?

I was thinking either some kinda energy wave, or a boomerang that when it clobbers a monster, it yanks them towards you for easy meleeing.

>> No.3232920

Hello, is there any decent game recording software that can simultaneously use outside codecs (I'm thinking Lagarith Loseless), and record game and microphone channels separately (so I could make a vid without my voice, and a separate audio channel for commentaries), and also record (G)ZDoom? DXtory doesen't seem to hook on the newer version.

>> No.3232930

a chain of sorts to pull enemies towards you, kind of like the Painkiller. That or an attack that pushes enemies away from you.

>> No.3232939
File: 244 KB, 499x310, eva auf widhersen.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3232946

I've never had this.
I'm looking at getting a brand new computer soon, should I pump up the graphics to make sure the framerate doesn't get that high?

>> No.3232947

Aim down sights, of course.

Serious answer, it depends on what the melee weapon actually is.

>> No.3232950

Generally people won't care if you package maps into a compilation.

>> No.3232954

I got rid of it by turning on v sync in gzdoom's options

>> No.3232957


>> No.3232958


A big fuck off two handed sword

>> No.3232959

other then brutal doom, what mod can satisfy my berserker blood lust?

>> No.3232963

>Powerful melee weapon
What kind?

Sword waves
Boomerang axe or huge power slash
Giant slam of smashing faces in
Alt fire changes it to a fun weapon instead

>> No.3232967


Obviously I suggest you make the secondary attack a whirlwind style attack or a wide range cleave. Lower damage, but hits EVERYTHING within range.

You want guns? Trailblazer

You want swords? Demonsteele

>> No.3232973
File: 64 KB, 1339x616, sandy.png [View same] [iqdb] [saucenao] [google] [report]

I like Doom and Quake 2's music the best tbqf

It's more like Doom 2's level design is such a mixed bag, the first third of the game is mostly really good, then after that part the levels are either very mediocre or not good at all, mostly anyway.

Like, Ep1 and 2 of Doom is my favorite, and Ep3 and 4 feel not always quite as fun (but never bad), then the first 10 or so maps of Doom, I love them, but map 12 just completely makes it lose steam for me and it's hard to get it back after that point.

I think the problem is that Sandy Petersen, while not a bad mapper, was left doing more maps than he probably should have.

He's at his best when doing abstract and surreal maps, like a lot of Ep3, but the thing is, Doom 2's supposed to be Hell On Earth, and they needed some more realistic environments, like the city and industrial kinds, and since he was left having to pick up a lot of Romero's slack, he had to do some city levels, and Sandy just isn't good at making sensible or realistic environments, his style is also kind of noticeable, and you sort of feel it a lot, you get some fatigue with his maps after a while of playing them one after the other.

>> No.3232975

what about ripping?

>> No.3232978
File: 216 KB, 449x367, Iamnotamused.png [View same] [iqdb] [saucenao] [google] [report]

>Dark Side of the Moon Version 2.wad
Which one of you fags made this?

>> No.3232981
File: 27 KB, 550x498, 1446496870312.jpg [View same] [iqdb] [saucenao] [google] [report]

How are the Quake 1/2 expansion packs?

>> No.3232985


So you bought the game on steam, huh.

No worries, it happens.

>> No.3232987

Are you talking about the map someone edited to hang the PC or moonbase anon?
The original moonbase alpha that guy made shortly after the board got made was great and so was dark side of the moon but the former is forever lost to the void now that the download link expired.

>> No.3232989

I'm guessing the primary attack already fills the "wide attack that hits a lot of things at once" role. How about a shoulder tackle that stuns enemies, and also pushes them back (including hurting them if they are knocked into a wall, ala Disc of Repulsion) if you start the tackle next to them? I mean the character is obviously beefy enough to swing a giant sword, might as well throw that beef around too.

>> No.3232990

I'm having some compatibility issues with knee deep in zdoom and smooth doom, halp

>> No.3232991

>They still haven't patched the Steam version for it to have music
Well at least I can use DarkPlaces with it, along with a music patch someone made for it.

>> No.3232998


Sadly, few mobs allow for the good ol fashioned rip and tear.

>> No.3233003
File: 97 KB, 150x150, headsmash1.gif [View same] [iqdb] [saucenao] [google] [report]

All I know is the name of the wad and that it's shit. It looks nice, tons of detail and everything, but holy shit there's no room to maneuver or dodge hardly anything, there's not nearly enough ammo to deal with the archviles, and the monster encounters are designed like shit. Fuck this wad man.

>> No.3233016

Haven't done enough for q2, q1's are neat.

>> No.3233017

Just record game audio with the recording software, then record your voice in audacity.

>> No.3233023

What recording software? Fraps, Mirillis and OBS use their own codecs. Bandicam skips frames, DXTory doesnet hook.

>> No.3233052

I haven't gone through the reckoning, but ground zero is "TURRETS: THE EXPANSION PACK"

>> No.3233053


The two aren't compatible.
Simple as that.

>> No.3233059

Oh, I thought you meant the terry trap some guy made out of it.

>> No.3233060
File: 430 KB, 1920x1080, 2016-05-21 19_34_26-Greenshot.png [View same] [iqdb] [saucenao] [google] [report]

The Midi Cover is done by me, Myrdred. You would have to contact Michiel Van Des bos the guy about liscence specifics for the actual tune, but as this is basically the tune note for note it wouldn't be appropiate for you to make money off what you release, but all is fair else-wise. If you wanted something like this for a commercial product I would need to pull a Bobby Prince on it.

Look for Myrdred in steam with that same BLEM logo and I can talk with you as well.

As for REKKR, what I made the music for, I want to get to making original tunes, and given that it deserves a Hexen-y sound, I wanted to go into the direction of: "imagine an alternate universe where Michiel had to compose the music for Heretic/Hexen and invent something new off that". If you want some new dank shit you can drop a line.

>> No.3233061

I played Doom myself years and years ago and probably play it every year to this day, but I don't know anything about the current culture so bear with me.

I want to try making a few levels, but I admittedly don't want to do it if it nobody will end up playing them.

Is there a market for Doom levels that are vanilla? By that I mean using just Doom 1/2 assets and textures and not relying on any great innovation of level design/mechanics, etc.

Just some solid levels that let's assume for the purpose of this question, don't suck.

>> No.3233076

wonder what that neural network with the MIDIs has done so far

>> No.3233078 [DELETED] 

Aquarius199's youtube channel is the most over-rated shitheap.

Dude can barely play the game properly, his commentary is the same mundane shit in every video (though I do appreciate it being text rather than voice) and all he does is review terry wad after terry wad.

Fuck that guy.

>> No.3233081

I think there are always some guinea pigs who are willing to try out new shit.

The guy whos making REKKR, a nordic theme TC needs mappers.

However I feel most people will stick to maps associated with Cacowards: either made by people who end up on it, or maps featured in mods.

If you want to get good though, like with anything you should network. Find people you can either collaborate with or who are willing to test your levels. Testing levels by yourself is both a chore and not really as effective.

Also people are really cool with playing vanilla textured WADs, and part of mapping skill is working within constraints. I recommend you play Going Down, it is perhaps the best played and best looking WAD that uses pure vanilla assets (except for spoilers but that is a technicality for outside of 31 maps).

I recommend finding a community project to collaborate with. This is why I want there to be a new /vr/ one. I had a neat head-canon idea of having a community project featuring tyson levels. community projects are a great example of something that brings out pros and noobs together united under a certain set of constraints.

>> No.3233094
File: 2.71 MB, 626x352, halfswording 2.webm [View same] [iqdb] [saucenao] [google] [report]

Does it have halfswording? That should be the altfire, if you can get sprites for it.

>> No.3233105

Quake 1's expansion packs are okay. Armagon is pretty cool and Dissolution is pretty meh. Haven't played Quake 2.

>> No.3233108 [DELETED] 
File: 30 KB, 658x464, NiTROACTiVE.png [View same] [iqdb] [saucenao] [google] [report]

He's an autist and he thinks he's the AVGN of Doom wads. He has a deviantart too where he posts his Doom OC.

>> No.3233116

>what is this, a dose for ants?
>what is this, a generic prescription? thanks obamacare
thanks, doc

>> No.3233118 [DELETED] 

Actually, scratch that. He posts muscle furry fetish pics.

>> No.3233119
File: 460 KB, 900x675, Micro Uzi, 9mm Luger.jpg [View same] [iqdb] [saucenao] [google] [report]

What if he pulls out a Micro Uzi or something and does a magdump? Just fire off the entire magazine in an instant.


Can easily fire off 32 rounds in 32 tics, really fast, only put a muzzleflash on every other fire frame to give a more dynamic impression, even better if each muzzle-flash is different in shape and size from the other (you can just flip and rotate it multiple times, scale it, etc).

Gameplay wise, it'd almost be like a large, slightly drawn out shotgun blast, but it's got a different feel to it, and you can kind of direct the shot pattern, if that makes any sense.

>> No.3233121 [DELETED] 

now we're talking

>> No.3233126


what cool things has this new acs library made possible

>> No.3233128

What do you use for midi-ing? I kinda wanted to fuck around with some. I have no experience in composing and no musical inclinations that I'm aware of. But I did fuck around with a bass guitar for a while in high school.

>> No.3233139

What Doom wads will make me feel like a macho man?


>> No.3233146

nothing, really; those are all convenience functions

>> No.3233147

It doesn't really make new things possible, it just males the path to doing existing things not retarded.

>> No.3233149

Why did it quote thread
Also meant *makes lil

>> No.3233150


>> No.3233152

pictured is FL Studios. You can even make MIDIs without a synth, you just need some guesswork and troubleshooting to get the sound right. Get a soundfont like SGM-v2.01 and look up some tutorials!

All you have to be is a fan of music to be able to make shit really.

>> No.3233154
File: 262 KB, 1366x768, Screenshot_Doom_HORROR_IN_THE_CARIBBEAN_SEA.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3233159
File: 3 KB, 350x240, ZOOM IN.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3233164

didn't cthulhu get killed with a boat?

>> No.3233167

they had the doom door sound effect in that episode with the space satan

>> No.3233168

when I think macho I don't think purple

>> No.3233172

there's GMOTA, where you punch skeletons into individual bones and don't afraid of anything

>> No.3233173

I'll look into it. Thanks.

>> No.3233176

aren't they just the Borg, except angry?

>> No.3233179

From what I remember, the crash from the boat just puts him back to sleep.

>> No.3233182


Tempting. But I wanna stick with a more medieval themed set for weapons. His shotgun is actually gonna be a blunderbuss.

I just wanted to keep my descriptions vague because I got something planned

>> No.3233183

>is there a market for vanilla
Absolutely, some of the most hailed mapsets are Vanilla and Boom format.

I suggest giving Boom a look, it's basically like Vanilla, but it just allows you to do a few more practical things and work to slightly better limits, it's like Vanilla but more convenient for a mapper, like a couple of more linedef and sector types (like in Vanilla Doom, there only exists a linedef to scroll a texture to the left, but Boom has linedef types for scrolling a texture whichever direction you want), it generally allows you to do some simple things that would otherwise require more fiddly trickery to pull off in Vanilla.

>> No.3233184
File: 1.21 MB, 1200x1785, 1463875114339.png [View same] [iqdb] [saucenao] [google] [report]

Quick question, been feeling like an idiot over this but how would I get metroid or GMOTA to work on a WAD that's not one of the standard ones like Doom 2 or something.

Trying to run it through on GZDoom but I can't figure out how to use it on something else and I'm sure there's an easy way to do it, but most google results seem to be just how to open a custom WAD.

Just want to try GMOTA on some megaWADs.

>> No.3233189

What? What?

Fuck, no. He's not dead, he's just not currently alive due entirely to the positions of the astral and celestial bodies. At some point their conjunction will revive him. Nothing so puny as a boat would kill him, nothing humanity has ever invented would even phase him.

>> No.3233191
File: 464 KB, 1366x768, Screenshot_Doom_HellKing.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3233193

I wonder what it'd be like if Mechadon and Vader did a megawad together.

>> No.3233207
File: 137 KB, 466x492, 1463663660141.png [View same] [iqdb] [saucenao] [google] [report]

I-is that loss?

>> No.3233220

drag both onto gzdoom or use zdl https://www.dropbox.com/s/o68iafxaisjify7/ZDL.zip?dl=1

>> No.3233229

I've heard people say that scourge of armagon is better than vanilla quake

>> No.3233235

what if we just kept hitting him when ever he gets up?

>> No.3233238


No. We try to distance ourselves from /v/ around here. :-)

>> No.3233240

I know colourful hell and legendoom work together, but are there any other examples of monster wads that are either compatible with other things or even better with most things? Would prefer something more serious than colourful hell if possible, though I imagine I can't be too picky.

>> No.3233245

Given certain incidents around here, that obviously isn't true, at least not anymore.

>> No.3233248
File: 109 KB, 540x625, 1463811007798.jpg [View same] [iqdb] [saucenao] [google] [report]

can someone edit this image and make the woman doomguy, and the kids demons, preferably imps

>> No.3233251

Is it possible to make brutal doom work with other pwads?

>> No.3233263

LegenDoom is supposed to be compatible with most monster mods from what I understand. Try running it with Dark Doom Creatures.

>> No.3233265
File: 388 KB, 1284x980, 1462732752367.jpg [View same] [iqdb] [saucenao] [google] [report]


fucking lol

>> No.3233269

Nobody can stop you, I'd say credit them. I was thinking of using some of Sgt Mark's city maps as a base for a post apoc mod I was working on. I don't give a fuck, I would just make it clear that it's not my map.

>> No.3233275

what would that accomplish?

>> No.3233283

Quake 2, easily.

>> No.3233285

If you think Deathmatch with more than 4 players is fun, kill yourself.

>> No.3233289
File: 4 KB, 72x107, mushsprite.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else thinking about the Vinesauce Doom mapping thing?

No idea if it's actually happening.

>> No.3233290

Yeah, if it's just maps. Or just steal shit out of it and merge them if you want it that badly. I stole the "flaming running zombie man" and a bunch of the flame sprites for my molotov mod.

>> No.3233292

The soundtrack was literally the best part of quake. Its what made it into an immersive experience. Without the soundtrack it would be just be a gloomy maze shooter.

FL Studio
I also use this

>> No.3233295

>fun deathmatch
Pick one.

>> No.3233304

If the map has a lack of SSGs everywhere, yes, it's very, very fun. It's only good with four people though.

>> No.3233309

now that was left handed!

>> No.3233312

>knowing what fun is
Go to /v/ with your fellow brain-dead modern gamers and play your Call of Duty garbage.

>> No.3233318

Shield. Make render hitscans down to a small fraction of what they would usually do. Don't listen to the people who want you to put ranged attacks(shockwaves, boomerangs, lightning, etc) on a melee weapon.

>> No.3233319

Cap your framerates or your GPUass get his capped.

>> No.3233320

You can do that in ms paint bro, or at least gimp.

>> No.3233321

*Make it render

>> No.3233329

Listen, Gramps, I've been playing Quake since it came out. Doom has horrible deathmatch. The fucking sprites move so fast you can't tell what's happening.

>> No.3233330


There's no hitscans in my mod.

I like the idea of having an extra ranged utility option with this character's melee weapon, because all he's gonna have is this sword and a blunderbuss, and most of that blunderbuss is gonna have a spray so wide that you're not gonna want to use it at long range.

>> No.3233331

>be at school
>playing Doom because teachers are on strike
>2 come up to me and ask me if is Minecraft, "because is made of pixels"
>I make one of them try it and he can't even place the full 3 finger set on WASD nor move and and rotate the mouse accordingly

Watching that RetroyAhoy video about Quake makes Quake 2 look bad in comparison and makes me want to replay it now.

>> No.3233335
File: 99 KB, 991x303, 00_js728dhaus91.png [View same] [iqdb] [saucenao] [google] [report]

why do these exist?
I played one of them, and it's a total conversion of wolfenstein with a few Doom sprite swaps, strange nearly-nude anime pictures plastered in every hallway, and pacman enemies littered everywhere.

>> No.3233336

what grade you in that's fucked up

>> No.3233338

Joel seems incredibly passionate about the idea going forward. Watching him make that map was fun stuff.
I bet he's gonna do plenty more Doom Builder streams in the future.

>> No.3233342

God I hope so, he was so excited I loved it.

>> No.3233343
File: 219 KB, 714x549, beyond salvation.png [View same] [iqdb] [saucenao] [google] [report]

>The fucking sprites move so fast you can't tell what's happening.
thats why it's fun

>> No.3233345

They're just silly 90s mods. There's tons of shit like that in the bowels of the id game modding community.

>> No.3233346

That looks horrifying, I feel sorry for you anon. I am however, laughing at that Hitler head on the mancubus body.

>> No.3233347



I agree, that cyberdemon is in a lot of trouble

>> No.3233348

Speaking of streams when is the next terminusest13 stream?????....?

>> No.3233349


>> No.3233351


right now.

>> No.3233352



>> No.3233353

Mein First Modden

those sprites were probably all that they could find in their gamemaker forum or wherever

>> No.3233354

If you want to give him a ranged attack for his melee, why give him a melee attack at all? Give him a bow and arrow or something. The melee weapon with a ranged attack is a boring, overused concept in mods.

>> No.3233360


Because this character needs to be capable of handling himself in a lot of situations.

besides a bow isn't ANGRY enough. I might go with the spin attack idea someone suggested earlier, this guy is a fucking angry claymore swinging brute, and a spin attack that just unleashes hurt on everything in a certain radius sounds good, just wade into a crowd and unleash it.

>> No.3233361

check out the dev's website


>> No.3233362
File: 84 KB, 640x399, dude.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3233365

Looks like someone's just having a laugh with this.

>> No.3233371
File: 295 KB, 1597x831, 0000_xczx7syd8ash8d7.png [View same] [iqdb] [saucenao] [google] [report]

Sweet lord.

>> No.3233375

>Because this character needs to be capable of handling himself in a lot of situations.
> I might go with the spin attack idea someone suggested earlier, this guy is a fucking angry claymore swinging brute, and a spin attack that just unleashes hurt on everything in a certain radius sounds good, just wade into a crowd and unleash it.
Sounds boring and too easy. Why make another god weapons mod?

>> No.3233380


You obviously don't know the kind of mods I make then, but maybe you don't like GMOTA.

>> No.3233384
File: 4 KB, 251x214, 1457306724837.jpg [View same] [iqdb] [saucenao] [google] [report]

>someone reposts a pic you made
feels good.

>> No.3233403

Of course I don't like GMOTA. It's generic, in the same tier as Guncaster, Trailblazer, Russian Overkill, etc. Another weapons mod that makes the gameplay a million times easier unless you're playing on slaughter levels. It breaks the gameplay of most levelsets, making them all pieces of cake. A good mod would either retain the difficulty of vanilla levels, or would increase the difficulty. I would play a mod similar to what you're describing, if it actually had thought put into it, other than it being GMOTA with a shotgun.

>> No.3233409

Anyone know if there's a weapon and monster only version of smooth doom? The "overhaul all the animations" shit is making it incompatible with some other shit I'd like to use.

>> No.3233412

>A good mod would either retain the difficulty of vanilla levels, or would increase the difficulty.


>> No.3233413

Angry because someone doesn't kiss your ass?

>> No.3233416

I'm not gmota_guy, I just don't rate a mod's quality solely based off of how hard it makes the game

>> No.3233417
File: 15 KB, 500x500, Pick me a winner.gif [View same] [iqdb] [saucenao] [google] [report]


Well then I suggest you stick with vanilla. Sorry pal I like making wild weapons.

I wouldn't lump it in with Pillowblaster mods though, you can actually die fairly easily in GMOTA, and Blaz has health levels on par with Doomguy, compared to the 999 hp of trailblazer or the 9999 cap of russian overkill.

If it's any consolation I do have a side project I'd like to do later that's more vanilla power leveled

>> No.3233421

>I'm not that guy but I value his work more than my own life

>> No.3233425

i thought dat boi frog had his dick out on wario but it was just a shoe

>> No.3233426
File: 228 KB, 358x408, 1460067237484.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3233430

jeez dude

>> No.3233432

wasn't that guy making a version of the mod with enemies scaled to Blaz's abilities?

>> No.3233434
File: 46 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Gosh, look at all those secrets!

>> No.3233436

did you just go 200% edge

>> No.3233438
File: 66 KB, 1280x800, m1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3233440

Jeez, dude, you're mad, I get it.

>> No.3233441

It has a bitching cool opening theme

>> No.3233442

I... what

>> No.3233445

>quake babbies reflexes are this slow

>> No.3233446


Just ignore him, he's baiting.

>> No.3233448

>holding chaingun belt like that will tear off his arm when he fires it.

>> No.3233451

he's very strong

>> No.3233452


He doesn't actually keep it wrapped around his arm, he's just doing it for the pose.

>> No.3233459


I'm already doing it though, the latest version of GMOTA has stronger monster replacements for everything except for the archvile, mancubus, and mastermind

>> No.3233461

What do you rate it off then? How fun it is? That's opinion based, if I said wow.wad was fun, would I be objectively wrong? The graphics? Almost every weapon in every mod is taken from another game or mod, or frankensprited together. Dificulty is pretty much the only thing you can criticize a gameplay mod for other than its bugs, and its outright stupid design choices. If the game becomes easier with the modification, something's got to be wrong with it.

The last time I played GMOTA was when the player was a while ago. The basic gameplay bored me, and I recall the armor pickups seemed like godmode.

>> No.3233464

>when the player was a while ago
God fucking damn it.

>> No.3233470

I need to check for the latest version I kinda went on a doom hiatus and am getting back into things

>> No.3233475

>when the player was a while ago
>when the player was a while ago
>when the player was a while ago

>> No.3233476


what armor pickups? There's only helmets, silver armor, and gold armor, which are just vanilla doom pickups with new sprites, they offer the same level of protection as always.

they're a little more common seeing as certain monsters can drop silver armor, but I think I've cut that back.


Welcome back to Doom, it's hard to stay away.

>> No.3233479
File: 166 KB, 761x1049, 1457277078321.jpg [View same] [iqdb] [saucenao] [google] [report]

>when the player was a while ago
Top nep.

>> No.3233481

I only fell off because college was keeping me busy

>> No.3233487

>What do you rate it off then? How fun it is? That's opinion based, if I said wow.wad was fun, would I be objectively wrong?
Of course you rate it off how fun it is. That's why people play video games. And a lot of things play into fun, like sound design, weapon responsiveness, how fair the gameplay feels, whether things make sense or not, and so on and so on and so on and so on.

I enjoy smashing skeleton dudes with a big 'ol hammer. I enjoy cutting dudes in half with a minigun. I don't give a single fuck if it makes things easy, because most modern maps work to make things and it balances out.

>The graphics? Almost every weapon in every mod is taken from another game or mod, or frankensprited together.
And? You can still enjoy how it all looks, or how cohesive the graphic design is. Do graphics have an expiration date on them or something?

>If the game becomes easier with the modification, something's got to be wrong with it.
That's stupid. What if I *want* the game to be easier? Suddenly your flaw is a strong point.

>> No.3233490

Man, I really don't like Quake compared to Doom. The bullet sponge enemies grind the whole game to a halt repeatedly and feel like the grandfather of stop-and-pop modern FPS combat.

>> No.3233502

Apparently, it's to compensate for having less enemies.
Look for "Ahoy Quake", it's a pretty decent overview of the game compared to Doom.

>> No.3233504

I wonder if anyone's ever done a retooled version of Quake to make it flow more like Doom.

>> No.3233506

I really like playing vanilla and I wanted to make the commercial IWADs interesting by turning -fast on and it instead just made the game really fucking tedious.

>> No.3233507

The stop and pop thing is only true for the shambler and the vore, and often times the maps make it difficult to take cover from shamblers so you're forced to bait their melee attack

>> No.3233510

That wouldn't work.
Quake has an average of 20 enemies per level. Doom is probably double or triple that.

>> No.3233516

You do know you can make maps for Quake, right?

>> No.3233518

Making maps? For Quake?!? What is this tomfoolery?

>> No.3233519

some map packs mess around with weapon damage, it really make the shotguns feel better
>>3233510 pretty much any quake map worth playing has at least 60 enemies

>> No.3233530

It was Map 6:Goin' Down. I gave up right after I killed some barons and revenants. Thought I was trapped in the room and passed through a small part in a gate that was just an illusion after humping everything else in the room. I just looked at the wiki, that maps coming up soon. I'm on 24 now I think? Well, I'll give it a shot when I get to it.

>> No.3233545

anyone here played lostepis?

>> No.3233547

You mean The Lost Episode?

>> No.3233561

What is it?

>> No.3233575

>who is chaingunner?


>> No.3233590
File: 95 KB, 1280x800, infernal.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3233607

Vanilla Doom plays fine on a 7th gen gamepad, make them play it on 360 or PS3 (or if they have it on the later consoles, I don't know, I haven't upgraded yet).

Then if they're actually interested in pursuing it further on PC, interest should make them either adapt to playing with WASD+mouse, or they'll seek out some other means that are more comfortable to them (again, a gamepad will actually work)

>> No.3233619

Well I am older than I should be there, they are like 4 years younger than me born in 1993.

>> No.3233636

made some little music thing https://clyp.it/muldypbq

>> No.3233667
File: 70 KB, 1024x799, temp.png [View same] [iqdb] [saucenao] [google] [report]

>map screens
I couldn't get anything that looked okay, so I just did away with it. Used the little animations to make the stream run and grass blow in the wind.

Will probably put in a flag at some point too. There are 9 animated graphics on the map screen to play with...

>> No.3233668
File: 66 KB, 640x470, CWHOcQb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3233672

hey /doom/ for a single barrel lever action shot gun, what do you like better? just using the lever with the other hand like a normal person, or being the coolguy and cocking the lever by spinning the thing like in terminator? I'm trying to come up with some concepts for weapon sprites.

>> No.3233674

IMO looks wonderful.

>> No.3233675

Spinning the thing will take too much of the screen. Keep it sober.

>> No.3233676

Thanks. Working with the palette is a pain in the ass. Thinking of adding some bodies and such strewn about. Blood and what not.

>> No.3233678

Make the whole blade of the sword (connected to a chain) shoot out from the pommel and pull niggas in

>> No.3233681
File: 104 KB, 1211x678, 7480beca207f003771f548902d252612.jpg [View same] [iqdb] [saucenao] [google] [report]

New Marphy Black video lads


>> No.3233682

if only for gameplay I'm curious to see the Shield possessed, Hell Razers, and the cyberdemon's sword beams reverse engineered into classic doom format

>> No.3233683

Coil whine probably. No cure for that except buying a new graphics card that doesn't do it. Well, limiting your FPS can help too.

>> No.3233687

that's cute. the style reminds me of Asterix

>> No.3233689

god damn snapmap is fucking pitiful to anyone who knows how to make real shit

>> No.3233692

When I was a wee laddie I converted a serious sam tech demo map to fit about 1000 gnaars (simultaneously, because I couldn't figure ourt the spawns), it ran flawlessly on Celeron 900/Geforce 3 Ti200

>> No.3233694
File: 563 KB, 1280x960, Screenshot_Doom_20160522_023915.png [View same] [iqdb] [saucenao] [google] [report]

working on a mod that ports doom 4 weapons/monsters to zdoom
i'm kinda loosing motivation on it desu
also those mid-explosion bfg shots are supposed to be shields

>> No.3233695

I can hear the punching from here

>> No.3233696

When I was a kid, I used Worldcraft to create a House of Fun with many traps.

>> No.3233701

That monster limit, that fucking monster limit.

>> No.3233707

are you connected to the guy who remade the Doom 4 guns as sprites?

>> No.3233716

no, just using his sprites

>> No.3233717
File: 1.06 MB, 5000x5000, RIP AND TEAR.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3233719

its a decent placeholder till some one makes legit sprites

>> No.3233728
File: 107 KB, 937x580, How.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone has any idea what's up with this Project Brutality crash? All I loaded is the stuff on the left, on Doom 2, it seems to play normally, then the game freezes.
>Project Brutality.2.03
>Doom2mus.pk3 (just a music mod)

And how could it consume so much RAM?
Project Brutality has a BFG that adds a neat looking shield.

>> No.3233732

Personal note, I was slightly dissapointed that the player could not take the security zombie's sheilds for themselves as like a melee alternative

>> No.3233745

Shields are awesome.

>> No.3233772

Keep going, anon! I like a lot of the sounds from Doom 4.

>> No.3233781 [DELETED] 

Huh, so I guess Doom 4 at least turned out better than expected.
Pity it uses denuvo though.

>> No.3233793

Is this the EDGE one?

EDGE is shit but still nice effort if you're the EDGE Doom 4 guy

>> No.3233809

I'm gonna rip nuDoom weapons in 720p*35fps somewhat soonish, hope this helps. I'll try to Doomify and animate them, but dont count on it.

>> No.3233810

This is just fucking pathetic
>22 year old engine can do what a brand new one can't

>> No.3233814

is Downtown the absolute worst point of doom2 ?

>> No.3233815 [DELETED] 

The enemy encounter design looks really mindless and repetitive and that's the most important aspect in a shooter, at least for my standards.

>> No.3233820

That's a source port.

>> No.3233824

NUTS.wad runs on the original engine, 10000 monsters.

>> No.3233831

that's coil whine, it's a sign that your gpu is dying from too many frames

>> No.3233835

and Ranger is just Doomguy except angry

>> No.3233838 [DELETED] 

And Doom4guy is basically Doomguy and Ranger mixed into one person.

>> No.3233846

Holy shit, that takes me back.

>> No.3233851

Doom can only draw 128 sprites (monsters, projectiles, decorations, pickups, etc) onscreen at once, so it's a moot point.

>> No.3233858


This should be interesting

>> No.3233862

What is this?
Where can I get it?

Looks cute

>> No.3233863

Coil whine isn't always caused by too many frames and it's not a sign of anything besides sloppy engineering

t. grad student majoring in electrical engineering

>> No.3233867

Sadly there aren't that many wads/mods for it. Would kill for a Heretic reboot in the style of DOOM though

There are a few weapon mods that are pretty unbalanced, and some map replacement levels I think, but I haven't played a lot of 'em.

>> No.3233871

>sloppy engineering
That'd be Grafh, alright

>instead of implementing real voxels, just make the engine render each individual voxel as a 1x1x1 model

Fucking hell.

>> No.3233872

He's talking about the hardware, guy.

>> No.3233882

I had a chuckle, it's called comically missing the point

Doubt it would be fun to discuss magnetic induction with you guys anyway

>> No.3233889

is magnetic induction when you shoot the demons with magnets

>> No.3233907

If it's a railgun

>> No.3233914

do I shoot the railgun at the demons

>> No.3233920

Yes, it's a gun that uses magnets to make a magnetic shot go towards an enemy really really fast, so it hurts really lots, very good weapon if it's portable

>> No.3233923


does the railgun itself get shot at the demons

>> No.3233929

No, you hold it, then you point it at the demons and pull the trigger, this makes the really super fast shots go out

>> No.3233930

Rocket Rocket Launcher

A weapon that shoots rocket launchers, that fly around and shoot rockets.

>> No.3233932

A railgungun?

>> No.3233935
File: 327 KB, 1280x960, Screenshot_Doom_20160521_211115.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3233936

>tfw no EPFCG-powered railgun warhead for your rocket launcher

>> No.3233939

that'd be a rocket launcher launcher
a rocket rocket launcher would be a rocket that shoots rocket launchers

>> No.3233940

No, you shoot magnetized railway spikes at the demons, hence the name

>> No.3233942
File: 2.34 MB, 2560x1600, Serious-Sam.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Serious Sam the only fps game that can handle 1000 enemies on the map by default without source ports?

>> No.3233943


I've been learning to map for few days now but I still can't get any grip on making maps looking good. How can I improve the looks of this shitty looking area?

>> No.3233946

why would I shoot tiny thing at demons when I can shoot big thing at demons

gun is bigger than bullet therefore it hurts more

>> No.3233948

More or less, but the bulk of enemies get teleported in over the course of the map generally

>> No.3233949

The bots keep asking me if I like men

Is that normal?

>> No.3233953

>Crash will sometimes flirt with Doom
wat where, all I can find is

>"When you see Doom, ask him why he never calls."

>> No.3233954

plus they're pretty dumb and have a bad habit of getting stuck on level geometry. Although Kleer and KamikAAAAAAAAAAAAzes will try and strafe when you aim at them sometimes.

>> No.3233958

Afaik, Mark is pretty liberal about people using his stuff (he rips stuff from everyone without asking anyway).

>> No.3233959

You can make vertical part of the stairs to have different texture to make staircase more distinct, add metal pillars to the corner, maybe some pseudo-window in the wall with a different texture like a demonic face or something, and a small pool of blood below the corpses.

>> No.3233963

Dead Rising is a TPS, but handles enormously huge hordes of zombies.

AFAIK Source engine handles loads of entities rather well, but you may need to simplify them a bit.

>> No.3233968

Biker keep calling me a yellow-belly camper.

>> No.3233969

altfire pulls enemies in, or if it hits a wall or giant enemy, you to it

>> No.3233971

Still pretty impressive how a bunch of slavs 15 years ago on a budget could make an engine that looked good for the time and could seamlessly handle more than a 100 enemies on screen at once running at you while loads of explosions and particle effects happen around you.
I just thought that now when we have computers ten folds faster than back then that big budget developers can cram more shit out of them than 12 enemies at once.

>> No.3233975

That's why serious sam sold so well, it was basically a tech demo and was priced dirt cheap

And their engine didn't look good for the time, it looked fucking incredible for the time

>> No.3233979
File: 225 KB, 992x768, p16qjd2q0nipg1n2l76dfehqpo4.jpg [View same] [iqdb] [saucenao] [google] [report]

Put a cover over the upper path with support pillars holding it up, protecting the walkway from rain that would pool up into that area on the right.

>> No.3233982

Haven't seen that screen for a while.
For some reason I always thought the baron had his back to doomguy and was throwing a fireball through his legs.

>> No.3233991

So SLADE requires some Microsoft Visual C++ 2015 Runtime bullshit that I don't have installed, but the link to download it doesn't work and I can't seem to find it on their site.


>> No.3233997
File: 386 KB, 1280x960, Screenshot_Doom_20160522_132905.png [View same] [iqdb] [saucenao] [google] [report]

I'm not entirely sure if I got those right. It does look much better though.

>> No.3233998


Never mind, tried something that sounded like what I was looking for and it worked.

>> No.3234017

>you found the chainsaw, now find some meat.
Seems like a perfectly rational person to me.

>> No.3234019

ops I had posted the wrong link, that is "mini doom" made by a studio name calavera.

Anyway, can someone help with this?
I know a lot of you have played Project Brutality.

>> No.3234025
File: 259 KB, 1280x960, morning_well_spent.png [View same] [iqdb] [saucenao] [google] [report]

Spent lot of morning tackling Scythe 2 on Demonsteele, no saving.
Very fun, although smaller hitbox enables some skips, which I have resisted so far.

>> No.3234026

That's pretty much what I meant. Neat! I'd also make the covered area less bright since it's in the shade.

>> No.3234029

Don't ever do this. You don't get paid to work on these things. Wait for the motivation to hit you. Forcing yourself to work when you really don't want to is a fast way to ensure you take even MORE time not working on anything.

Do something that inspires you. Let it come naturally.

>> No.3234034

Probably some kind of cool demon skull that fires a short range projectile burst.

While you're at it, try putting some Ghouls, Ghosts, and Goblins into GMOTA.

>> No.3234039

I tried to like DemonSteele but I couldn't get into it's groove.

>> No.3234048
File: 56 KB, 498x490, quake_avatar_by_reienkyo22.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of quotes, I went on the Internet today and I found this:


>everyone assumes Ranger has gone totally nuts
>description even says he's more 'alien than human'
>chat lines are nothing but standard military lingo and tacticool operations

>Wrack (black Ranger reskin) is apparently also Ranger?
>says he's a veteran of the 'Slipgate War,' mentions things you'd expect Ranger to (like Chthon in the lava pit, how the railgun is too easy to use compared to the Lightning and wanting his axe and nailgun back)
>is definitely somewhat nuts

>Doomguy is the one that actually sounds unhinged, talking about demons, voices in his head and endless bodies

The lore is too deep for me.

>> No.3234050 [DELETED] 
File: 136 KB, 1360x768, doomguy pets a robot.jpg [View same] [iqdb] [saucenao] [google] [report]

I actually like Doom 4's characterisation. It's nowhere doom comic/brutal doom levels of retarded.

He's hates demons and people who help them, but he has some compassion and personality. I imagine he's a very righteous person.
Even his disregard of dead humans kind of makes sense. It's a sequel to doom 64 and he has probably been in hell for millennia. He's desensitised.
He wants to kill all of the demons and kill anyone who helps them.

>> No.3234052

Q3 was edgy as shit though.
Few of the original Doom and Quake team worked on it.

>> No.3234054

what the fuck are "legit sprites"? these are legit sprites. if you mean shitty model rips then i guess yeah

>> No.3234060 [DELETED] 

He's not desentisized, in the meaning he doesen't care. He cares, but does not usually show it. It is apparent when Hayden tries to contact him the second time. When Hayden says "It is for the betterment of mankind", Doomguy looks at the dead scientist, his hands begin to shake with anger, he cracks his fists, then smashes the panel ending the conversation.

>> No.3234061
File: 21 KB, 320x200, quakefish[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Edgy is a harsh word, but fitting, I guess. Still, it feels almost like they swapped the characters around and gave all the stuff you'd expect to Black Not-Ranger instead.

>[on railgun] "Sissy gun! Sissy gun! We wouldn't use crap like that in the old days!"
>"This doesn't look like the well of wishes..."
>"Nice. You trained with the 'old ones,' didn't you, [enemy]?"
>"Gimme back my axe! I hate this thing."

Good thing no one really cares about the story in this stuff.

>> No.3234062

Oh right, I added some shading to the covered area.

>> No.3234072

They're not too small, but eitherway, they make up for their lighter weight and smaller size by sheer speed.

It's like the M16, the 5.56mm isn't a big or heavy bullet, but it moves so damn fast that it makes up for it entirely.

Lots of energy goes into making a shot go that fast, and when it hits an enemy, all that energy now hits him too.

>> No.3234118


> Death by slime
"Shouldn't this stuff be in barrels ?"

Cute, I smirk'd.

>> No.3234129
File: 105 KB, 403x498, 1417473921028.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3234130

How about combo potential?
You could design a knock-up feature to use with the blunderbuss assuming the player can switch weapons that fast
Or the weapon could root/freeze the enemy in place to follow up with a meatshot.
Maybe even a wave that pulls enemies closer to a central point just so the bullets can tear through all of them?

I'm glad to see someone with a "mechanics first" mindset though.

>> No.3234131

Question about Metroid Dreadnought:

What is the purpose of the different firing modes?

>> No.3234134 [SPOILER] 
File: 152 KB, 568x1000, 1463920779902.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom has multiple victory quotes about the fat lady singing
>Crash asks why Doom hasn't called


>> No.3234135

N-no. It means he's a classy guy who loves him some opera

>> No.3234136
File: 39 KB, 309x403, 1463636224758.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3234137


I thought about combo-ing stuff too, but this particular character is gonna be very simple and straightforward. Think of this guy like Richter mode from SOTN or the Axe Armor from Portrait of Ruin: Powerful as fuck with a lot of choices in mobility/attacks, but fairly simple in general execution.

Not to mention I thought about a stunner projectile, but that'd be pretty abusable against cyberdemons, a pull WAVE sounds interesting too though.

and I always have had a "mechanics first" mindset.

>> No.3234138
File: 30 KB, 326x304, 1463677311095.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you the same guy who gets off to Barons or is that some other degenerate?

>> No.3234139

But their sculpted butts though.

>> No.3234142

Do you also get aroused by looking at statues?

>> No.3234145

Think there might be a map contest?
Preferably not a "race to the bottom" with the worst maps being showed off, there's plenty of that anyway.

>> No.3234149

He wants to do it. In the next couple streams he'll probably start releasing info.
I wouldn't mind playing a Vinesauce community megawad.

>> No.3234151

I'm trying to run Brutal Doom with Doom RPG for shits and giggles but I run into a few problems. Namely the fact that the assault rifle isn't properly replacing the pistol, and the pistol seems to conflict with itself in an animation-sense. I know jack shit about doom mods, and most of my modding experience involves Bethesda so I'm thinking it's a load order issue.

I'm using the Doom RPG Launcher with GZDOOM 1.8.10

Is there a patch I'm missing or a trick that makes them play together?

>> No.3234165

Can someone explain why setting the Damage to anything other than 0 on this projectile causes walking over it (activating +TOUCHY) to make it explode not work?

Did you see the tackle suggestion? >>3232989

>> No.3234167


I did, I had that planned for a feature when you get the speed booster item and break into a run, the character would put his weapon away and start doing a little sprint animation, and if you hit altfire regardless of what weapon you have, you'd end it with a body slam tackle, because that's fucking cool.

>> No.3234172 [DELETED] 
File: 53 KB, 604x604, 1459032706962.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not even that angry at the removal of revenant homing missiles and the mancubus' anti-strafing attack, but when you remove the ability to mess around then it's just depressing.

>> No.3234183

Oh, sweet!

>> No.3234198

Sounds pretty neato man.
I know this is an odd idea, but what about a slow-firing mortar-like attack for the sword, where the blade itself is shot using alt-fire, has falloff, explodes, but you can't swing the sword on account of needing a second to put a new blade on.
I'm no modder so I wouldn't know how hard it would be to make it stick to the ground before exploding though.

>> No.3234213

Stupid question: anybody know any good maps I can test doomrl arsenal's features with?

>> No.3234217


That'd be easy to do. And that's a fairly absurd idea, while I do love that concept, that'd overlap with the blunderbuss's altfire which is just throwing a grenade.

That and I kinda want to keep this character's design fairly simple, efficient, and brutal.

The most outlandish thing he's gonna be able to do is using the blunderbuss's altfire in the air will instead point the gun down and blast him upwards for a shotgun jump.

>> No.3234225
File: 295 KB, 1530x5849, DoomRL Arsenal Assemblies as of 1.05.png [View same] [iqdb] [saucenao] [google] [report]

The mod comes with a test map of its own, though it constantly spawns enemies out the ass.

If you want a complete list of assemblies then here you go

>> No.3234230

What else are you gonna cut with a chainsaw when you're on a Martian moon base? There's no trees.

>> No.3234232

You're telling me humans in Doom's future haven't learned to terraform shit?

>> No.3234243

So I'm guessing sharpening the blade and the sparks shooting out as projectiles isn't a viable idea.
The only thing I have left are boring throwing knives, I'm sure you'll find something fitting though.

>> No.3234248 [DELETED] 
File: 100 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Reclining back in his office chair ever so slightly when asked on what he thought about Bethesda's new Doom game, an imperturbable John Romero replied, seemingly nonchalantly, that he had not played it yet. "I don't know what to think of it yet. Maybe I'll get to it, maybe I won't. For now I have bigger things on my plate."

Literally butthurt.

>> No.3234250

I've seen parts of levels in my sleep before. I remember most of it long after I wake up. The only problem I have is getting the detail ingame up to what I remember seeing in my sleep. My mapping skills can't compare to my imagination.

>> No.3234252 [DELETED] 

Well hope for a proper SDK into one hand, shit into the other, see what comes out first.

>> No.3234254 [DELETED] 

Christ. Old Romero has really let himself go. He looks wider than a Hidamari.

>> No.3234258 [DELETED] 

everyone lets himself go

it's called aging

>> No.3234260 [DELETED] 

He was really banking on people not liking the new Doom. Must be wrecking him inside that a lot of people like it a lot.

>> No.3234262
File: 208 KB, 530x424, 234241234.jpg [View same] [iqdb] [saucenao] [google] [report]

Carmack still looks pretty handsome to me.

>> No.3234275 [DELETED] 

True. We have to remember he's seen the UAC try to 'better mankind' three or four times now.

>> No.3234276 [DELETED] 

yeah but you never miss an opportunity to suck his dick do you?

>> No.3234282 [DELETED] 

I was thinking this. I've never seen such a turn around in people's opinion on a game before. He, like everyone else, probably thought people were absolutely going to hate it. I wonder if he'll even bother with the demo now or just go make pixel games in his spare time instead.

>> No.3234283 [DELETED] 

I would hope after selling out to facebook less people would give a shit about him.

>> No.3234291

Cheeky monkey. I want to give him a noogie.

>> No.3234301


I think I'm gonna go with the spin attack, which will finish with like, a sonic boom that does a disc of repulsion effect. Simple, effective, and with some defensive properties

>> No.3234304 [DELETED] 
File: 84 KB, 530x424, 1463926433601.jpg [View same] [iqdb] [saucenao] [google] [report]

He looks pretty smug to me, for a man who hasn't made a good game since 1996

>> No.3234306 [DELETED] 

Still, nuDoom is closer to Quake in its combat and Painkiller in it's level structure and flow. I liked the combat, but the flow of the game felt too choppy for me, with 7 min actiion spurs interweaved with 5 minutes of exploration and wandering mostly empty rooms towars the next big fight

>> No.3234312 [DELETED] 

Crack when?

>> No.3234315 [DELETED] 

He was *literally* banking on it. Now he's realized that he's late to the New-Retro FPS party and there's actual competition.

>> No.3234318 [DELETED] 

They still don't have the level design down, and that's Romero's greatest strength. A Painkiller clone is not a retro FPS, no matter how hard they try to push it as one.

>> No.3234319 [DELETED] 

What retro FPS party? There's been devil daggers and serious sam 3, but that's literally it

>> No.3234325 [DELETED] 

I personally love painkiller level design. Feels like they first made the levels for the fun of it, then remembered they had to put a game in them. So it's architectural practicality first, game design second, kinda like system shock 1 or thief 2

>> No.3234329 [DELETED] 

It shouldn't because from what I've seen it's really just more of the same. Pretty much all of the positive criticism I've seen for it can also be said about the first two Doom games. There's nothing new to see here. The first Doom is was a watershed moment for the gaming industry that will never happen again. Doom 4 was just made by Doom 3 apologists. Romero has nothing to be ashamed or disappointed about.

>> No.3234332 [DELETED] 

Maybe, but if anything, Doom 4's success might make people more optimistic about oldschool shooters and make Blackroom more likely to happen.

Besides, now we'll get (hopefully) two good FPS games instead of one.

>> No.3234334 [DELETED] 
File: 75 KB, 500x684, I beg to differ.jpg [View same] [iqdb] [saucenao] [google] [report]

>Romero has nothing to be ashamed or disappointed about.

>> No.3234336 [DELETED] 

But it's anything but an oldschool shooter, KYS yourself

>> No.3234341 [DELETED] 

I can only pray that they eventually allow for real modding.
Doom 4 was surprisingly good, but a Doom game without mods is blasphemy.

Signing this can't hurt.

>> No.3234347

That's me. Thicc crash is another fag.

>> No.3234351

He's far more of an engineer than a game designer. That's why he's at oculus.

>> No.3234352 [DELETED] 
File: 10 KB, 175x175, 1459283052810.jpg [View same] [iqdb] [saucenao] [google] [report]

Woah now friend, there is no need for that kind of language on /vr/

>> No.3234357
File: 443 KB, 1280x960, itistimeforwhisperingwinds.png [View same] [iqdb] [saucenao] [google] [report]

Oh boy time for the most fun map of Scythe 2.

>> No.3234362 [DELETED] 
File: 254 KB, 1024x768, quake-tux.jpg [View same] [iqdb] [saucenao] [google] [report]

If you're gonna be an ass on my /vr/ I will ask you to step outside, good sir

>> No.3234369 [DELETED] 
File: 7 KB, 207x253, 14c.jpg [View same] [iqdb] [saucenao] [google] [report]

>my /vr/

I'm gonna need to see some papers, sir.

>> No.3234376 [DELETED] 
File: 57 KB, 496x546, jensenless.png [View same] [iqdb] [saucenao] [google] [report]

*unzips dick* read the scripture my son

>> No.3234382

Is Brutal Doom the best mod ever?

Now that I've gotten your attention, what are some good mappacks to use with DemonSteele?

>> No.3234394 [DELETED] 

Reeks more of laziness/lack of effort to me.
>hey guys, the playtesters are getting confused again, we're dumping too much exposition on them and asking them to explore and shit. break out locked arena with continual spawning monsters #4048395, that should keep them sated. throw in a couple of those challenges and maybe have a light RPG element as a reward, they love those things

>> No.3234398 [DELETED] 

Nice tangent. Are we talking about nudoom or painkiller, cause one of those I actually have played.

>> No.3234402 [DELETED] 

He's obviously talking about Painkiller mainly, and new Doom by association.

>> No.3234406
File: 2.50 MB, 960x540, smuggler.webm [View same] [iqdb] [saucenao] [google] [report]

Is deus ex retro or is it an FPS?

>> No.3234410 [DELETED] 

>He's obviously talking about Painkiller mainly
Then he is talking out of his hairy sweaty arsechops

>> No.3234417 [DELETED] 

More D44m than Painkiller in that example. To my knowledge the only element in Painkiller that could be considered light RPG-ish would be those cards, which you only unlock at the end of the level based on meeting one condition, rather than a constant stream of little cheevos and weapon/skill upgrades. Still, it's pretty lazy level design when the only thing you ever do to the player is lock the doors behind him and spawn enemies for a while. Painkiller gets away with it, because it doesn't pretend to be anything but itself and has really good, technical combat. D44m doesn't, because every single piece of marketing about the game mentions how it's a return to form or just like 1993 or whatever, and the combat is just typical console shooting. You shoot the enemies and avoid getting shot, but if you do get shot there's a gimmick that makes up for your mistake. Shittier games use regenerating health, D44m makes enemies into pinatas. Painkiller has you constantly bunnyhopping, trying to pick up as many of the time-limited soul drops as you can to get that sweet demon mode powerup, making combat more into a rhythm game than simple target practice.

>> No.3234418 [DELETED] 

The only thing that was architecturally practical in SS1 is the round layout of each floor that reflected the structure of the space station, it was very abstract and incomprehensible otherwise, with arbitrary shortcuts that involved arbitrary elevators, secret panels, teleporters and vents and arbitrary obstacles like a slope to use the skates on and jump to a raised platform on the other side, a tall room with raised platforms where your only method of travel is to jump from one to another, or a maze to run and hide around in while dodging those bomb cars. I think the only thing that made sense are the flight bays. That you can somehow draw a connection between Painkiller and SS1 to make Painkiller and its derivatives look good simply just galls me.

>> No.3234421

Carmack is a programming nerd. He's probably the closest thing you'd get a 40k techpriest when it comes to mentality. He probably only gets hard looking at code.

>> No.3234424 [DELETED] 

Hey now, Doom 4 is way more than a Painkiller clone. Sure there are some cases of "Closed arena combat" but there's also much more to the fights. I mean most of Painkiller's fights were on one floor, whereas Doom 4 has a lot of multi-layered arenas where you could jump up and down between floors. Doom 4's enemies are also more varied in combat strategy, whereas Painkiller had like 3 enemy types: charging ones, shooting ones and status-inflicting ones.

I love both games but they're really different

>> No.3234425 [DELETED] 

>and the combat is just typical console shooting
But this is not true.
>t, because every single piece of marketing about the game mentions how it's a return to form or just like 1993
Not quite true either. Maybe you have been looking at Toxikk. I doubt it because noone looks at that game, but still.

>> No.3234428 [DELETED] 

>Pretty much all of the positive criticism I've seen for it can also be said about the first two Doom games. There's nothing new to see here.
>Doom 4 was just made by Doom 3 apologists
I'm getting mixed signals here.
So how can a game that plays like an updated version of 1 and 2 play the same as 3?

>> No.3234429

Is the /pol/ wad stand alone, does it need other things? I keep getting a black screen when I try to launch from gzdoom.

He might be using apologist as a synonym for people who feel sorry for how Doom 3 turned out.

>> No.3234430

Tried Doom Retro and holy shit this is a hipster-tier port. Low as fuck brightness because of "muh LCD", no options because "muh minimalism", retarded camera wobbling when hit. Also it claims to support DeHackEd fully, but still fails to load Sky May Be properly. Not pure enough to be vanilla and not improved in any way.
Crispy Doom is so much better.

>> No.3234440

Hey guise, is it possible to change the "weight" of a pushable object ? I have some big boxes sprites that I've set as +PUSHABLE in zdoom, but I'd like them to not... slide around so easily. Like they've got some heavy shit in them. Possible ?

>> No.3234443

you can edit settings through the .cfg, but I agree, it's shit. no need for ports like this when there is PrBoom+, Chocolate Doom and alike

>> No.3234449 [DELETED] 

So what's atypical about Doom 4's combat? What element does it have that makes it interesting? Don't even bring up glory kills, we both know what a joke that is. Glory kills are just an application of the RIP AND TEAR memery to regenerating health, so they can say that they don't have it without having to bother balancing out health supplies in the map. It's the perfect gimmick, retaining the low effort of regenerating health without pissing off the retro FPS fans who grab their pitchforks and torches whenever they hear those two words in the same sentence. The low health beep is just a more subtle way of saying "You're hurt! Press X to perform a Glory Kill now!" than popping obnoxious text on the screen. It's very well-executed and well-obscured, but at the end of the day it's the same shit.

>> No.3234459

Yeah. "wieght", or "mass"(cant remember the actual name) is an actor property.

>> No.3234472 [DELETED] 

>It's very well-executed and well-obscured, but at the end of the day it's the same shit.
Not really.
Regenerating health forces you to interrupt the combat, take cover and pause for a few seconds. The glory kill system forces you to kill something fast, thus not interrupting the gameplay, but forcing the player to pick up the pace of the combat.
It's a non issue really. Also, if you're good, you won't even need to glory kill. Or at least not glory kill often.

>> No.3234474 [DELETED] 

The maps are actually LOADED with health and armour so you can turn off the glory kill highlights and just ignore them except for the bosses.

The good thing about gameplay was that it was tight and fast unlike the majority of shooters coming out today, also there was a sense of verticality which shooters from any era rarely manage to nail. The guns we're all huge and beefy and fun to shoot (although they could have used better sounds, especially the SSG) and the enemies were fun, especially the mancubus, seeing that fatty jump ten feet vertically into the air to rape your ass is fun the first time it happens.

>> No.3234481 [DELETED] 

Yes, not breaking the flow of combat is what I mean by saying that it's well-executed. They get to cut the corners regenerating health would let them cut without the same gameplay implications.

Glory kills aren't there for good players to use. They're the gimmick that saves your ass when you aren't good at the game, so you can still get through it no matter how bad you are at resource management.

Even if you ignore the glory kills, enemies will still pinata if you're low on health, no matter how you kill them. There's no way to escape the casual safety net.

>> No.3234484
File: 180 KB, 1366x768, Screenshot_Doom_Gehenna.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3234485
File: 425 KB, 1366x768, Screenshot_Doom_20160522_125947.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3234487

Are there any good music replacement WADs?
I have the PSX/64 OST WADs already.

The amount of health gained from medkits seems to be ridiculously small.

If we had mod tools this would be a problem.

>> No.3234502

Is there a way to determine the load order for Doom RPG Launcher?

>> No.3234507
File: 891 KB, 854x486, cacodemon.webm [View same] [iqdb] [saucenao] [google] [report]

>tfw my nephew calls me Doom Uncle

On a related note, punching demons in the face remains satisfying

>> No.3234514 [DELETED] 

I'm pretty fucking sure that Doom, a game where the stages are completed within mere minutes by a novice, is "casual".

>> No.3234521


How do I access the test map?

>> No.3234528

>Bring down console
>Find the map's name
>'map mapname'

Pretty sure it's just called 'test', but yeah.

Type 'give keys' or go for the blue key near one of the contributor's self-inserts to access the door that leads into a room with a switch for resetting the map

>> No.3234531


It appears mass only affects weapon kickback, but not direct character pushing.

>> No.3234534 [DELETED] 

>romero is literally /v/

>> No.3234535
File: 1.06 MB, 1366x768, Screenshot_Doom_20150820_221359.png [View same] [iqdb] [saucenao] [google] [report]

It has the potential not to be, though, due to scalable game design and more flexible modding. Doom 4 can't even exceed 64 monsters in a user-made map. We'll never see anything the likes of Ancient Aliens for Doom 4 because it's simply impossible to balance health and ammo that tightly when enemies pour the stuff everywhere whenever the player is in need.

>> No.3234536 [DELETED] 

>They're the gimmick that saves your ass when you aren't good at the game, so you can still get through it no matter how bad you are at resource management.
They're not though. It'll give you enough health just to keep going, even if you perform one while at low health. Demons are not walking health stations with max regen. A bad player will get fucked eventually and will keep getting killed as long as he doesn't use his weapons and everything in the environment (layout, pickups, power ups) to his advantage. This becomes apparent, once the game starts throwing more demon types per encounter at you. Then again, I'm talking about playing the game at UV and above.

>> No.3234538

it should be standalone

>> No.3234549 [DELETED] 

I liked the look of the nu Doom armor, but it's obviously a bit over detailed for a sprite, how is the best way to classicize the Paetor armor?

>> No.3234553

thanks senpai

>> No.3234559 [DELETED] 
File: 3 KB, 600x330, doom jpeg.jpg [View same] [iqdb] [saucenao] [google] [report]

Use a website that jpegifies

>> No.3234568 [DELETED] 

That's pretty good as a visual start, once we get some good model rips I plan on doing this to monsters if I can, them make a sort of variety mod that grants monsters more visual verity without harming gameplay

>> No.3234596
File: 23 KB, 470x454, 1450438639950.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good wads that fit GMOTA's aesthetic?

I'm having a fun time fooling around with it, but it feels really out of place in Doom 2.

>> No.3234601

Found at why, my gzdoom kept trying boot everything using Ultimate, so I wasn't launching using Doom II.

>> No.3234603

That's pretty cute anon. I need to talk my own uncles about what it was like to play Doom when it first came out, since they're both programmers.

>> No.3234630
File: 107 KB, 151x379, 720.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck is that mod famalam?

>> No.3234634

Brotherhood Of Ruin for full medieval
Scythe 2 if you want to go Medieval Knight goes to Hell.

>> No.3234657
File: 1.64 MB, 854x486, punch.webm [View same] [iqdb] [saucenao] [google] [report]

Next time he visits I'm gonna let him handle the shooting while I move around, he should have a blast with that.

Report back to us if they tell you anything interesting, sounds like it could be

>> No.3234660

what mod?

>> No.3234665

Dark Messiah Might and Magic Doom Edition

>> No.3234668 [DELETED] 

>So what's atypical about Doom 4's combat?
It's fast, the enemies actually move, there are quite a bit of them, you hold all your fucking weapons at once and each one has 1 altfire or some, etc

>> No.3234670

you mean kicking simulator doom edition?

>> No.3234676

/newstuff #498

>> No.3234678 [DELETED] 


>> No.3234682
File: 235 KB, 1366x768, Screenshot_Doom_dnation.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3234693

Combined Arms, the melee is pretty fun

>> No.3234698 [DELETED] 

>snapmap limits multiplayer to 2vs2
Really? Can anyone confirm or dismiss this utter stupidity?

>> No.3234703 [DELETED] 

I cant tell you to ask >>>/vg/ and go penetrate yourself with a negro's phallus

>> No.3234705
File: 19 KB, 300x300, jack_london.jpg [View same] [iqdb] [saucenao] [google] [report]

You can't wait for inspiration. You have to go after it with a club.

>> No.3234708 [DELETED] 

Are you mad by the fact that he's asking about Doom in an almost entirely Doom thread?

>> No.3234709

different firing modes...?

>> No.3234713
File: 86 KB, 640x480, Screenshot_Doom_20160522_140305.png [View same] [iqdb] [saucenao] [google] [report]

Hello gentlemen -
Currently playing Pirate Doom through GZDoom, and got to the sunken ship level. When walking through the water, I keep bobbing up and down through the floor like I'm having a seizure. Is there something I need to change? Thanks!

>> No.3234714


The two aren't compatible, simple as that.

>> No.3234716


Fucking hell you nerds, it just means he hasn't fucking played it yet.
How can you project so much off of one single fucking comment?

>> No.3234718

Remember that this is still on /vr/ - retro vidya.
While I think the response is rude, it is better to discuss the new game on its /vg/ thread. Most people are still probably playing ye olde Doom here.

>> No.3234719 [DELETED] 

>They're the gimmick that saves your ass when you aren't good at the game, so you can still get through it no matter how bad you are at resource management.

they're also pretty goddamn essential in ultra-nightmare, where you can't just reload two minutes back, and you WILL end up in a nasty scrape sooner or later (which is to say, you'll take two hits because yes they do that much damage)

>> No.3234724

Try adjusting movebob values in the console.

>> No.3234734

What's the best way to play Doom on Android?

>> No.3234735
File: 414 KB, 670x772, 0uro0128_philippe_caza_le_wankh.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you!

>> No.3234736

Are mods like Demonsteele supposed to have there own maps, or just us let doom 2 maps?

>> No.3234741

D-Touch, atleast that's what I use.>>3234736
It lets you use doom 2 maps.

>> No.3234742


Neat, where exactly did you get the APK?

>> No.3234745

Internet. No, seriously, I only googled it.

>> No.3234747

Both Zeromaster and DraQu don't use glory kills on UN because charge shots will fuck you up as soon as you leave the animation.

>> No.3234750


Gotcha. Thanks bro.

>> No.3234761 [DELETED] 

how much can you?

>> No.3234764

good for him, I'm not running around at even 60 HP in UN, and glory kills usually work in my favor because I get the hell out of dodge instantly

>> No.3234772

Well that sucks dick. I managed to get a semblance of it working but I couldn't switch weapons properly.

I just wanted to play what Borderlands should've been ;.;

>> No.3234779
File: 1.82 MB, 150x114, 1461773022775.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw DemonSteele + Russian Overkill

>> No.3234803

got it from apk2download, 404 version apparently, I put the WADS, click on it, click on "full" says that it needs a 0,5 update to run, it can't connect to the server and it does not run.

>> No.3234805

Can't really help you with that, I had no problem whatsoever.

>> No.3234808

did you get it from the same place? and same spot?

>> No.3234812

This is the link I used.

>> No.3234823

What's that mod?

>> No.3234834

I mean you have like 6 ways of firing your cannon, right? Well when should I use each one? Some of them seem a bit useless

>> No.3234840
File: 882 KB, 1600x900, Screenshot_Doom_20151227_091523.png [View same] [iqdb] [saucenao] [google] [report]

Bloody Steel

it's like stalker with demons

>> No.3234846

...you mean the different beam weapons?

>> No.3234850

Thanks, NOW it works, do you use a phone controller or do you use the touch screen?

>> No.3234853

Touch screen, but it can be wonky as fuck unless you change sensitivity and shit.

>> No.3234859

>tfw too dumb to learn to use doombuilder

Just kill me.

>> No.3234878

wait are the two compatible or something?

>> No.3234882

I thought Doombuild was old and busted and there was something called Slade or SLADE3 duno now.

>> No.3234886
File: 536 KB, 381x512, 1463509523292.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3234889

Yeah sure, call it what you like

>> No.3234890

Thanks man, that's what I was searching for.

>> No.3234892

holy shit

>> No.3234897

anybody recognize the label in the snes?

>> No.3234909


Judging that it's John Romero, I'm assuming it is Chrono Trigger

Upon further inspection, it IS definitely Chrono Trigger

>> No.3234912

Slade 3 is for all-purpose editing.
But, ironically, it can't handle maps and mapping worth arse.

>> No.3234919
File: 1.88 MB, 800x450, gzdoom 2016-02-18 22-38-53-633.avi.webm [View same] [iqdb] [saucenao] [google] [report]

They're your guns. They each have strengths and weaknesses, use whichever suits your current situation the best.

wave beam is stronkest though

>> No.3234923
File: 204 KB, 1280x960, isee.png [View same] [iqdb] [saucenao] [google] [report]

>Pillowblaster worked little on Demonsteele
I see.

>> No.3234937
File: 35 KB, 543x379, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]


Combed through some Ninja Blade assets looking for useful stuff, only thing that jumped out was a 4 frame bullet spark.

Original full colour and two Doom paletted gradients.

>> No.3234943

Is there a mod that brings in a remake f doom 3's grabber?

>> No.3234953

you mean the gravity gun ripoff?

>> No.3234967

no the other grabber

Also no, the earliest attempt was just to move a barrel which required ACS. I don't know if anyone has done it since. https://www.youtube.com/watch?v=SceAIDtzT0s

>> No.3234981


>Doomguy dies from lava
"I've been to hell once ... kinda felt like this."

>> No.3235013

Use Doombuilder for your first bits/hours of mapping, then upgrade to GZDoombuilder. It automatises a lot of doombuilder things. I say use Doombuilder first just so you actually know the basics and in case something goes wrong with the GZD automisations, you can fix it.

>> No.3235018
File: 29 KB, 376x387, 1460415014497.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doomguy only wants to die and find peace.

>> No.3235034

I always found it funny how the largest uzi has the slowest RPM, the mini-uzi a bit faster and the Micro-uzi has the largest RPM by far.

>> No.3235053

are you that stupid?

>> No.3235060

>For all the shit Quake 3 get

>> No.3235070

I wanted to have little directional bullet sparks that came off reflected from the wall and I don't know ACS so I made a bullpuff shoot a NoClip projectile traveling at speed 60 for one tic and then it fires a Doom bounce projectile backwards at the wall and that bouncing projectile is the spark.

It's so stupid but so far it holds promise, especially after virtually solving the issue of projectiles spawning behind walls.

>> No.3235090

>It's so stupid but so far it holds promise
this is the priority, really

the player is never, ever going to look at the code, so what works is the priority
the only problem is when it's stupidly obscene and spaghetti and people are trying to study it, and are likely to learn extremely bad habits

>> No.3235091

>"Peace, but it's only a temporary reprieve."
hah hah....

>> No.3235096

Lovecraftian Coding

>> No.3235097

>Doomguy gets telefragged
>'More proof of Demonic Infiltration!'
he's so fucking adorable holy shit

>> No.3235172

Speedrunners switch between left, right and center for handedness to get those tricky shots lined up.

>> No.3235173

Don't worry too much about spaghetti; especially in mods like these. If it doesn't cause issues, no questions asked ( unless maintainability is important aspect )

>> No.3235192

>"I was last once before, and a whole planet paid the price."


>> No.3235194
File: 93 KB, 1024x528, 1463620999113.jpg [View same] [iqdb] [saucenao] [google] [report]


Textures for the models can't be ripped yet sadly

>> No.3235203

You can use the Bounce state of the projectile, in which it becomes invisible and spawns the sparks after a 1 tic delay. This should send the sparks at the correct angle.

Bounce states are pretty damn useful. Made some cool smoke physics with them recently.

>> No.3235205

Hmm, might have to draw manually or wait, the plan was to pose the models and then pixelize still images of them, just like id's old clay models

>> No.3235219

I just want Chocolate Doom with uncapped fps, and higher render resolution with support for boom maps. I don't want anything else, I just want a real simple clean engine that does this.

Does such a thing exist?

>> No.3235220

crispy doom or you know, actual prboom?
I don't see what you dislike about prboom

>> No.3235223

Is Crispy Doom boom compatible? I thought it was just limit raising.

>> No.3235226

Now that you mention it I'm not sure actually. Anyway I think crispy doom is pretty silly with strange bloat features liked randomly mirrored corpses and whatnot, I'd just go with prboom

>> No.3235227

Any mods that replace Doom music with Metroid music?

>> No.3235228

That's an old as fuck photo, source or get fucked.

No, really, he's right, you people are reading way too much into that, moreso, there isn't even any link to source the statement.

For all we know, he's playing it right now and having a ball. He was never bitter like that, when doing Dai-Katana, he didn't bitterly dismiss Quake 2 when it came out, he sat down, and he played it, and said exactly what he thought about it, that it was a fucking great game and among the best anyone's played recently, he didn't downplay it or shit on it to build up Dai-Katana.

>> No.3235231

Hmm what would be better the man cubist or cyber mancubus or find a way to fit the cyber version in as an elite variant

>> No.3235236

Though the archvile was scrapped for the playstation version of Doom, the audio they had for him was released. Here is some of it.

>> No.3235254

Man I'd love to have a mix pack for monsters, a nice healthy blend of the different doom sound effects through the ages for all of them

>> No.3235283

that sounds nothing like an archvile.

I'll keep the mother demon sound effects for it instead, thanks.

>> No.3235285

>Implying you wouldn't fap to a baron or just straight up fuck it if they looked like this
(Site Related)


>> No.3235289
File: 78 KB, 577x618, UHUHUHUHUH.jpg [View same] [iqdb] [saucenao] [google] [report]

>"I'm outta the closet now. Say it now and say it loud. 'I'm dead and I'm proud.'"
Bones is one cheeky fucc

>> No.3235292


Man, it's weird hearing the Arch-Vile use completely different sound effects than what I'm used to.

>> No.3235294
File: 21 KB, 372x260, _.jpg [View same] [iqdb] [saucenao] [google] [report]

where're them demon dongers

>> No.3235302
File: 19 KB, 277x155, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

why is sorlag making me rock fucking solid all of a sudden

oh god what is going on

>> No.3235307
File: 285 KB, 427x700, squid monitor.png [View same] [iqdb] [saucenao] [google] [report]

>generic animu face
>oversized zeppelin tits

No thanks, I'm not 12 anymore

>> No.3235312

yo, new trhread hwen

>> No.3235320
File: 62 KB, 500x324, uzis.jpg [View same] [iqdb] [saucenao] [google] [report]

Well it's pretty basic.

The regular Uzi has the longest receiver, and the heaviest bolt, the Micro Uzi has the shortest receiver, and the lightest bolt, to the point that the Micro Uzi has a tungsten weight added to the bolt to give it more mass, as it was even faster otherwise, being outright dangerous to handle
(and honestly, it arguably still is, it REALLY isn't a weapon someone can just pick up and use, you need a lot of practice and familiarity with it, the Mini Uzi is a safer and more practical bet 9 times out of 10).

More weight, and more room for the bolt to travel, means more time between shots.
I figure you might be able to make the Micro Uzi cycle even slower by putting a heavier weight on the bolt (though I don't know how this would affect felt recoil), and then redesign it to have a rate of fire limiter, like the old Czech Scorpion has.


You get the same thing with pistols, they inherently cycle fast, so if it can fire in full-auto, it will fire very, very fast, the Micro Uzi gets into this territory.

>> No.3235323

why is Klesk so qt

>> No.3235325
File: 153 KB, 255x224, 1449454262386.gif [View same] [iqdb] [saucenao] [google] [report]

>those tits

>> No.3235332


if you stop being interested in tits when you're 12, there's a word for that

>> No.3235337

>Hating boobs
U gay m8?

>> No.3235345
File: 1.04 MB, 400x500, 1461538060725.gif [View same] [iqdb] [saucenao] [google] [report]

>oversized backbreaking anime balloons
>lol wat r u gay?

I thought I was on /vr/, not /v/

>> No.3235350

Small machine pistols barely have any kind of tactical use at all desu

>> No.3235352
File: 201 KB, 500x223, 1459018159068.png [View same] [iqdb] [saucenao] [google] [report]

blame HDoom

>> No.3235353 [DELETED] 
File: 393 KB, 493x342, retard alert.gif [View same] [iqdb] [saucenao] [google] [report]

>Internet petitions

>> No.3235365
File: 866 KB, 1268x716, no sex.png [View same] [iqdb] [saucenao] [google] [report]

You know, it's funny, I used to think the whole "sex sells" thing was exaggerated, that people have standards and whatnot.

But HDoom showed me that you can slap a pair of tits on a turd and someone will enjoy it.

What a time to be alive

>> No.3235371

I know the video that image is from, they don't even talk about Doom 4, they talk about text adventures almost the whole video.

>> No.3235376


i'm giving you a bantz, m8, ease up

>> No.3235385

>pair of tits on a turd

Doom's actually pretty good, anon. You should play it. It's fun.

>> No.3235387

>pair of tits on a turd
>on a turd

>> No.3235401

Am I being baited or did I not word that properly?

>> No.3235404

it's also literally only bad when furries do it. but since it's monstergirls, it's okay.

>> No.3235412

>Not doing a Super Missile jump

>> No.3235415

By talking about the "sex sells" and "pair of tits on a turd", it seems very much like you're saying that the original product (Doom) was not notable and that it's only "selling" because of the additional sexiness (HDoom).

>> No.3235426



Watch it or I'll dig out my Dick.wad and some old 90s porn wad and I'll show you true terror.

>> No.3235430
File: 240 KB, 1078x996, 1457226751790.png [View same] [iqdb] [saucenao] [google] [report]

No fucking thank you.

>> No.3235435

What I meant to say was you can add sex to pretty much anything and someone will like it, even if the original has nothing to do with sex.

Doom is about shooting demons and navigating mazes, there's like nothing sexual about that. (At least if you're a normal person and not some weirdo who gets aroused at anything with a rear end)

Whether or not the original product is good is irrelevant in most cases. Just look at waifu fags.

>> No.3235441
File: 1.66 MB, 2711x4093, 1366434047836.jpg [View same] [iqdb] [saucenao] [google] [report]

do it i've been to hell and back twice

>> No.3235446

>there's like nothing sexual about that.
when has that ever been a barrier

>> No.3235451

Monster girls is so much worse than furries. At least furries admit they look like animals.

>> No.3235453

>What I meant to say was you can add sex to pretty much anything and someone will like it, even if the original has nothing to do with sex.
This has been a case ever since the invention of media, though.
If something exists, there is porn of it. It's a simple rule.

I'm optimistic enough to think that most people on the internet are not actually clueless, so I'm pretty sure you actually knew this. Doom really isn't an exception to this, anon. There's porn of it. There's a LOT of porn of it.
Sexuality is a base human function and desire, there's going to be outlets to try and fulfill it no matter what.

>> No.3235458
File: 318 KB, 410x337, donotwant.png [View same] [iqdb] [saucenao] [google] [report]

>look at waifu fags
I'd rather not.

>> No.3235460

>What I meant to say was you can add sex to pretty much anything and someone will like it, even if the original has nothing to do with sex.

This really isn't an astounding revelation, dude
HDoom isn't even unique in this regard, there's been Doom porn forever

>> No.3235464

>There's a LOT of porn of it
How much of that is actually good though, and not just terribly drawn MSPaint tier shit?

>> No.3235481
File: 253 KB, 1366x768, Screenshot_Doom_dnation.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3235485

ironic that you say that and then post a splatoon pic

>> No.3235487

I can't really be the judge of that.

One of the big repeated complaints about H Doom that strikes me is how the demons are turned into "cute anime girls", which is apparently a bad thing.
Last I asked what would be better, one dude went on a big rant about how the demons don't have to accommodate human standards of beauty and posted a lot of stuff that was barely fuckable or arousing as examples.
And, frankly, that stuff is probably the most prominent stuff. H Doom is relatively new, so the animu grills aren't that prominent as compared to dick-withering monstrosities.

So I guess for my own personal opinion? Not a lot of Doom porn is good. Wasn't really anything actually sexy until H Doom came along.
The point of porn is to be sexy. So of course cute anime girls is going to be the big draw.

hi, doom_txt, i know you're reading this thread

>> No.3235496
File: 218 KB, 672x663, art.png [View same] [iqdb] [saucenao] [google] [report]

I stand corrected.

>> No.3235518

>rip and tear

>> No.3235519

oh wow thats my fetish
i love terribly proportioned anime chicks with giant titties and a shitty haircut

>> No.3235521

ok, working on it...

>> No.3235524
File: 339 KB, 830x607, tumblr_n1f6iuBusF1rg3vrmo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe this is a good example of "Just because we can, doesn't mean we should", when it comes to sexualizing.

Still, at least no one's done porn of Doomguy and Daisy, so we haven't hit absolute rock bottom yet.

>> No.3235547

>at least no one's done porn of Doomguy and Daisy
do you even realize what you just did

>> No.3235549

this, but unironically

>> No.3235552

>Still, at least no one's done porn of Doomguy and Daisy

>> No.3235556
File: 101 KB, 255x255, Dr.Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

congrats you've jinxed it

>> No.3235564

Oh come on, people aren't THAT degenerate.

>> No.3235567

>missed a (Cross-Thread)

New thread >>3235545

>> No.3235569

just check rule 34 really, the thing about sexualizing is that untintentional sexy and cute are always above intentional sexy, if a character is designed to be attractive to normal people (comic book characters for example) they will have porn but not that much, now let's say its a innocent looking anime little girl or some ugly cute nerd girl from some cartoon, there is a fuck ton of art because of the "exotic fruit" and corruption effects

doom seems to fall under unintentional, monsters aren't designed to be sexy but i am sure someone out there would find them attractive, meanwhile others would attempt to sexualize them for the lulz but are too casual to find the originals attractive in the first place so they end up changing the design to make it more attractive to them, creating garbage like >>3235496 aka """"""monster"""" girl shit you're probably familiar with

>> No.3235576

Oniontrain are almonds are the only artists I know can make worthwhile doom porn as far as I'm concerned

>> No.3235579
File: 370 KB, 1366x768, Screenshot_Doom_20160522_200030.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3235581

That was the only semi-decent not-gay pic I could find.

At least they it doesn't have fucking purple hair.

>> No.3235582

I'm surprised Oniontrain is still around.
He's been making Doom r34 for as long as I can remember

>> No.3235584

>but are too casual to find the originals attractive
i wasn't aware there was levels of "hardcore" in regards to someone's fetishes

>> No.3235586
File: 81 KB, 339x337, 4nhUs.png [View same] [iqdb] [saucenao] [google] [report]

>meanwhile others would attempt to sexualize them for the lulz but are too casual to find the originals attractive in the first place so they end up changing the design to make it more attractive to them

Fucking hell are you seriously trying to say "your fetishes are too casual"?

>> No.3235590

>being this pleb

>> No.3235593

Some people like to have cigarettes put out in their mouth and to be asphyxiated and some people just want socks on when they get a footjob

>> No.3235596

You would think this is a joke but there are people that actually think this way

>> No.3235602
File: 5 KB, 120x117, 1422255759961.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks dude but haha what

i don't draw doom porn all that often to be praised so highly above ground

>at least no one's done porn of Doomguy and Daisy

>> No.3235606

He wasn't talking bad about Doom. I don't even know how you got that from his post.

>> No.3235616

you mean you don't like having both at the same time?
what a fucking casual

get on my level

>> No.3235625

>being attracted to women
>not being attracted by the original masculine demons

Look at this fucking casual.

>> No.3235732
File: 131 KB, 700x512, Beretta93-1-.jpg [View same] [iqdb] [saucenao] [google] [report]

They're niche as fuck, but I always felt that the Beretta 93r would be the most practical, as it has a built in foregrip (you fold it down, hook your thumb through the enlarged trigger-guard and grip it), it also fires in a three round burst, rather than full-auto.

I usually dislike 3rd burst, but for something that fires well over 900rpm it's actually sensible.

>> No.3235780
File: 8 KB, 80x160, keepondoomin.gif [View same] [iqdb] [saucenao] [google] [report]

You can always switch to single fire anyway, so why not?

>> No.3235859

Because it's easy to let off way more rounds than you actually mean to with straight full-auto when it comes to weapons that fire 1100rpm, also a user who isn't experienced enough with one might not be able to control that as well.

With 3rd burst, it's already rapid, and it's already multiple, and it begets conserving ammo.
It doesn't matter as much with a regular assault rifle or subgun, because they fire slow enough that you can easily control the length of your bursts with just minimal practice.

>> No.3235929

Oh, no I was agreeing with you. The why not was more like "fuck it, why not a 3rd burst. why not a beretta 93r?"

Berettas are aesthetic as hell to me for some reason anyway. The little folding grip could probably be shorter even on the 93r though.

>> No.3236160
File: 22 KB, 512x399, ss+(2016-05-22+at+10.00.05).png [View same] [iqdb] [saucenao] [google] [report]

Why does this happens?
I am new to this Doom modding thing

>> No.3236296


It means your graphics card doesn't support OpenGL 3.0.

>> No.3236349



Oniontrain, is that you

>> No.3236536

ya, opengl 1.1 here, can't do shit with anything 3D on this laptop
zdoom runs fine though, use that

>> No.3236693

He can use a 1.x renderer gzdoom build though

>> No.3236694

he could

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