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3305560 No.3305560 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3300452

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.3305561


[06-20] Anon map release: technotomb.wad >>3304487

[06-20] BestEver moderation changes

[06-20] Anon map release: Inferno Odyssey >>3303862

[06-19] The /newstuff Chronicles #502

[06-19] 3DS Homebrew Doom port

[06-17] Anon map update: An Evening Stroll in Venice >>3299050

[06-17] DUMP 3 Submissions/WIPs by Anons
>>3302863 Tomb of Hectikhamen (updated 06-19)
>>3299323 Hello Doom
>>3296373 Durex Waste Disposal
>>3291819 Mountain Temple, Nanotool
>>3290768 3D floor (WIP)
>>3290625 Just Doomin It
>>3288630 Bio Eradicator, Flakchette
>>3285048 Lambda
>>3283920 Janus

[06-13] Anon mod update: Piranha Bowl >>3293408

[06-13] Anon made a map, please criticize. >>3290260

[06-12] Crispy Doom v3.4

[06-09] /newstuff #501

[06-08] Anon mod release: Home Improvement >>3279105

[06-07] SC-55 Music Pack for TNT >>3276167

[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532

[06-05] Anon map WIP: UAC Facility Level >>3272104

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545


To submit news, please reply to this post.

>> No.3305567 [DELETED] 


>> No.3305573 [DELETED] 

Would there be anyone interested in a PS1 music wad that uses the bonus tracks from the soundtrack releases for some extra variety, and the extended tracks from the 20th anniversary soundtrack?
I've started working on one for private use, but if there's interest I might upload it when I'm done.

>> No.3305576


>> No.3305582

Do you do this every thread?

>> No.3305584
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3305591

Has anyone ever played doom?

>> No.3305594


who the hell plays doom, that game's for nerds

>> No.3305601

i played brutal doom :^)

>> No.3305602

Doom is a myth, nobody even knows what id software is.

>> No.3305605

oh shit .WADdup

>> No.3305608
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Fuck you.

>> No.3305635

O shit .waddup

>> No.3305652
File: 229 KB, 900x900, Vore.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's try to write retro FPS monster sounds, I'll start


>> No.3305653

oh shit dat kura art

>> No.3305659
File: 65 KB, 703x574, fugdoombuilder.jpg [View same] [iqdb] [saucenao] [google] [report]

>GZDoom Builder crashes again
Welp, not bothering with that area again.
Just gonna cut corners here.

>> No.3305661
File: 7 KB, 223x282, Knightfinal[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3305663


>> No.3305664
File: 97 KB, 1024x768, Quake-3-Arena-Characters-Tier-1-Sarge1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3305665


>> No.3305667

Hey /doom/ I've been trying to get into Blood recently. I got the Good Old Games version, which comes with a fairly nice pre-set up dosbox that runs Blood for me. The game runs nice and stable.

However, I experience slowdowns pretty often - often enough that the game becomes kind of frustrating. It's never huge, but more like a cockblocking kind of thing. I'm poking and prodding zombies with my pitchfork and suddenly for a tenth of a second there's a slowdown and I don't move back in time, resulting in losing 15 health or so.

My computer is pretty shitty - an old HP laptop - but my processor is decent, and as far as integrated graphics cards go my understanding is that I have one of the better ones. Still, I should be able to run Blood, no? Or is DOSBOX an emulation thing.

I don't really know how to use DOSBOX either, so if you guys know how to do some customization that might make it run faster, that would be appreciated.

>> No.3305670

(cash register beep)

>> No.3305671


Blood is infamous for running really poorly in DOSBox.

All I can really suggest is turning down the resolution, assuming you aren't already playing at 320x200.

>> No.3305673
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>> No.3305676


>> No.3305681


>> No.3305697

Like I give a fuck

>> No.3305706

So, I replayed DOOM2 and I have to say that the maps are less worse than I remember. Only the Courtyard, Nirvana, Barrel o'fun really suck, but, besides those, the second half of DOOM2 is enjoyable. Even if the texturing is meh and the architecture weird, fightings are action-packed and there's plenty of ammos everywhere, alongside powerups for health and armor. Why do most people on the DOOM general hate those maps?

>> No.3305717


>> No.3305720


>> No.3305724


>> No.3305728


>> No.3305730
File: 24 KB, 640x480, Doom64Flinch02-D64ex.jpg [View same] [iqdb] [saucenao] [google] [report]


In Classic Doom:

>> No.3305741


>> No.3305747
File: 10 KB, 512x640, 375803-no_monster_closets[1].jpg [View same] [iqdb] [saucenao] [google] [report]

They're more gimmicky - "here's a level that looks like a city", "here's a level where you start out in a hub and pick doors", "here's a level where you watch a Spider Mastermind and a Cyberdemon duke it out, and then you run around in lava a lot", etc. When they aren't gimmicky, they're made by American McGee and just aren't that much fun to play.

Also, it's Inferno-style Sandy Peterson mapping versus Shores of Hell style, so it's more "experimental" design that is interesting to consider, but lacks the flow and sense of discovery that Doom 1 maps had.

Also, a lot of monster closets. Even The Living End, which is a classic tough-as-nails Romero level, pretty quickly drops a closet full of chaingunners next to you.

On the whole, Doom 2 levels are definitely tougher and there are some good levels in there, but many feel like a hodgepodge of half-baked ideas, gimmicks, and just general incompetence. Even in terms of tougher Doom from iD, I'd rank Thy Flesh Consumed higher.

>> No.3305748
File: 359 KB, 1920x1080, doom71.png [View same] [iqdb] [saucenao] [google] [report]

Beat Freedoom1 and 2 over the weekend. Holy fuck what a slog, what were they thinking with most of the monster design. And some of the levels were so tedious.

The only redeemable part was combat shock and that was already an independent release.

>> No.3305754

but courtyard is one of the most entertaining maps. let everything out at once, watch them all kill each other, it's great.

>> No.3305758

Eva, auf wiedersen

>> No.3305772
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>> No.3305774


>> No.3305775


>> No.3305779


>> No.3305781
File: 35 KB, 200x200, 1347363610203.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3305786

Favourite megawad? http://www.strawpoll.me/10426064

>> No.3305789
File: 5 KB, 250x235, 1466100009545.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3305791


>> No.3305793
File: 105 KB, 840x523, final_encounter.jpg [View same] [iqdb] [saucenao] [google] [report]

Testing this will be a massive pain in the ass..

>> No.3305794

>no golden souls
>no pirate doom

Ok apparently I should try out more Doom wads if my 2 fav wads arent there

Which do you recommend?

>> No.3305798
File: 370 KB, 800x600, doom.png [View same] [iqdb] [saucenao] [google] [report]

Yes, yes, well done Doomguy, well done.


>> No.3305801

I'd say those would go in their own category, namely the total conversion one

>> No.3305803 [SPOILER] 
File: 84 KB, 768x430, 1466464913495.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3305804

ohhhh, ok that makes a lot of sense then.

>> No.3305825

What are some things you want to see in Doom mods? Personally I'm waiting for a mod where you can grab Cyberdemon rockets in midair and throw them back.

>> No.3305827
File: 108 KB, 738x454, bruh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3305841

Is there a more divisive figure in a community than Mark?

>> No.3305847

And we all thought mark had learned his lesson

>> No.3305853
File: 566 KB, 215x194, 1357431021506.gif [View same] [iqdb] [saucenao] [google] [report]

>Watcha gonna do? Tell me I should kill myself?
>It's never too late bro, you can change and become a good human being and be an enrichment for this world, just change your mindset :)

>> No.3305863


Good to see Mark's still a thin-skinned bitch.

>> No.3305864

Why can't he just die already.

>> No.3305878
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google] [report]


>"Watch that edge. You are going to cut yourself with it."


>> No.3305881

How has Bloodshedder not helled this yet.

>> No.3305894

There's not really much divisive about him. He's universally hated, because he has a universally agreed on awful personality, with even the people that love Brutal Doom rarely defending him and instead saying "I play the mod regardless of who the author is".

>> No.3305914

does he really think id cares what he thinks? this guy is so self absorbed

I will defend a single aspect and that is his level design, Brutal Doom itself acts better as a seed for better versions of it like SE, and PB

>> No.3305920

I meant aspects outside of Brutal Doom. Nobody's going to defend him for giving instructions to a suicidal person on how to kill themselves, or claiming that other mod authors ripped him off while not crediting a single other mod that he shoved into Brutal Doom, or just being a general terrible person.

>> No.3305927

Looking for an atmospheric megawad. Puzzle heavy, exploration, etc. Spoonfeed me, please.
no slaughtershit

>> No.3305934
File: 278 KB, 1200x960, 1457010626119-1.jpg [View same] [iqdb] [saucenao] [google] [report]

>No, it's like, the world would be a better place without trump, but I don't want him to die - I only want him to change his mindset so he can become a cool guy

Holy fuck we have reached singularity, Godwins law has reached critical threshold now to being applied to Donald Trump.

Sergeant Mark is literally trump

>> No.3305937

>Nobody's going to defend [...] claiming that other mod authors ripped him off while not crediting a single other mod that he shoved into Brutal Doom
you would be surprised, a lot of mods with custom deaths are getting their stuff nicked and then people are yelling that the original mods are stealing from BD

actually in retrospect, that's not so surprising, but it is depressing

>> No.3305941

> Sargeant_Trump_IV

>> No.3305961

The only ones I can think of right now are Void and Oniria (however they are not very puzzle-heavy)

>> No.3305962

combat shock 2

>> No.3305983

how has nobody suggested eternal doom yet

>> No.3305987

this is why I'm scared of doing compilation mods, its near impossible to find the original makers and actually credit them

>> No.3306029

is colormap 31 ever used? a cursory glance at the source code suggests that, for sector lighting, the engine only takes a base colormap from 0 to 30 (in increments of 2) and then decreases it. i kinda suck at reading c, though.

>> No.3306031
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>> No.3306035

nobody likes you nudoom caco

>> No.3306040
File: 351 KB, 827x513, hell_welcome.png [View same] [iqdb] [saucenao] [google] [report]



Since submission-deadline is... probably now, I just submitted what I got. It is kinda finished, although somewhat aggravatingly balanced.

Some areas are less polished than others, too.

I am so sorry for that finale.

>> No.3306041


Hey, it's not as bad as the abomination 3 came up with, at least give it that.

>> No.3306046
File: 1.41 MB, 280x210, 1450654442498.gif [View same] [iqdb] [saucenao] [google] [report]

>that shadow

>> No.3306048

a master is out

>> No.3306049


Congratulations on making it.

>> No.3306050

Anyone in here know about compiling Quakespasm?

I have it configured to compile SDL2, there don't seem to be any error messages, but the program just doesn't run. I've tried compiling it manually and through CodeBlocks.

Does the "id1" folder need to be in a strategic place or something?

>> No.3306053
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

did you have to organize an archaeological expedition to unearth this meme?

>> No.3306054
File: 193 KB, 1470x1862, PicsArt_06-12-11.29.20.jpg [View same] [iqdb] [saucenao] [google] [report]

seems no one like nucacodemon

>> No.3306056

>psssh, hey mortal. Come here real quick. I need you to pet me real fast

>> No.3306062
File: 253 KB, 1358x764, ss+(2016-06-20+at+06.24.59).jpg [View same] [iqdb] [saucenao] [google] [report]

"Anything for you my little meatball."

>> No.3306067

I didn't hate it, but it needed some damn color and eyes

>> No.3306071
File: 229 KB, 1500x2261, doom cacodemon.jpg [View same] [iqdb] [saucenao] [google] [report]

he needs a better eye

>> No.3306075
File: 124 KB, 456x658, 1464850363913.jpg [View same] [iqdb] [saucenao] [google] [report]


now he looks like he's tripping balls

he's literally a tripping ball

>> No.3306078

Caco pet mod when?

>> No.3306079


Maybe, but your marble solution looks like shit.

>> No.3306082


>> No.3306083

its actually a frog's eye, but it does look like shit, I am not a good editor

>> No.3306085
File: 106 KB, 841x505, iapologizeforthis.jpg [View same] [iqdb] [saucenao] [google] [report]

Oops, quick fix. Mainly just fiddling with some graphical settings and taking away one overcharge from final room.


kill me

>> No.3306089

Are you making one?

>> No.3306094
File: 95 KB, 1024x768, Do not pet the cacodemon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3306096

Yes :3

>> No.3306101 [SPOILER] 
File: 130 KB, 958x752, 1466473072953.jpg [View same] [iqdb] [saucenao] [google] [report]

You're a real human bean anon~

>> No.3306115
File: 70 KB, 640x400, Screenshot_Heretic_20060614_011427.png [View same] [iqdb] [saucenao] [google] [report]

I really need to get this done, at least the Heretic portion.

>> No.3306117

>giving the Arch-vile horns
Literally worse than Hitler.

>> No.3306123

its head looks to bare without them

>> No.3306125

is there a way to compile and decompile acs?

>> No.3306128

It completely ruins its look.

Suddenly a tall, creepy alien turns into an anorexic baron.

>> No.3306136

>misread it as "is there a way to creampie acs"

I need to lay off the porn.

>> No.3306137


>> No.3306151

>Which do you recommend?

he made that poll to have "the top 3" of best wads to play, and he has been spamming it for the past 5 threads since he made it

he could've easily finished two of them by now

>> No.3306160
File: 8 KB, 250x268, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1466299763816.jpg [View same] [iqdb] [saucenao] [google] [report]

You fucking what

>> No.3306171

they are demons, not aliens

>> No.3306176

You gotta know your memes man

>> No.3306180


>> No.3306185


Compile? Yes. SLADE3 has it built in.
Decompile? No, as far as I know. There used to be a program, but it only works with ACS as it existed in Hexen. You wouldn't get anything useful trying to decompile modern ACS with it.

>> No.3306187

But he was referring to the meme

>> No.3306198
File: 180 KB, 430x408, sad manc.png [View same] [iqdb] [saucenao] [google] [report]

>Almost done my DUMP 3 map
>GZDoombuilder fucking crashes out of nowhere
>Lose a lot of progress
>Not in the mood to redo any of it
Fucking kill me

>> No.3306203


save often

>> No.3306204

Save early, save often.

>> No.3306208
File: 1.61 MB, 320x185, IDKFA.gif [View same] [iqdb] [saucenao] [google] [report]

>Fucking kill me

on it

>> No.3306210

aren't they both in doom 3

>> No.3306212

never got any lore on archviles in D3

>> No.3306213


>> No.3306216

I got into the habit of saving a new version every time I made significant changes. GZDoombuilder never crashed on me, but the problem I got is that when I reopened a map some of the latest progress was lost. So I started saving a new version. constantly.

You can always delete the old versions. better to have 400 versions and the latest one be perfect than having 1 version and losing everything.

>> No.3306230

I'll remember to save a bunch next time. I think i'm just gonna keep what I have and finish it once the next DUMP rolls around or something.

>> No.3306243
File: 79 KB, 681x800, suicidal_pepe.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing blood
>wrong side of the tracks
>not very good at it, struggling through
>at one point I'm stuck at 7 hp but I have 30 body armor
>through a clutch af gunfight I make it through the bar and grille section of the level
>get to the kitchen
>see the little closet with skeletons in it
>oh nice a little hidden button
>press it
>hear the grinding sound of stone moving
>can't find what the secret reveals
>go back and forth in and out of this little closet looking for the secret
>accidentally kill myself because the door opened into me and squished me against the wall

fuck this fucking game

did Doom have this many instadeath traps? I remember in Quake, there were plenty of legitimate, developer made traps. This feels like I got fucking robbed by the fucking physics engine.

I feel like both Duke Nukem and Blood suffer from this. Build Engine might allow for multilevel maps, polygons and non-euclidean geometry, but at least the Doom engine was fucking stable.

>> No.3306248

That's young ken for ya

>> No.3306251
File: 167 KB, 400x359, 2c6f5049353706277af94cefad3756682484c0ef.png [View same] [iqdb] [saucenao] [google] [report]

We've reached a new level.

>> No.3306253

the death doors are a feature

>> No.3306254
File: 1.39 MB, 478x360, 1453521989434.gif [View same] [iqdb] [saucenao] [google] [report]

I feel your pain anon, a few years ago I was working on a .gif for like 4 hours, and then GIMP crashed and I lost everything.

Shit stings hard.

>> No.3306256
File: 175 KB, 1680x1050, Screenshot_Doom_20160620_231357.png [View same] [iqdb] [saucenao] [google] [report]

No Rest For The Living was really good. A solid, Doom 1 style set of maps with really elaborate secrets that still feel logical and well-telegraphed, and a solid challenge on UV pistol start that kept me feeling tense and excited to retry, but not frustrated.

The Cyberdemon maze shootout at the end was an interesting way to make a bossfight interesting nowadays, forcing the player to switch hunt and know how to handle the constant horde of imps vs the stalking Cybie with just a rocket launcher.

It's too bad that it's only legally available via the BFG Edition IWADs, but I assume everyone who was interested already acquired it through other means.

Next is TNT and then Plutonia, I guess. I'm excited to see how tough Plutonia is, given its reputation.

>> No.3306257

Blood is a hard game that doesn't like you at all. Embrace it.

>> No.3306258 [DELETED] 



>> No.3306259

Plutonia's pretty hard. Get your butthole lubed.

>> No.3306261

Uh, what're you doing?

>> No.3306262 [DELETED] 
File: 794 KB, 458x430, build engine doors.webm [View same] [iqdb] [saucenao] [google] [report]

Warned ya. Told ya.

>> No.3306264
File: 22 KB, 720x540, 1447644159474.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3306267


you can link to the doomworld thread, you know?


>> No.3306270
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3306271

Well, that was an awfully dark episode of Seinfeld.

>> No.3306272 [DELETED] 

Did He Died?

>> No.3306273
File: 792 KB, 1920x1080, zdoom 2016-06-20 23-19-51-62.png [View same] [iqdb] [saucenao] [google] [report]

How do you do .pk3s nigga

>> No.3306278
File: 68 KB, 235x231, 1450246142645.png [View same] [iqdb] [saucenao] [google] [report]


what kind of sadist designed those fucking fiends

>> No.3306280
File: 43 KB, 600x583, cryin.jpg [View same] [iqdb] [saucenao] [google] [report]

>be a child in the 90's
>watch seinfield
>it's the "everyone gets shot to death and sent to hell episode."
>watch it
>start crying

>> No.3306293

Does anyone here have a suggestion for a wad to make DOOM 2's levels less ugly and boring?

>> No.3306298

what the fuck am I doing wrong

>download doom from GOG
>download zdoom
>download a WAD
>drag and drop the wad file onto zdoom like the wiki said to
>loads up Knee Deep in the Dead with the HUD graphics from the wad


>> No.3306304

Get your sawed off and just wait for them to fade in.

It's easy.

>> No.3306305

Speaking of Blood, has anybody played Blood 2? Is it worth playing?

>> No.3306307

No. It runs like shit on everything

>> No.3306308

Have you put doom.wad and doom2.wad into the folder you unzipped ZDoom into?

Notoriously rushed and mediocre.

>> No.3306309

i downloaded doom 2
i installed it
i loaded it up

guess what level it fucking loads

it's knee-deep in the dead


>> No.3306310 [DELETED] 

I think someone posted this one some time ago and it got deleted so probably yes.

>> No.3306327

Literally the easiest enemy to deal with. Zombies are more of a threat.

Just altfire shotgun them in the face when they go to attack you, and they're dead.

Blood isn't easy, either man up or stop playing it

>> No.3306346
File: 6 KB, 118x147, Phantasm.gif [View same] [iqdb] [saucenao] [google] [report]


Distant relative of the Revenant?

>> No.3306360

I would recommend using a launcher program like ZDL or Quickly Launchering Zdoom, which is the one I use. (https://bitbucket.org/SavageMessiah/qlz) It makes it a lot easier to choose your IWAD (doom/doom2/tnt/etc) and what wads you want to run with it.

As for the custom wad you're using, it may only work with Doom 2, which is why it would look weird in you're running it in Ultimate Doom. Check the readme with the wad to see.

>> No.3306364

Well, see, your problem is that you're not using Chocolate Doom.

>> No.3306370

Speaking of Blood, how do I disable the CD music in the GOG version? It sounds nice and all, but the game shits itself and doesn't loop them, so I want the midi tracks back.

>> No.3306376
File: 13 KB, 466x88, Breakaway.png [View same] [iqdb] [saucenao] [google] [report]


Just take it.

>> No.3306391


There should be a .conf file with an autoexec entry for the game. Just add a -nocd parameter to the line that launches the game.

I don't think you'll get cutscenes though, unless you extract the movies and their audio from the disc image and edit a file to point to the extracted video and audio.

>> No.3306397
File: 21 KB, 659x103, ss+(2016-06-20+at+11.37.15).png [View same] [iqdb] [saucenao] [google] [report]

Th-The Imp is supposed to have fur? I always saw it as being hairless.

Guess what I'm reading for the first time.

>> No.3306398
File: 22 KB, 230x224, 1466404401959.jpg [View same] [iqdb] [saucenao] [google] [report]

>Furry Imps

>> No.3306402

that might have been the original concept, but there's no way that's what adrian drew

we can see how he draws fur on the barons and that doesn't exist on the smooth surface of the imp

>> No.3306418
File: 39 KB, 640x480, pkiDU58l[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I'm fucking dying

>> No.3306419

D...does that mean the HDoom Imp girls are soft and fuzzy~?

>> No.3306430


Beautiful stuff, anon, thanks. I've been needing a free font for my iwad project.
Do you have any more fonts in mind to rip?

>> No.3306441

so umm I like the look of the Belphegor, but I need to know who Mark stole them from so I can credit the actual maker

>> No.3306449

That reminds me, do you (or anyone) happen to have the font for Blood?

Been looking for it for a while.

>> No.3306451


Can you post the actual sprite?

>> No.3306459
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]

Yeah it worked. And about the cutscenes, not only do the still work, but it also fixed the problem where they had no audio. Thanks senpai

>> No.3306469
File: 129 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Only still I can find and most vids don't have good looks at them they are basically centaur hellknights with clawed feet

>> No.3306491
File: 2.50 MB, 1920x1080, quakespasm 2016-06-21 07-36-34-60.png [View same] [iqdb] [saucenao] [google] [report]

This looks cool but is really not what I was expecting.

>> No.3306496
File: 291 KB, 2520x1080, heavy_evolution.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone here tried the original Team Fortress for quake?
is there any servers left?
id like to try it out since i believe it doesnt have the infamous grenade spam that made TFC and Fortress Forever so frustrating for me
also why doesn't quake TF have a wikipedia page? i get that its a mod, but it was supossedly very popular in the quake days (one article says 40% of quake servers ran TF at one point)

>> No.3306506

At the risk of getting b&...Why aren't there any DOOM threads on /vg/? They just suddenly seemed to stop for some reason.

>> No.3306510

An Update on the map called (Just Doomin it)

I had to reduce the enemy count to 2378 this time and had to balance out the rockets and plasmas so far tweaked some areas a bit and added a new secret area so far.

Music is "For Lunar (8bitbubsy_-_for_lunar.mptm)"

i use no custom textures just the doom 2 default

Quote:This is my first time making a legit level not a map just for testing the game-play wads,~/Rei Ryghts/ Anon

good luck out there...


here is the link:

>> No.3306514

I know this is because those pixels were approximated to one of the 32 fullbright colors of the Quake palette when converting. The question is where I go from here. I expected Quakespasm not to be palette restricted. Maybe it is but I just haven't found a way to pack a texture wad for Quake that doesn't apply the game's palette.

>> No.3306516


If you mean the DOOM IV threads, I couldn't tell you as I never visited them. If I had to guess, they probably just stopped due to lack of interest.

>> No.3306517


Contrary what a lot of critics will tell you, Doom threads could never survive on /vg/.

>> No.3306518

The people making them stopped making them? You can only talk about one game for so long without it becoming a circlejerk like those Katawa Shoujo generals.

>> No.3306519

never mind i'm dumb it goes from 0 to 60

>> No.3306524


>You can only talk about one game for so long without it becoming a circlejerk like those Katawa Shoujo generals.

How the hell are those still going, anyway? I can't see how a regular visual novel could have thousands of threads' worth of discussion in it.

>> No.3306525

They don't discuss the game. They just circlejerk among themselves and talk about which waifu is the best waifu.

>> No.3306526
File: 241 KB, 500x667, 1459819182883.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3306527

Those are the best. They're not even very dangerous; you just let them run up to your face and materialize to hit you, then give 'em both barrels. But they're loud and startling, and they're always tucked in some place you don't expect anything to be, so when they start screaming and rushing around the room you reflexively try to shoot them anyway.

>> No.3306531


>plutonia warning sign.jpg

>> No.3306538

This, we were a bit starved for fresh content after a bit, if the snap map updates are any good the threads might revive

>> No.3306545
File: 618 KB, 1201x884, 1466032452301.jpg [View same] [iqdb] [saucenao] [google] [report]


>mfw can't discuss Doom 4 on /v/ or /vg/ because nobody gives a shit, can't discuss it in /doom/ because not retro

>> No.3306553

there is always the /aco/ thread, but mostly its for the best, discussion is predicated on new content, in its current state Snapmap cannot provide, I have hope for the announced updates

>> No.3306557
File: 208 KB, 800x600, mn1PIaP.jpg [View same] [iqdb] [saucenao] [google] [report]


h-hey now...that's really l-lewd...

>> No.3306559

this is the community that welcomed H-Doom with open arms

>> No.3306571 [DELETED] 

They are the easiest monster to skip, You can straight up walk through them.

That filename is giving me autism because thats not the angle they deal damage to you in the engine. Its regular rotating doors that are infamous for crushing you

>> No.3306575

Just a passerby jumping in to say that 4chan is first and foremost a porn site. People might try to say otherwise, but without porn (hentai and the /h board in particular) 4chan wouldn't be here today.

>> No.3306580

and open legs

>> No.3306581

would you fuck doomguy

>> No.3306583

Does anyone have the "Do you want to play some fucking Quake" picture? The link in the OP is from desustorage, which is down right now.

>> No.3306584

if I were a girl, absolutely, though I might not survive

>> No.3306585 [SPOILER] 
File: 256 KB, 658x604, 1466491402628.gif [View same] [iqdb] [saucenao] [google] [report]

no, he's too fast

>> No.3306586
File: 1.65 MB, 800x3848, so you wanna play quake.png [View same] [iqdb] [saucenao] [google] [report]

i found this

>> No.3306587

If Doom 4 is anything to go by, I don't think anyone would survive being laid by Doom man

>> No.3306589
File: 13 KB, 128x188, 1459164993565.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3306590

That's the one. Thanks

>> No.3306594

There really is no reason to include Fitzquake on that list. Quake source ports should really just be:
Do you want classic Quake or new visual elements?
New visual elements: Darkplaces
Classic Quake: Quakespasm, but if it doesn't work, DirectQ

>> No.3306596

survival was not the question, the question was, would you?

>> No.3306598

And EzQuake if you want to use Quake multiplayer.

>> No.3306609
File: 26 KB, 1024x768, do not pet the spider.png [View same] [iqdb] [saucenao] [google] [report]

Hell yeah, I would. Doom guy would see the horrendous visage of the biggest faggot he's ever seen crumble before him as he pumped his berserker's wad into my exposed asshole. I would shrivel up with pleasure and die, his throbbing member devastating untold miles of my rectum.

>> No.3306612

Yes but its purely out of respect.

I would imagine it would go to the effect of this:


>> No.3306614

use GZDoom. Some mods like pirate doom need it.

>> No.3306618

write a batch file or just use ZDL. I like ZDL.

>> No.3306619

In any Build engine game where it may be a problem, you CAN make doors not kill the player, and not all doors can kill you.

It all depends on how you build the doors.

The problem isn't so much "the engine", besides Blood, DN3D and SW's "engines" are all different, but unproper level design and lack of testing and fixing.

Your safest bet is to stop standing in doors ways, it hasn't happened to me in years and I play those games all the time.

>at least the Doom engine was fucking stable.
The more there is, the harder it is to be glitch free. If all these games had were a couple of different moving sectors (for doors, elevators etc) with pre-set sound and set and flickering lights, they'd be just as stable.

>> No.3306620

So how does this work when people upload not_circus2.wad and lag everyone's servers for fun?

Do you now have to babysit every server you create to stop it from falling prey to votekick trolls?

It sounds like banning people for cheating was the big timesink here.

Why not just keep the banlist intact and have a new policy of only banning people for uploading malicious wads and votekick trolling, and everything else is up to server admins or zandronum staff? The reason I single out votekick trolling and uploading malicious wads is in the case of the former it's something that requires the server admin to be there to prevent, stops people from playing entirely, and by it's nature is something that a person doing it will just hop from server to server doing. In the latter case it's something that server admins cannot do anything about at all.

And why de-op everyone? Doesn't that accomplish the exact opposite of what Jenova wants since he now is the only person that can do anything?

>> No.3306639

Also I'm surprised some of the more persistent trolls haven't started uploading time bomb versions of actual files that have hidden acs that waits for a random amount of time with a min start time before doing things to hog server resources and possibly crash the server (if that would make tracking down the problem more difficult for staff.). If done right, they wouldn't even have to host things themselves, just upload innocuous seeming files that are modified versions of real files and wait for unsuspecting people to start servers with them.

>> No.3306641

>Doesn't that accomplish the exact opposite of what Jenova wants since he now is the only person that can do anything?
it does, which makes me wonder there's something else at work and he's just throwing a big tanty

>> No.3306642


don't give them ideas

>> No.3306643

Zips-as-wad-replacement on zdoom wiki.

>> No.3306658

you sound like you understand acs. mind explaining how this would be possible? dont infinite loops just end server without lag? cant you only use timer in one level before it resets?

how do you 'hide acs'?
I know about just deleting the .acs file and only leaving the compile, but wouldnt that make people suspicious?

>> No.3306661

>I know about just deleting the .acs file and only leaving the compile, but wouldnt that make people suspicious?
You don't even have to do that. Compile the ACS, then edit out the bomb in the source.

Not that I would ever do something like that, heh heh heh.

>> No.3306664
File: 198 KB, 1280x720, DemonDestruction.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone please make a standalone version of Demon Destruction, that thing was too much fun.

>> No.3306665

>mind explaining how
I will not.
If you couldn't figure out >>3306661 on your own, then you're beyond help even if I weren't against it on principle.

>> No.3306752

thanks, doc

>> No.3306761

What would Doomguy eat? Surely he can't fight on an empty stomach or just Chex® Cereal.

>> No.3306768
File: 100 KB, 320x200, cacodemon_infight.gif [View same] [iqdb] [saucenao] [google] [report]

cacodemon infight!

>> No.3306779

Liquid diet of health bonuses. Possibly the odd MRE in a health pack

>> No.3306809
File: 4 KB, 185x185, Xq2IronMaiden.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3306876

So when do you guys use cheats or unbalanced weapon mods?

>> No.3306885

I'm pretty vanilla, the most I do is just look at the level on a GZdoombuilder to optimize a run or when I am sick of switch/key hunting.

>> No.3306893

Whenever I roll Marine in DoomRLA and assemble the Super Machine or Laser Minigun

>> No.3306897

>Unbalanced weapon mods
I don't see a reason to play those.

I am fine with a weapon mod bringing it's own set of balance though(Project MSX and the like), but against vanilla monsters if a weaponset is too strong then what's the point?

Completely pointless unless you're playing something really unfair to begin with.

Just save before a trouble spot if you need it.
No reason to take out the fun of fighting things.
The only time I can really think it's okay is if there's a part in a level set you really really want to play again but don't want to make the trip through the entire wad again.

Like a boss fight in Winter's Fury or something.

>> No.3306901

TNT is very manageable, but Plutonia straight out of level one will hold you down and make you take it.

>> No.3306905

You don't see any point? Spoiler: having fun

>> No.3306907

>Try Doom64 Builder
>6 colors to set for each sector

ooh boy this is going to take a while, but hopefully totally worth it

>> No.3306913


>> No.3306917

Has someone made a mod where you can have full 360 control Cacodemon battles, Descent style?

>> No.3306919

it's not that bad. sure you die a few times. but then you know where the traps are, and anticipate them.

if you can beat a map unseen first time, it's probably too easy.

>> No.3306945

Gimbal lock prevents true 3d flying. (As in, when facing up or down you can't turn to the side, only roll around the world Z axis)

>> No.3306951
File: 166 KB, 800x600, IMG-20160615-WA0007.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm getting into modding. I'm learning how to use gzdoom builder and slade.
Is there a good tutorial about pk3 and how to set it up? I mean, organizing custom content and maps to make a fully functional mod. That's the only thing I'm still unsure about.

>> No.3306952
File: 296 KB, 1920x1080, Screenshot_Doom_20160621_123155.png [View same] [iqdb] [saucenao] [google] [report]

nice secret

>> No.3306964

I have more fun dodging things while using satisfying weapons.

Not so much from overpowering through enemies effortlessly.

If I use overpowering weapons then there better be overpowering enemies, is all I am saying.
It's not very fun if it's lopsided in favor of the player.

>> No.3306965

I've got 5 more maps of Sunlust to slog through

Man, it's quite the challenge! I'm liking this green tech-style in the later maps.

>> No.3306974
File: 51 KB, 375x293, fug_no_blok.jpg [View same] [iqdb] [saucenao] [google] [report]

>Finish map, go to sleep
>Wake up, do a small run on it.
>Notice that chaingunners on top of towers might fall off and become inaccessible.

Damn it, time to push a fix...


>> No.3306976

It's a very nice looking set of challange maps. I heard that if you're using GZDoom though, it actually lags out during the final sets of maps. You should switch to PrBoom+ if you're getting issues.

>> No.3306982
File: 780 KB, 600x449, it_awaits.gif [View same] [iqdb] [saucenao] [google] [report]

Only death awaits beyond that point.

>> No.3306983 [DELETED] 
File: 10 KB, 236x328, 426b8689de9f2eb01b7951ba2f7ce81a.jpg [View same] [iqdb] [saucenao] [google] [report]

>casual shit eating doom babbies

>> No.3306984

>Play Doom 64
>Have to run across pillars with gaps between them
>Almost make it there
>Pain Elemental teleports either on me or in front of me
>Go from 100 health to 0 in a second
Did the demons learn how to telefrag?

>> No.3306996

They're learning. We need to act now.

>> No.3307002

Yeah, I'm using glboom+ with the filters turned off.
Prboom+ doesn't have smooth mouse turning,,I've found. Maybe it's just a 144hz+ issue, but it's annoying nonetheless.

I keep waiting for a nazi trooper to show up.... Surprised they weren't reskinned.

I always liked Epic 2 and how the nazis were skinned into the aliens near the end

>> No.3307007
File: 410 KB, 1920x1080, 20160621143011_1.jpg [View same] [iqdb] [saucenao] [google] [report]

what the fuck am I supposed to do

>> No.3307009

>Doom's Imps are furry bara
oh my

>> No.3307017

The /aco/ thread makes far more OC than this thread.

I can't imagine doomguy would be gay, so no. I wouldn't want to get in the way of his righteous battle against hell

thanks doc

>> No.3307019

(what wad?)

maybe spider will accidentally hit + distract cybers, allowing your escape? or, well, you have enough shells to kill them, it will take time, but is possible.

>> No.3307023

consoledoom map 19

>> No.3307059

The Lost Souls deal massive damage when being created by the Pain Elemental in Doom 64.


>> No.3307067

No wonder, that is ridiculous.

>> No.3307071
File: 1.40 MB, 2592x1456, WP_20160621_08_32_30_Pro.jpg [View same] [iqdb] [saucenao] [google] [report]

These panels strongly remind me of a Doom texture, probably because of the interlocking bits.

>> No.3307078

Also to add to this if you kill one point blank you run a risk of getting instagibbed again.

The people behind Doom 64 knew of how to stop a Pain Elemental in classic before it became common knowledge and changed how it worked.

>> No.3307084



>> No.3307130

It took you that long? For me I didn't know for the longest time you could just hide behind pillars and stuff to stop the attack from damaging you. Thanks PRO DOOM MONSTER STRATS.

>> No.3307135
File: 28 KB, 280x280, 1382489908992.jpg [View same] [iqdb] [saucenao] [google] [report]

>Imps have fur.
>Shamblers don't.

>> No.3307142

plenty of shells and plasma to take them out

>> No.3307176

I love how Heretic messes with the player.

>hit a switch
>opens a random door on the other side of the map

Wish more wads did stuff like that.

>> No.3307186

>Play heretic
>Cheater! You don't deserve weapons

Heretic is a pretty based game

>> No.3307193

>Shamblers don't.

>> No.3307226

Just wait until you play hexen!

>> No.3307228

Whoever makes the next thread should remember to change all instances of the word desustorage to cuckchan. That's their backup doamain after desustorage was taken down for cp.

>> No.3307242

sounds legit. not. you must think we were born yesterday.

>> No.3307249

>desustorage was taken down for cp
That sure does seem to happen a lot on the imageboard scene, huh?

>> No.3307260

Well personally I think you did

>> No.3307263

Post how you usually circle-strafe
And post what your dominant hand is
I wonder if there is a correlation

I circle-strafe clockwise
I'm left handed

>> No.3307276

I've got some F-Zero fonts ripped https://mega.nz/#F!1xdEFQ4A!wTuvZxFatpVjMPBAZVUtTQ

There's a bunch of arcade fonts in here http://nfggames.com/system/arcade/builder.php

>> No.3307279


>> No.3307285

Fuck, hypothesis isn't looking too good so far

Clearly we need a larger sample size

>> No.3307286



>> No.3307290

Counter, right.

Information that's likely more useful: My left hand, which is on WASD, comes in at an angle from the left so the weight of my hand is mostly on W and D.

>> No.3307305

i tend to go back and forth without doing a complete round
but mostly favor counter-clockwise, so i have a finger free to hit Q, which i use in tf2 to pull out the melee weapon. and i play that game a lot

>> No.3307339


Never really thought about what direction I circle-strafe in, I imagine it would partially depend on the environment around me in-game.

Right handed.

>> No.3307387
File: 112 KB, 604x477, file.png [View same] [iqdb] [saucenao] [google] [report]

Okay, try to defend the absolutely unnecesary text message handholding in the Starter Pack then.

I dont remember all the instances,but the first one was a real example of bad design-there was a building with guard rails most of which were made walkthrough-able for some reason,and a high area you need to get to near that building. When you approach one of the guard rails text message appears with directons:"climb guard rails and jump to the bridge".Thes couldve been done better by ensuring that ALL guard rails can be jumped on, then making player walk on a guard rail to get an item a few minutes before,but nope,lets hand out clear directions because map design is inconsistent and player is dumb

Then there is a level where you have to jump from one building to another from the balcony, which is designed to be blindingly obvious. And right as you enter the room,even before you see the window, a text "Jump from the window to the other side" appears. Wll no shit sherlock

Then there's "Climb the bricks at the side of a castle's wall" in the first hell level. Wall is right before you,a stair made of protcuring bricks is clearly visible.Could've made a texture darker or use light levels to make it even more obvious,but nope let's have a text message

Oh and also "A door opened in the next room" message for no reason in the next hell level when you hit the switch, because switches can do so many other things in Doom,right,and it's not like you can hear the door opening

>> No.3307393

Holy shit he sucks at Doom '16

>> No.3307435

this has the makings of a great map but the balance is somewhat off. here's a demo of my first successful exit on uv (using lfluqw.zip version): https://www.dropbox.com/s/bftydqylj8cdmve/electron-max.lmp?dl=0 cl9, prboom+

some comments (1/2):
- great texturing, detailing and lighting.
- ammo balance felt pretty good throughout - constant pressure but never total starvation. though i did end up with a glut of cells in the yellow wing.
- health balance is probably a mite too stingy in the two wings, especially in the back half of the yellow wing where you will take damage if you don't find the secret sphere.
- red key wing is quite a slog. i found it impossible to keep both cyberdemons alive and rush to the switch that reveals the red key/barons for two reasons: firstly, infinite height monsters will likely block the bottom of the lifts, trapping the player at the top. secondly, the walkways are narrow and catchy enough to allow one baron to block your progress and generally make dodging difficult. it's also too hard to safely instigate a proper infight to clear the clump of barons with two cyberdemons. as a result, i found it was easier to kill the one to the west with some plasma cheese and then take the area slowly and methodically.
- chaingunners can fall of their platforms here and become inaccessible to the player unless they fall on the west side and the player knows about the secret area.
- the lifts to the two switches in the first room of the yellow key wing use a texture that i don't usually associate with lifts. i spent a few minutes humping everything until they lowered.
- the room with the unusual floor lowering gimmick was just irritating to push through. you can easily clip the cacodemons with infinite height enabled and you're guaranteed to take damage. there seems to be a correct timing that lets you get through the first half of the gauntlet in one go, but it's still very awkward & damaging to move through the back half.


>> No.3307439

more comments (2/2):
- the core with the revs on crusher platforms had a very bumpy floor which made it difficult to move around in prboom.
- the double vile reveal in that room is an almost guaranteed blast because of how cramped the room is. with the health starvation this can be a death sentence for the player unless they get lucky with pain chance. with 100hp it's consistently manageable though.
- also, why does the crusher start after the 2x vile reveal? it would be suicidal to start that fight without clearing the revs for the aforementioned reason. is it just another tool to threaten the player.
- the blue key finale was unpleasant. i found the best strategy was to spam your rockets directly at where the viles teleport in and pray that one didn't slip away. if a vile managed to break free early on and split my attention, i was almost always overwhelmed. i lost a couple of good runs to this room and each time it felt like it was due to a flaw in my own play, and more because i got unlucky with the vile behaviour. this isn't a good feeling for the end of a challenging map.
- in prboom i also found it very difficult to dodge around the edges of the room behind the pillars without clipping/bouncing around. it would be better if there was a bit more space to move around back there.

all in all, while getting a little frustrated i had pretty good time with this map. with some tuning it'd easily be good enough for a standalone release on idgames. keep it up!

>> No.3307441 [DELETED] 
File: 1.46 MB, 2172x2742, BrutalDoom.jpg [View same] [iqdb] [saucenao] [google] [report]

Give one reason why you think Brutal Doom isn't a good gameplay mod that doesn't involve:

1) Irrelevant attacks on the author or the fanbase

2) Post-hoc, completely subjective notions about "authentic" Doom gameplay

3) Irrelevant attacks on how the mod's coding is put together or where its assets come from

>> No.3307446 [DELETED] 

How about: fuck off for trying to incite shit.

>> No.3307452 [DELETED] 

i don't like gameplay mods

>> No.3307456 [DELETED] 

If the post read as:

>Give one reason why you think Demonsteele/[faggot hipster mod] isn't a good gameplay mod that doesn't involve

You'd be eating my shit up and asking for seconds. Just saying.

>> No.3307458 [DELETED] 

Because fuck you that's why

>> No.3307460 [DELETED] 


I don't know about him, but I'd definitely tell you to fuck off if you did that.

>> No.3307461 [DELETED] 

go away mark

>> No.3307462 [DELETED] 

maybe it's because demonsteel is a good mod by a person who isn't a jackass, and you need to accept that you have objectively bad tastes

>> No.3307464 [DELETED] 

We've already seen through your ruse, so you can stop now.

>> No.3307473 [DELETED] 

you seriously think you're any better for enabling the shitposter?

>> No.3307475 [DELETED] 

it's plain boring compared to vanilla, no maps are fun to play with it except those designed for it or the standard id maps

>> No.3307481 [DELETED] 

you seriously think you're any better for not replying to him but still indirectly prolong the shitposting?

>> No.3307487 [DELETED] 

>Give one reason why you think Brutal Doom isn't a good gameplay mod that doesn't involve giving me reasons

>> No.3307491

i won't, but i will say that a handful of bad moments does not ruin an entire megawad. it's not like you're getting handhold messages every 30 seconds through every map.

>> No.3307493 [DELETED] 

Your hilarious paranoia over people shitposting instead of just letting people post whatever in a thread that can be like 700 posts long and remade the very next minute is probably the reason why the janitor deletes my posts within 5 minutes of me making them

just being honest

OOOOOOHHHH OOOOOOH DON'T SHITPOST GUYS OOOOOOO WHATEVER WILL WE DO IF SOMEONE SHITPOSTS, nigger take a fucking break from the computer for a minute, jesus

>> No.3307495 [DELETED] 


now tell us how you really feel

>> No.3307498 [DELETED] 

Executions suck.

Iron sights suck.

Voice over sucks.

>> No.3307501 [DELETED] 

- Too noisy.
- Bad performance, sometimes.
- There's lots of blood but it's doesn't look as good.
- The shotgun takes too much to reload.
- The way monster behavior changes might break balance in maps that rely too much on it.
- The berserk pack isn't as good as it used to be.

I still think it's an alright mod, though.

>> No.3307504
File: 79 KB, 833x525, thanksies.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for the feedback. I did fix the problem with the chaingunners, the new file is in >>3306974

I wasn't playing with infinite sector heights, so I didn't quite think it that much through.

Red Key area might benefit from some monster-blocking tags so the elevators won't get blocked. I personally didn't find it so horrible since I usually just sprinted past barons/etc. to kill the imps and quickly push into main building, then working backwards.

I'll probably remove the viles teleing in after crushers start, since it is rather nasty thing I did. One thing I also thought of was replacing some of Cacos with Lost Souls ( so you could probably get benefit of meat-shield without having to pay too much attention to projectiles ), but with infinite actor height they'd be an annoyance too. Perhaps add some irregularity into wall behind so you can get the rockets to hit the wall easier? Or just occasional pillars? Or just drop around more health...

Finale is was kinda last rush since I was hitting the deadline. The GZDoom crashed after I had finished the blue core-thing, and lost the final that I had underway. So I had to do something quick and balance something quick, and that was something that came into mind. I wasn't quite sure if it would be any good, either. If I am gonna have time, I'd actually completely redo the fight.

I am going to try to get it updated at some point, so the issues would be fixed by release. But I already have new idea for map, actually...

>> No.3307523

Well, I'm on map 29 of Sunlust

What the fuck

I get the ssg and then I die no matter what

>> No.3307526

you shouldn't be mapping for DUMP, just make maps.

>> No.3307527


you shouldn't be making weapons for DUMP, just make weapons

>> No.3307539


I managed to run to a hole

Now to make them infight, with 37 bullets left

>> No.3307545

Gamebreaking bugs that have been present for years.

Examples: gibbing Chaingunner in a low ceiling corridor STILL has a chance to render said corridor impassable, despite Mark claiming he fixed the issue 3 or 4 times through the years. Had to restart few levels of BTSX E1 because of that.

Some levles that use Voodoo doll trickery to do cool stuff and scripting while retaining compatibility break or some times even autofinish in 20-30 seconds if the level finisher is voodoo-rigged. Happens because Mark stuck a few global scripts that absolutely could've been handled by ACS into the DECORATE of the player actor, which is something you should never ever do.

Loads of non-gamebreaking bugs, that are still there like kick working inconsistently on bodies, gibs stuck in roll animation, making constant noise etc.

Lack of balance of both weapons and enemies, since instead of making each enemy and weapon occupy certain niche, Mark opted to even things out to be more allrounded, paired with a huge buff to weak hitscanners and debuff to the former tough guys, which throws balance and pacing of most maps out of the window.

And don't forget overabundance of special effects. I dont mind me some cool explosions and blood, but the ammount of them, their intensity, smokes and particles even on the lowest setting turn a fight with any respectable ammount of enemies into a visual clusterfuck of smoke blood and explosions. It may look fun to look at, but it makes gameplay worse.

>> No.3307552

I just him to make a ton of maps not just because there's a project around.
And then maybe he'll take on the challenge of a 1 man megawad.

>> No.3307561




>> No.3307567

I agree on voices, executions could be better, ironsights are tolerable

You this will be good stuff to remember for my own stuff, I love the extra punch a lot of the we pons get but sometimes I get annoyed that the explosion and blood effects harm my visibility when fighting enemies, and SE has better sound bites overall anyway

>> No.3307568

Haven't played Hexen yet, but is it pretty just a sequel to Heretic?

>> No.3307575 [DELETED] 

With his voice and gestures I get the impression Mark sees Doomguy as Duke Nukem without a sense of humor

>> No.3307584


HeXen has much more of a focus on exploration, atmosphere and puzzle solving than on combat.

>> No.3307597

Play and study Project MSX. Even as unfinished as it is, it's one of the best designed gameplay mods out there. It has exactly as many features/guns as it needs to have and they all work well together. Very nice middle ground between classic and modern fps gameplay, with some SANIC tier speed thrown in the mix

>> No.3307598

The only thing MSX misses is BFG replacement.

>> No.3307616

Honestly I think it works well without one. The existing weapons certainly need tweaking (like the sniper rifle is fairly useless for standard doom maps and quick-melee has no purpose) though.

>> No.3307623



>> No.3307627

That might be fun. Seeing how interested the level design in Heretic is I can't wait to see what Hexen has to offer.

>> No.3307649

Good job.
It's all bit easier after that point.

>> No.3307653

but it does have a bfg replacement

unless you mean a BFG bfg replacement
well, there's always the charged grenades and punches, which you technically have an infinite supply of

>> No.3307660

How would I go about this? Is there a way to turn monsters? I imagine petting a caco and have a X% chance that he turns, becomes friendly and fights for you. Can I assign a function like this to a weapon?

Another idea just coming to me: WOLOLO chainsaw

>> No.3307664

Pretty sure there's "charming" in DECORATE.

>> No.3307668

How do I add music to my map? I tried making a MAPINFO file in slade and added:

map MAP01 "Rev up those Nants"
music = "BONER"
next = "MAP02"
sky1 = "SKY1", 0


The map (seemingly) works fine, but I can no longer open it in gzdoom builder

damn, I've never even gone far enough into sunlust to see custom enemies

>> No.3307674

I don't know how slade works but in xwe you add a new entry and pick your music and just rename it to a regular doom music name (like D_RUNNIN for map01 or D_E1M1 for e1m1)

>> No.3307685

it's not a custom enemy, it's a clever use of rising floors to make a moving barrier between you and a bunch of archviles.

>> No.3307696

Are there any .wads designed specifically for Project MSX?

>> No.3307712

that said, there is a form of custom enemy on map30. however, you never actually see it.

>> No.3307718

It worked, thanks

Somehow that sounds even worse. Time to play sunlust and get painaled

>> No.3307729

I like how rail gun was the precision weapon of D44M, it felt right

>> No.3307730

If I can beat it on UV without cheats or mouselook, you can too

Just don't get frustrated....
I had 20hp on a map with 100000000000 archies. It took me about 70 tries to complete it

>> No.3307736

i have no clue why people have so much trouble with it. it's one of the easier parts of the map imo.

>> No.3307776

did you use savegames?

i can't do these kinds of maps at all

>> No.3307786

The jump in your image and the one you mention with the balcony were both hit with complaints before the starter pack became a whole megawad.

The messages came up because of it.

I got no idea why he did that for the Hell levels outside of figuring people do miss these things.

>> No.3307804
File: 336 KB, 1437x605, 1251968214791.jpg [View same] [iqdb] [saucenao] [google] [report]

So I'll admit t being fairly new to the Doom community, but have you guys seen any uptick in activity since Brutal Doom came out? A lot of its supporters claim that its what revitalized the Doom community, but that just doesn't seem right.

>> No.3307816


If by "uptick in activity" you mean "people asking why people don't use brutal doom/asking why someone's mod doesn't support brutal doom", then sure

>> No.3307818

Like many people, I got into Doom after Totalbiscuit made that video about BD. I almost exclusively play vanilla nowadays though.

>> No.3307825

So apparently PC Gamer is running Quake 1 servers for the next week to celebrate it turning 20. That's cool.

>> No.3307830

>Had to restart few levels of BTSX E1 because of that

why not just noclip through?

it's hardly cheating if you're using it to get around something that's not supposed to be there

>> No.3307834
File: 19 KB, 542x340, file.png [View same] [iqdb] [saucenao] [google] [report]

They were complains about level design not making it clear what to do. Mark should've altered the layout a bit to make things more aparrent, via "show, not tell", like I suggested with the rail, but nope, let's just explain what player needs to do in plain text.

Rail - make player encounter rail before and make it apparent that you need to use it by making an item accessible with it.

Window - lower the other side so the jumpability becomes more aparrent, place an item there

In hell - as I described, darken textures, other effects, whatever.

Also picrelated opens the door next room. This is like "Doom 101: what is a switch and what it does". Considering that there are a few much more complicated switch hunts just before this point.

>> No.3307836


If /idgame activity chart was anything to go by, the bigger spike in activities have been to Doom 3/4 than Brutal Doom.

>> No.3307838

iirc doom 3 and doom 4 caused bigger upticks in activity
there was a chart showing this, but i seem to have misplaced it

>> No.3307840
File: 1.45 MB, 233x291, 1455564455673.gif [View same] [iqdb] [saucenao] [google] [report]


holy shit how is that even possible

it looks amazing

>> No.3307849

It makes sense that official games would generate more interest then one mod, however prominent in the community it is

>> No.3307885
File: 2.31 MB, 1920x1080, ezquake-gl 2016-06-21 16-43-09-22.png [View same] [iqdb] [saucenao] [google] [report]

>they recommend ezquake with all the new models and a half gig of FANCY new textures and models


>> No.3307903

It's especially stupid because hes smart enough to use the trick of using armor/health +1 pickups to direct the player, he should just have faith in that technique.

>> No.3307912

Looks kind of like the front of a high rise building viewed from the bottom.

>> No.3307915
File: 474 KB, 1131x800, shambler roar.jpg [View same] [iqdb] [saucenao] [google] [report]

Shamblers are fuzzy.

>> No.3307918

I took a quick look at MSX and I love the way the Ammo Counter looks, I'm on the fence with the use of reloading weapons as a mechanic, but If I go for it I'll defiantly emulate that pip counter, mix that with the doom 4 style visor and weapons, this is the inspiration I was looking for, a counter balance to the Brutal doom and derivative's flaws while keeping what works.

>> No.3307920

this is a flaw to look at, I have a question, are there any doom mods with ledge gripping?

>> No.3307923


>> No.3307926

Nah, there isn't. At least I didn't find it.

Anyways, here is it:

Basically you punch it and it will turn friendly in about 50% of cases. summon with "cacopet". This is just a simple proof of concept; I will add other sprites for it and maybe even sound tomorrow or so.


>> No.3307927

The dropbox link for the Doom IWADs is broken now.

>> No.3307931

You should play through a couple of maps with MSX. Get a feel for how it's various mechanics work. And then just kill shit with charged up punches and grenades because it's so fucking satisfying

>> No.3307932

There wer two little mods that used same system, but nothing came out of it cause ledge gripping is complicated to implement in Doom.

I remember there was one tomb-raider-esque looking thing where you could climb along the ledge you grabbed - I remember there was a vid showcasing it in a rock room with a thin indent in the wall player climbed on, but cant find it now.

>> No.3307935

cool, as a mechanic I feel it could solve some questions of stage traversal by giving the player more faith in their own mobility to start with

>> No.3307939

Oh I will, I'm currently doing an experimental run of Hell on Earth Starter with Sperglord edition, one thing I instantly fell in love with was the integrated HUD though, I absolutely love when the HUD appears to be a part of the Helmet

>> No.3307940

Here are the servers so people don't have to run down to the website.

US-West (San Francisco) -
US-East (New York) -
UK (London) -

They also recommend nQuake

>> No.3307963
File: 63 KB, 625x351, Sadness covers me like a blanket.jpg [View same] [iqdb] [saucenao] [google] [report]

>look at Project MSX
>Need GZDoom
>fucking toaster can only run ZDoom

>> No.3307975
File: 983 KB, 800x565, shambler googly.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3307976
File: 200 KB, 1280x600, Screenshot_Doom_20160621_232947.png [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think of Hacx ?

>> No.3307980

I'm pretty fucking sure you can run 1.x builds of gzdoom. If not the the latest, then legacy ones like 2.7.1 or whatever

>> No.3307983

hmm, more to look into

>> No.3307991

The short story is that gzdoom has two forks, one of which has a new renderer that gives better performance on modern cards (that support opengl 4.0) but won't run on cards that only support 2.0 and below.

>> No.3307995

ok, so spriting aspects will be a bit away but I love Metroid and how you get more and more gear that makes opens up more options, so I had the idea for a game mod that starts you with a whole crap tone of limitations that you gradually get gear to overcome, here is a transcription of some notes

Praetor Suit sprite: gives Marines 2016 inspired armor, possibly with Female Variant?
Implmentation: Start off with bare bones classic or doom 3 looking armor, as equipment is added to enhance the Doom Marine, they start getting closer to the Praetor Suit

Portable Transport Buffer: if the game starts you off with a weapon carry limit, this enables you to bypass it when equipped, any duplicates will fill the role of Ammo Backpacks in standard doom

Mounted Flashlight: See in the dark hands free, careful, can alert and irritate enemies [F Key]

Micro servo gauntlets: grants ledge gripping by pressing “E” on ledges once equipped, and ability to grapple enemies

Boost Boots: grants double Jump when equipped and makes kicks hit harder in mods with kicking melee, a power slide, both forward and side to side, acting like a dodge roll without exiting 1st person view [Left slide=Z, Forward slide=X, Right Slide=C]

Vortex Auto Loader: if the game has Reloading as a Mechanic finding this item will mean you won’t have to reload, reloading animations can be toggled in menu to be done automatically if you have found ammo for a weapon you ran out of if you like the animations

Demonic Rune Mantel: Gain ability to make use of Demon Transformation Runes [Access Rune Menu to toggle which rune you have and prefer to use with the M Key]

if the ideas suck and should be canned before I waste my time let me know

>> No.3307998

I'm going to need to work with a more experienced friend on this one, thanks for the info

>> No.3308002

It wasn't very good.

>> No.3308013

Only play if you are a diehard-fan of the Doom Engine and that era of video-games.

Enjoy for its TC/cheesy novelty.

>> No.3308014

As I say a few times;
Go into gzdoom-(user).ini and set 'vid_renderer=1' to 'vid_renderer=0'. Check if it works; I have an old computer and I can run it there.

>> No.3308019

pretty good for what it was, but some of the maps were bad, the cyberspace ones mostly. but i liked it enough to play through it more than once, although not for some years now.

>> No.3308020

This is no different from running something in ZDoom.

>> No.3308021

But a mod that requires gzdoom won't run then, since gzdoom with vid_renderer 0 is the same as regular zdoom

>> No.3308046
File: 3.07 MB, 720x540, meat.gif [View same] [iqdb] [saucenao] [google] [report]


How the fuck

At this point why even use the Doom engine, the maps must be an absolute nightmare to work with in an editor.

>> No.3308056

I think it's neat just because it pretty much pushes GZDoom to its limits.

At least that's what it uses, last I checked.

>> No.3308058
File: 729 KB, 1920x1080, ezquake-gl 2016-06-21 17-31-00-97.png [View same] [iqdb] [saucenao] [google] [report]

ezQuake works as well (since nQuake repackages that), as does any other port that uses the QuakeWorld protocol.

Having never used ezQuake before, it's pretty alright, tons of options. I do like how you can use the vid_conwidth/conheight cvars to easily aspect-correct Quake to have non-midget Rangers and the intended stretched HUD, something Quakespasm is apparently incapable of.

>> No.3308059

>At this point why even use the Doom engine
Technically it's not, it's GZDoom :^)

>> No.3308062
File: 102 KB, 577x698, 9RQm4Oh.jpg [View same] [iqdb] [saucenao] [google] [report]

looking for something new to play

favorite gameplay mods that aren't on the So You Want To Play Some Fucking Doom image and aren't brutal doom or its fifty variations


>> No.3308068

just play vanilla levels? there's like 5 new ones each day

>> No.3308079



>> No.3308081
File: 584 KB, 1080x1101, 24bc5f934bfbb4b4ee9ccbec26517abffc181ce0.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you replay your level so much you don't know if it's challenging anymore

>> No.3308086

every single time, hence why I'm so bad at balancing hntr and hmp afterwards too

>> No.3308101
File: 68 KB, 711x669, 1439726625669.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3308118

go full plutonia
if you don't personally find it difficult, it's not hard enough

>> No.3308121

a lot of good mods by WildWeasel
most are minimods, but still good
weapons of saturn
the space pirate (marty get to work)
eriguns 1 and 2 by xaser, first one is more vanilla, second one goes crazier
and ofcourse, there's dakka

also anything by Term or Pillow
and that's only like 5 in total

>> No.3308123

Can I get doom and mods on a laptop?

>> No.3308126


TNT and Plutonia IWADs are from GoG so unlike those from steam, they DON'T have the bugs (yellow keycard not spawning in TNT Map31 for example)

>> No.3308130

no, you need a proper desktop and there are no real mods for it
oh wait, wrong game

you can run doom on a literal potato
why do you even need to ask

>> No.3308135

Oh and OP might want to use that link if the old one is dead.

>> No.3308137


Demo compatibility may be broken though.

>> No.3308139

i do that every day, i'm looking for gameplay mods to mix stuff up

good shit, thanks famicom

>> No.3308141

I've not good with tech. My brother helps me with stuff like this but he's busy. Thanks btw.

>> No.3308142

People should know about the bugged IWADs and not use them to record demos.


>> No.3308148




>> No.3308154

i think you will find people will continue to record on the original releases simply for consistency with the thousands of existing demos

>> No.3308160


>TeamTNT released a PWAD that contains a new version of the map that fixes the below issues. The patch can be found on their website.

It was patched by the official devs, it's not like it's a recent GoG only thing. It's just that Steam distributes an unpatched version.

>> No.3308161

are infographic pictures were you show the evolution of a character model comparing the non-retro newer models to the old ones allowed?

>> No.3308164
File: 215 KB, 640x480, .png [View same] [iqdb] [saucenao] [google] [report]

WHAT THE FUCK IS THIS SHIT? I can't even run through it.

>> No.3308167


>> No.3308169
File: 1.93 MB, 2240x4884, TF_class_evolution_compilation_by_sage.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks for the speedy answer

>> No.3308171

the issue is that there's:
the bugged iwad
the teamtnt pwad
the fan-made patched iwad
the official id anthology / gog iwad
plus god knows what else
demo compatibility here is a nightmare

>> No.3308221


>> No.3308240
File: 1.10 MB, 1500x1300, 1454567281134.png [View same] [iqdb] [saucenao] [google] [report]

So how many half-A presses does it take you guys to beat Golden Souls?

>> No.3308250


>> No.3308252
File: 22 KB, 441x594, 1b8.jpg [View same] [iqdb] [saucenao] [google] [report]

>there's something else at work and he's just throwing a big tanty

Ding ding ding ding, we have a winner.


Start backing up your stuff from BE, folks, this is going to go sour no matter how it hits.

>> No.3308254


It's a just a meme, dunno why they brought it up here because it's about SM64 not doom.

>> No.3308258

Prepare yourself for autism


>> No.3308260

Probably because he's referring to Golden Souls, a SM64 themed Doom wad (and a damn good one too)

>> No.3308262

What a fucking vagina.

>> No.3308263

Time to start downloading all my wads, I guess.

>> No.3308264

>[18:04] <Jenova> a3 is like the 4chan of this community imo

>> No.3308265


Oh I didn't know about that.

My bad.

>> No.3308270

not really an apt comparison given /doom/ generally hates clanfags and clandrama

but i guess they (might) hate us too so i guess we're square

>> No.3308271
File: 185 KB, 640x480, .png [View same] [iqdb] [saucenao] [google] [report]

How do those fucking triple key panels work in 64? I got all three keys and fucking nothing. Only the second tp on the first floor unlock by itself, other two entrances including picrel don't seem to give two shits about me having all the keys.

>> No.3308274

none if i rebind wasd to esdf

>> No.3308276

>not strafing with alt + mouse left
get on my level

>> No.3308279

Scratch that, there's no 3 key panel on the tp on the ground level. So just those 2, which simple don't open.

>> No.3308286
File: 3.05 MB, 2560x1440, quake045.png [View same] [iqdb] [saucenao] [google] [report]

Some more screenshots from my Quake 2-singleplayer map unit. :3

>> No.3308287
File: 2.96 MB, 2560x1440, quake047.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3308290
File: 2.99 MB, 2560x1440, quake048.png [View same] [iqdb] [saucenao] [google] [report]

Did you know that the enemy known as the Technician is just a reskin of the explosion box?

>> No.3308298
File: 3.15 MB, 2560x1440, quake049.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3308305

Make fun of him all you like but the fact that he put Doctorate level research into this and discovered then taught something about this game that no one knew about is commendable.

>> No.3308312

i think they mean the good sort of autism
like carmack, not cwc

>> No.3308316
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doctorate level research

and yet he thinks that you can half-press a button

worse than that, he almost immediately illustrates that pressing a button is a 3-step process, then tells us to ignore one of those steps

for a smart person he's pretty fucking stupid

>> No.3308317

>go full plutonia
TNT difficulty is better and more varied.

>> No.3308320

which r u

>> No.3308325

If I'm using free look then of course I need a crosshair, but I'll still go with one that is small and barely noticeable. If I'm going for classic game play then fuck that shit.

>> No.3308326

I think you misunderstand, there's A press runs in the game and when doing continuous runs you can save a whole A press using the technique while it doesn't save any with a single segment run. Half A press is just the term he used for it.

>> No.3308330


If there's guns that are added that aren't direct centered like vanilla, I'll use a crosshair but otherwise it's pointless.

>> No.3308332

I feel naked with no crosshair. I don't play with freelook, but I just like the feeling of putting a crosshair on an enemy.

I really wish there was a crosshair that attached to whatever enemy you had an autoaim lock on. It's a real fuckin drag when I go for a rocket up a flight of stairs thinking that that I've got lock, and instead I just eat a fucking explosion to the face.

>> No.3308336

>free look
I just started using free look in vanilla doom and now I feel dirty

>> No.3308357


There's no freelook in vanilla DOOM. You may be thinking of mouseturning, which is perfectly fine and is actually how the developers (or at least Romero) played.

>> No.3308362

It surely is taking a lot of time for someone to pair the Seinfeld wad with *that other one* Seinfeld mod

>> No.3308371

it is worth mentioning that their mouselook controls predate the WASD + mouse combo which makes circlestrafing easier

>> No.3308385

how is that supposed to make circlestrafing easier

>> No.3308386


True, but there's nothing stopping you from configuring the controls to a more modern scheme regardless of your engine of choice.

>> No.3308392

>it's a "let's use ROTT music" wad


>> No.3308394

By Vanilla I mean not using a mod that requires free look. I still use source ports.

>> No.3308397


Well, don't say "vanilla" then man. That's not how the term works in the DOOM community.

>> No.3308406
File: 2.95 MB, 640x480, 1464297275056.gif [View same] [iqdb] [saucenao] [google] [report]


Dunno wtf is going on there, but I'm suddenly glad I don't play Doom multiplayer.

>> No.3308408

Another thing I like that some level designers do is that if you need to lower a wall of pillars, then the switch that does that has a little pillar next to it that lowers, too.

>> No.3308413

There's no other term that describes using a source port but not using mods.

>> No.3308418


How about "not using any mods"? Or if you want something shorter, "modless"?

>> No.3308432

there was a discussion a while back about this

i still like the term zvanilla

>> No.3308440


But what if you use another source port than Z ones? Like Pr/Glboom+?

>> No.3308451


"zvanilla?" That's fucking retarded.

>> No.3308456
File: 351 KB, 1200x900, 1463260034396.jpg [View same] [iqdb] [saucenao] [google] [report]


Sourceilla? Vanillource?

>> No.3308467
File: 15 KB, 320x200, 1463370432935.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3308468

You could just not specify any mod. If you talk about using freelook, I think that people will understand that you're not talking about the original .EXEs or Chocolate Doom.

>> No.3308470

so after playing Hell on Mars I can confirm that the weapons in Sperglord Edition while more satisfying to use are arguably more OP, the Breserk boosts are much quicker to kill taking down zombies and imps in what felt like one punch, and pinkies in about 2 or 3, the Usable Revenant Rockets do this nice trick where you can actually fire them and hit your enemies with them, the Mancubus cannon is disgustingly OP, granted that made Marks recreation of dead simple ACTUALLY IMPOSSIBLE without cheats as the mancubi reap this benefit too, but it made the normally terrifying Belphegor Brothers pathetically easy because while V20's Flame cannon can stun, the SE version has perfect stunlock and is far more economic with ammo consumption, other then that the other weapons work and the RPG launcher's secondary fire compensates nicely for the lack of a dedicated grenade button

>> No.3308473
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google] [report]

oh boy, here we go

>> No.3308482

any cool stuff with the new overlay and particle commands?

i want to be blown

>> No.3308486

"What's the deal with Brutal Doom? It's not Brutal, and it's not Doom!"

>> No.3308501
File: 184 KB, 1024x512, CharactersAndObjects.png [View same] [iqdb] [saucenao] [google] [report]

This Wolfenstein clone has no business running at 30 FPS

>> No.3308505
File: 15 KB, 512x64, ExplosionCloudsStrip_Blue.png [View same] [iqdb] [saucenao] [google] [report]

I still like it though.

>> No.3308508
File: 39 KB, 646x485, 1466404720763.jpg [View same] [iqdb] [saucenao] [google] [report]


>puppy barks and all monsters within X range become friendly

i need this in my life

>> No.3308514
File: 13 KB, 512x512, Decals.png [View same] [iqdb] [saucenao] [google] [report]

Unity games are very easy to rip if you've ever thought about it.

>> No.3308516
File: 2 KB, 128x128, Decals_Transluscent.png [View same] [iqdb] [saucenao] [google] [report]

disunity is the program I use.

>> No.3308517

you're mistake was thinking any version of Brutal doom is good

>> No.3308520
File: 23 KB, 379x323, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

i just discovered that Gifty (the guy who made Smooth Doom) is the guitarist for Car Seat Headrest and that's so weird

>> No.3308521
File: 3 KB, 1024x128, CircleExplosionStrip.png [View same] [iqdb] [saucenao] [google] [report]

The explosions in Bunker Punks look really good in-game.

>> No.3308525
File: 4 KB, 1024x128, CircleExplosionStrip_Fade.png [View same] [iqdb] [saucenao] [google] [report]

The sounds are great too, very visceral in a techy way.

>> No.3308526


If you must play BD, play PB. Legitimately best BD spinoff unless the guys behind Sperglord or BDJ or the other ones get their finger out.

>> No.3308529


>Bunker Punks


Are you making a mod or just ripping stuff? If the former, how much of the FPS stage mechanics are you translating over?

>> No.3308535

Just ripping stuff. Once I get the sounds out I'll just put up a big archive.

>> No.3308540


Could just be a case of the same name.

>> No.3308541

>Legitimately best BD spinoff

>> No.3308542

just checked them out, good sound

incidentally Gifty looks like a classic music-school geek to me... their idea of fun is usually far removed from the average person, i could see him coding an engine in his spare time "for fun"

>> No.3308543


Welcome back, friend.

>> No.3308551

maybe, but i've seen him wearing a Doom t-shirt before https://www.instagram.com/p/BGCe7a-Kh-O/?taken-by=ahkatz5

>> No.3308575

what are some of the best free retro FPS games? not shareware
what are some of the best free mods or conversions for FPS games? besides counter-strike 1.6, wich i almost consider non-retro from how large the playerbase still is

>> No.3308586

BDJ? and I would give it aat least a try if my PC could into GZDoom

>> No.3308587

>what are some of the best free mods or conversions for FPS games




>> No.3308592


Freedoom's levels are considered good as far as I can tell, but the graphics' mixed and mismatched nature tend to sour people on the experience.

>> No.3308593

>if my PC could into GZDoom
I'm on a toaster, how can your PC not run GZDoom?

>> No.3308603

no idea, I'm going to have it looked into

>> No.3308605

addendum, it does ZDoom just dandy

>> No.3308607

>how can your PC not run GZDoom?

at a guess, his pc probably doesn't support OpenGL 3.0

>> No.3308608


Have you tried the branch that supports OpenGL 2.0, or does that have issues too?

>> No.3308617


Try stable OpenGL 2.0


>> No.3308626

The latest git version of the 1.x line (even if it's a couple months behind the 2.x line) runs more things without crashing compared to the stable OpenGL 2.0 build.

>> No.3308634

I'm slightly tempted to fuse together the hexen centaurs' lower half and hell knights' upper halves in order to make HELL CENTAURS.

How shit of an idea is this?

Also, I'm tempted to make a Hell Razor out of the imp, abusing railguns in order to make him fire like he does in Doom2016

>> No.3308637

>I'm slightly tempted to fuse together the hexen centaurs' lower half and hell knights' upper halves in order to make HELL CENTAURS.
There's already something like this in Brutal Doom actually.

No Hell Razors in Doom yet though.

>> No.3308645

Great! I'll download them from the Steam gaming platform straight away!
i was thinking of something more consistent but thanks for the tip

>> No.3308650

>already in brutal doom

So it's a super shit idea, then.

I'll try the Razer, but... well, I've never sprited a monster before. And I did a shit job when spriting a weapon, so... Let's see how this goes.

>> No.3308651

Good luck finding Ricochet players, unfortunately

TFC still has a solid playerbase though

>> No.3308657
File: 287 KB, 1000x1372, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Imma sing the DooM song


>> No.3308659

wait a second those games cost money on steam
are you trying to trick me into spending money

>> No.3308660

not its not a shit idea just because its in a less then stellar mod, its just one thats been done, and god speed on Hellrazers

>> No.3308673

wait what? these used to be free mods

at least THEY LIVE and THEY LIVE 2 are both still free

>> No.3308689

I acquired both versions and will try them, do they need a launcher to work or can I do a test drag and drop?

>> No.3308690
File: 10 KB, 348x238, Razrhelm.png [View same] [iqdb] [saucenao] [google] [report]

Well, here's what I have so far.

>> No.3308692

Just drag and drop with the doom/doom2 wads in the folder.

>> No.3308695

ahh, you might want to take a look at Mercer's sprites as a starting point, his imps are very much in line with what you're shooting for

>> No.3308705

> i just discovered that Gifty (the guy who made Smooth Doom) is the guitarist for Car Seat Headrest and that's so weird

What the fuck are you serious? I love that band and I've probably listened through Twin Fantasy over a hundred times.

>> No.3308709


Script error, "Project Brutality.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists

Execution could not continue.

Unsupported OpenGL version.
At least GL 2.0 is required to run GZDoom

>> No.3308716

>what are some of the best free retro FPS games? not shareware
I'm pretty sure the original (dosbox) version of Shadow Warrior is free on steam. It's pretty fucking cool.

>what are some of the best free mods or conversions for FPS games?
Dang, I don't know about many good SP ones. There's a shitload of them for half life though, like Afraid Of Monsters.

>> No.3308717

i like the design but the shading difference between the original sprite and your editing is a little jarring

>> No.3308718

Yeah, I know. The outline is very shit. Mostly by the fact that it's an outline.

I have basically no clue how to start.

>> No.3308728

I'm no expert myself but maybe try a dark silver for the outline to try avoiding the cartoonish look, having it blend with the rest of it?

honestly aside from the heavy outlining it looks fine, if you can fix that it should look great

>> No.3308740 [SPOILER] 
File: 2 KB, 166x166, 1466570429892.png [View same] [iqdb] [saucenao] [google] [report]

I figured out the trick! Keep the doom palette of grey set up, and replace each outline with a shade darker than the nearest adjacent pixel.

>> No.3308743
File: 50 KB, 208x229, 1466476234021.png [View same] [iqdb] [saucenao] [google] [report]


good work senpai

glad i could help

>> No.3308746
File: 101 KB, 244x244, Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

>learn about SC-55
>download and use pack from link related


Holy shit, why has no one ever told me about this?

>> No.3308747

What do you do with these files? Do you just dump them in your GZDoom folder?

>> No.3308749

Run the zip like any other WAD.

>> No.3308751

Don't extract them. Just drag the zip onto gzdoom.exe.

I guess you can also make a launch command with ZDL.

>> No.3308754

Also use the packs with the red check mark for seamless looping.

>> No.3308760

Doom 4 definitely did bring some interest to the older games

>> No.3308781

Thanks anons. God, the SC-55 sound is just lush as fuck.

>> No.3308795

>Listening to the Descent 1 Level Exit music
Man, good memories of watching that little Jewish spaceship jitter its way ahead of the explosions to escape the mine.

>> No.3308796

I've fiddled with some sound fonts with Doom in the past.
Some have a little bit of a comparability issue where they don't all use the same instruments.
But I wanted to ask.
Is there any midi sound fonts I should try out?
Help spruce things up a little.

>> No.3308802
File: 714 KB, 1024x768, sshot001.png [View same] [iqdb] [saucenao] [google] [report]

Starting to get the hang of colored lighting, I like that you can do gradients from one sector to another, but it would be nice to have a better copy and paste system with colors between sectors.

Any tips for a noob Doom64 mapper?

>> No.3308804

No new videos since 5 months, I think /v/ scared him off

>> No.3308805 [DELETED] 

He has a new sekrit channel.


>> No.3308807

Fuck, wrong link.


>> No.3308810

Thanks, His glitching videos are comfy as fuck

>> No.3308813

>start Doom 2
>that percussion

>> No.3308825

i like how the first step is called "press" ITS ONLY HALF GUYS LOL

>> No.3308832

is there a reason i switch from eawpats to sc55. sounds kinda the same to me.

>> No.3308835

It's not even meant to be secret, he blatantly has a FAQ pointed out on that channel's banner saying it's for unpolished videos and other small tidbits

>> No.3308846

Jesus Christ why is there so much fucking drama on zandronum/skulltag? Players shitting on people and attacking people in and 'clans ganging up on people'? Are these niggers fucking serious?

>> No.3308847

the gameplay is pretty different and the plots are only tangentially related.

>> No.3308849

Got a link of how eawpats sounds like in E1M1?

>> No.3308851

Shit moderation + "super srs clan rivalry" + lots of underaged fags in the playerbase = Zandronum

>> No.3308852
File: 161 KB, 759x1053, hexen___daedolon_the_mage_by_xeriushimself-d63ddsm.jpg [View same] [iqdb] [saucenao] [google] [report]

If you love obtuse puzzles, and "what the hell did that switch do?" moments, you're gonna love hexen!

>> No.3308854
File: 3 KB, 420x414, 1463506882772.png [View same] [iqdb] [saucenao] [google] [report]

shit is casual compared to some of the forum drama i've seen, to be honest

when you lock yourself in an internet echo-chamber things get out of hand fast

>> No.3308858

Jenova and most of the people he's arguing with are mid twenties.

I just don't even. Do these faggots just sit around in irc and trade sick burns? Are they actually holding grudges from 5+ years ago? What is the fucking purpose.

Why don't these faggots just grow a thicker skins? Is there some kind of mental disease that you catch from spending your youth in a forum? Get that shit in the DSM.

>> No.3308859

I got into doom after BD came out, but I didn't come to doom because of BD.

I've been a marathon fan since ~2006 or so and saw posts about samsara either on pfhorums or bungie.org and decided to try it.

after that, I got into real guns hardcore, hideous destructor and brutal because I liked games like STALKER at the time.

in a very roundabout way, you could say I came to doom because of halo, not brutal doom.

I'll agree with everyone else in saying that 3 and 4 brought more than BD.

>> No.3308860 [DELETED] 

apparently eawpats are just patches for GUS. They are actually alot different. I'm basically retarded and just assumed they sounded the same. I actually did a comparison, instead of being a mouth breather, and asking on here after making that post. I think I still prefer eawpats though.



>> No.3308861

>Marathon fan
>came because of Samsara


>> No.3308864

apparently eawpats are just patches for GUS. They are actually alot different. I'm basically retarded and just assumed they sounded the same. I actually did a comparison, instead of being a mouth breather. I probably should of done that before making that post. I think I still prefer eawpats though.

https://www.youtube.com/watch?v=NY2H0htq_1o (embed)

https://www.youtube.com/watch?v=u78KNVbJsiU (embed)

>> No.3308865

vanilla hacx is shit. there was an update by xaser that's a bit better, but is still broken here and there, especially in cyberspace.

>> No.3308869

I'm having fun with it so far, the weapons are pretty satisfying, but I agree I had no fucking idea what to do in cyberspace and just ended up noclipping through it, no fucking clue what I was supposed to do

>> No.3308870
File: 12 KB, 640x480, edmapsys_000.png [View same] [iqdb] [saucenao] [google] [report]

>download and load up edmap in DOSBox just for fun
Damn son, this makes me wonder how stuff like Memento Mori ever got made.

>> No.3308873

if that's doctorate level research, I have lost faith in doctors. not that it's bad work, just that is figure doctors have harder work than correlating forum posts and applying it.

>> No.3308874

They need to get a couple of mods that just ban every dumbass. Make a shitty asinine post in a thread that has nothing to do with your shit = 3 month ban. Do it again and get banned for a year.

Moderation is afraid to do this cause it'll kill discussion, but half the discussion on zandronum forums is faggots "calling each other out" and getting into eFights. Most of these faggots hardly play Doom anyway, like 95% of their time is spent talking shit about the 5% they spend on epic 1v1 in Dwango5.

>> No.3308878

a pupper so heavy it snaps the arm.

>> No.3308879

In the sense that you kill D'Sparil's big bro Korax with a different cast of characters in a different world. Likewise the Hexen 2 cast kills off the last one, Eidolon.

Heretic 2 is an actual sequel to Heretic that plays differently

>> No.3308887

I'd been running edmap on my phone, but then I my thumb started to hurt and I didn't finish my map... it's pretty close though.

>> No.3308894

in xasers remake, the cyber space levels are broken. there is no winning without noclip or nextmap

>> No.3308901

> running edmap on my phone


>> No.3308906

Just dosbox turbo, edmap and doom. Works fine. Works best with some hardware buttons if you have them, but you can map the volume controls or deal with the on screen stuff. Maybe I'll try to wrap up the map in the next few days and post it.

>> No.3308926

i've been absent from these threads for months

is GMOTA still actively discussed and developed

I loved it to bits back in the day, played through a few megawads with it.

>> No.3308929
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]


I was working on the next update, then Term started DUMP 3, and I missed out on the previous DUMPs, so I wanted to contribute.

I'm planning tweaking item crashes again, they're going to become more of a utility/means of gaining mana while your sword is powered up, and I've given up on trying to make Blaz less convoluted, all I can do is make sure the next characters aren't spectacular mess like he is

>> No.3308937



I can't remember exactly when I played it last; maybe October?! To be clear, that was my last doom of any type. I used to love hexen and heretic, but they are flawed and limited, and also don't have as much to work with as doom, even without the modding community. GMOTA is like a better hexen/heretic for me, PLUS everything from doom modding.

is there some sort of website or other thing where I can track it?

anyway, I love you, keep up the good work, take your time.

(Also I love that you have a small set of images you accompany your posts with, and I can (usually) identify you. <3 .)

>> No.3308938

also how overpowered is the hammer these days? the hammer that uses graphics from the 3rd weapon of the fighter in hexen 1.

I fucking love that hammer, I hope it's overpowered as fuck.

>> No.3308942

>so I wanted to contribute.


>> No.3308948
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]


I mainly post here, and on my tumblr, I feel awkward linking my tumblr here on /vr/ if only because I'm never really keen on shilling myself.

But here is my Tumblr http://combine-kegan.tumblr.com/

and the hammer is still going to stay insanely powerful, it's a rare subweapon so I want to keep it good. Of course I've taken a few steps to balance it a little with a short range and a cooldown between throws



>> No.3308956


I hope you announce GMOTA releases on there.

>> No.3308958


Always do. I also post a lot of dumb ass skeleton webms I've made so keep an eye out for that.

>> No.3308960
File: 82 KB, 750x500, ugZSyFfTp03CCp-FiCqhWVpN2blJjPtDQn9MPkV0BSI[1].jpg_w=750&s=dac059f5e2e0c0ae0ee629229fb87258.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3308961


>> No.3308990
File: 288 KB, 1180x667, doompupper.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3308992

>that thread
>purple names/mods posting walls of text
>yeah I did DDOS things and spent a year making fun of a retarded crippled alcoholic and crashed the main server every tuesday and was in the secret council of the most epic skulltag troll clan and got permabanned twice for two years a stretch but that was five years ago

why are these fucks mods of anything? Did they just hang around long enough that admins decided they might as well?

That thread is like novel's worth of words, I barely made it to the end of the second page

>> No.3308994

There are colour coded switches elsewhere in the level you must press in the order the colors in your pic read left to right.

If you fail the sequence, monsters spawn, its that room.

>> No.3308995

What HUD

>> No.3308996

Plus reading the sticky regarding moderation, they won't ban idiots if other idiots that reported them were also being idiots? What the fuck kind of logic is that? Why not just ban both idiots for being idiots, instead of letting idiots run roughshod over the forums clogging them up with their inane bullshit but "it's okay because idiots on both 'sides' are spewing diarrhea so it's equal and fair and therefore okey-dokey"?

>> No.3308997

>Yes, someone will bring up the argument that using ignore or blocking will solve the situation. However, that is not an option for me. If you are not a person who is competitive or sees every situation as a win or lose, then you will not agree with the following.

>A situation like this cannot be solved by going to server admins or staff or reaching out to people for help. This is a problem solved between individuals. I can block him from every means of communication but that is not winning, that is losing. If I ignore him, he has won because I am hiding from him, he has control over me, I have fear of him and I have lost. That is an option for weak individuals and people who cannot defend themselves.

>> No.3308998

If I got into eFights with every asshole that tried to eBully me then my entire day would be spent screaming at assholes on the internet that I have never met.

>> No.3309002

Weapons of Saturn HUD (woshud.pk3)

>> No.3309004

The next thread better be Quake edition for its birthday today.

>> No.3309016

>My original ban wasn't even warranting a forum ban, but because PRO and A3 were feuding I suppose the staff took advantage and annihilated my forum/irc activity over something I believe is completely made up. The incident was that the Fraya porn I linked had a virus in it that only affected like one user.
What the fuck is going on over at zandronum
Why are these words that have relevance to a multiplayer Doom community

>> No.3309035
File: 1.83 MB, 1444x902, ezquake2.png [View same] [iqdb] [saucenao] [google] [report]

How do I make EZQuake not look like shit?

>> No.3309047

Zandrinum is a wreck, and it has been like that since the Skulltag days. The clans are complete cancer, and they have little to no sportsmanship and take things personally. People get very easily into stupid squabbles over small shit, and they usually have a whole circle of idiots who will back them up, even outside of competitive play, they literally go out of their way to start shit with people from other clans. The Zandronum comunity is like a constant turf war between various clans who think that anyone but themselves cares about how big their e-peens are.

tl;dr: Clans are cancer and they're the biggest source of drama in the Zandronum community

>> No.3309048

I wonder how bad it was for older game developers trying to balance levels because they have played them so much that they get bored and might want to crank up the difficulty.

>> No.3309049

I ain't afraid of no Quake.

>> No.3309052

if you're using it for single player, don't. it's good for competitive quakeworld and really nothing else, thanks to how quakeworld changes quake's physics..

>> No.3309054
File: 205 KB, 1024x768, Screenshot_Doom_20160622_113129.png [View same] [iqdb] [saucenao] [google] [report]


Alright, so I made some sounds and put at least a preliminary petting animation on the thing.
Making a Caco friendly has a chance of 13% (just going by the numbers).
I also want to make the left hand holding a treat or something, but I can't think of anything good... a heart, a pain elemental plush, I even thought about the pupper (but the hand doesn't match). Also, is it possible to show two different sprites at the same time? Currently I only have the right hand and I don't want to redo and measure it all over again when adding a left hand.


>> No.3309058

The standard method, put gl_texturemode gl_nearest in your autoexec.cfg file.

ezquake also has a separate convar for the 2d stuff, so include gl_texturemode2d gl_nearest as well.

What exactly does QW change, something with jump physics? I thought the big deal with QuakeWorld was the inclusion of networking prediction (which NetQuake lacked).

>> No.3309059
File: 187 KB, 680x678, nicolas cage gets peed on by chewbacca.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3309062
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]

Well it's too late for this to be a DUMP 3 weapon but I'm still gonna finish this and upload it, somewhere.


>> No.3309064
File: 240 KB, 1000x952, 1459884472771.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3309068

Does Going Down work with co-op?

>> No.3309070

I wouldn't expect it not to. If you can run it in Zandronum anyway.

>> No.3309071

Is doomguy supposed to jump in any of the games or should I just not do it?
I got in some places I wasn't supposed to before, don't want to do it again

>> No.3309075

Doom doesn't have jumping without being in a source port. Jumping is only usually added in some ZDoom/other source port projects.

>> No.3309076

Depends on the .wad

You're not supposed to jump in Doom, Doom 2, TNT and Plutonia.

>> No.3309082

This was made

So I made this

>> No.3309084
File: 3 KB, 469x447, 1431973209790.png [View same] [iqdb] [saucenao] [google] [report]

Can I assume the wad expects you to jump if it was specifically made for zdoom? Or does it tell me
I don't want to fuck up and not jump in a place I'm supposed to jump

>> No.3309085

Sometimes jumping is turned off when you load the wad. Just know that 3/4's of the time, you shouldn't be jumping.

>> No.3309086

Unless a map specifically states that it requires zdoom/gzdoom/zandronum, always assume its not allowed.

>> No.3309087

Hexen has jumping, its jump height is actually higher than ZDoom's default too.

>> No.3309109
File: 76 KB, 500x500, cacodemon playpen.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3309121

I just compared and ezquake, and it seems easier to build up speed when bunnyhopping in ezquake.

what I also noticed is there ain't no wind or water sounds in ezquake. there's not even a secret found sound. I'm kinda disgusted.

plus there's all the graphics options that make ezquake feel just wrong (it doesn't even have view tilting), and of course that nonstandard hud, even when you set the hud to classic in the menu.

just use quakespasm for single player. you can probably get ezquake to feel authentic after a lot of tweaking, but that's just it - after a lot of tweaking. spasm doesn't require that.

alternately you could go tyrquake for that "just barely above glquake.exe" feel

>> No.3309124

compared quakespasm and ezquake*

>> No.3309129

Grap speccy, take a screenshot and attach it here.

>> No.3309137

If the clans are clearly the issue, why are they still tolerated?

>> No.3309139

go into your gzdoom-<username>.ini, search for "bd_", and delete every cvar you find that way

CVARINFO doesn't like it if the cvars in it were defined via console commands (which zandronum mods did because there was no other way to set cvars back then)

>> No.3309146

Because a lot of members are a part of the clans and thus are the issue themselves, I would guess.

>> No.3309149
File: 17 KB, 278x221, scared.jpg [View same] [iqdb] [saucenao] [google] [report]

>We’ve gotten about 80 maps and 40 weapons.
What, how?! This isn't even including late submissions, what happened?

>> No.3309157

>The release of DUMP3 will probably have two full megawads and two-thirds of a small megawad's worth of maps after testing


>> No.3309165

>80 maps
Hopefully no boring arena shit like the ones in DUMP 2
Would honestly have preferred any sort of other level attempt over those.
>Didn't even choose good music for those arena maps

>40 weapons
Could be neat

>> No.3309168

So it's rotten from within then?
Why don't the devs kick them out, or is it the same issue there too?

>> No.3309171

I don't think torr really enjoys dealing with the community

testers and whatnot sure, but the community proper is just awful from any direction you look at it, so why bother

>> No.3309179

Couldn't he just cull the clan idiots from the forum mods and let them sort it out from there? I mean this has to be affecting the part of the community that is worthwhile, doesn't it?

>> No.3309209
File: 84 KB, 826x526, transfer_heights.jpg [View same] [iqdb] [saucenao] [google] [report]

Transfer heights is actually pretty neat.

I submitted three maps, but total 80? Damn.

>> No.3309213

i wonder if my map is going to be cut from DUMP3
it's small, but i don't thjnk it's amateurish enough to be cut

>> No.3309228

Is it me, or do some people just throw the term "trial and error gameplay" at any map or mapset that kills them?

>> No.3309243
File: 9 KB, 654x476, 1458626953267.png [View same] [iqdb] [saucenao] [google] [report]

I tested most of the 60 levels of DUMP 2 (not all of them were in the beta I used so I didn't see the finale for example). I don't know if I'll be able to get through all 80 of these and write feedback for them. My sanity started slipping around MAP40 of the last one. I'm still going to try, though. Time to finish Ancient Ayyliens. DUMP 3 is going to monopolize my time for most of July. I was hoping the inclusion of weapons would mean 40-something maps instead of 60 this time. No getting lazy for me.

>> No.3309252

> hoping the inclusion of weapons will reduce the number of maps submitted
> inclusion of weapons attracts more modders who then go and make maps too
the plan has backfired horribly

>> No.3309258
File: 292 KB, 1280x1080, 1459738843846.jpe.jpg [View same] [iqdb] [saucenao] [google] [report]

>My sanity started slipping around MAP40 of the last one

At least you got help this time. But the thing is; if there's going to be a DUMP4, it's probably going to be bigger. AAAAAAAAA

>> No.3309343

>I only recognize Alien: Vendetta
>No Ultimate Simplicity.

>> No.3309346

Ultimate Simplicity is pretty fantastic.

>> No.3309350

That guy is a genius, I dont mean to suck dick, but jesus christ, I dont think I've ever played something that well balanced in my life.

More megawads like that plz.

>> No.3309363
File: 354 KB, 1366x768, Screenshot_Doom_20160622_100416.png [View same] [iqdb] [saucenao] [google] [report]

So, who actually did the mapping for the Brutal Doom Megawad? Because I'm a few maps into the second episode so far, and I absolutely love it. It actually works well with Brutal Doom, unlike the vast majority of maps that tend to be rendered unplayable or just un-fun in a myriad of ways.

>> No.3309368
File: 119 KB, 813x516, dufffucult.jpg [View same] [iqdb] [saucenao] [google] [report]

I should go for a walk.

>> No.3309383
File: 72 KB, 681x462, water_deep.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder if lifts/moving sectors raise the fake floor too.

>> No.3309385

>It actually works well with Brutal Doom, unlike the vast majority of maps that tend to be rendered unplayable or just un-fun in a myriad of ways.

Thats probably because the vast majority of maps are not designed with gameplay mods in mind. And no modder has the time to playtest their gameplay mods with every mapset ever made.

I kinda wish TCs were the in thing again.

>> No.3309390

I know, but there are plenty of mods that work on a good majority of maps, like Samsara or SMWG. It's just nice to play Brutal Doom in a way that feels like it's actually meant to be played.

>> No.3309406

I'd really want the theme to be Boss fights! where each level is a boss level (freely interpreted) and custom monsters are allowed and encouraged.

>> No.3309415

>I was hoping the inclusion of weapons would mean 40-something maps instead of 60 this time.

Same. That was even why I went with the weapon angle.

Suffice to say...

>> No.3309417
File: 174 KB, 800x585, dynamite.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shit then better start learning more than just ACS and stop mapping for a while.

>> No.3309420


>> No.3309424

I'm surprised BD hasn't replaced the statusbar face with one more akin to the Doom comic.

>> No.3309430

Can someone recommend good megawads for Chocolate Doom?

>> No.3309437

>(not all of them were in the beta I used so I didn't see the finale for example)
imo the finale justifies the entire megawad alone, you should check it again

>> No.3309441

If you raise the dummy sector, the 3D floor will raise. I dont think transfer heights works like that though. I'd suggest using 3D floors for water as you can see into / out of them and they can be raised and lowered at will.

Hexen Water Temple coming up

>> No.3309452

Call me a casual, but CChest2 is kinda eh as of Map05.
>a-and then a bunch of monsters spawn around you!!1! :^)

>> No.3309453

>Out stuff
Alien Vendetta
BTSX E1: Get Out of My Stations
BTSX E2: Tower in the Fountain of Sparks
Doom The Way id Did
Doom 2 The Way id Did
Hell Revealed I
Hell Revealed II
Kama Sutra
Memento Mori I
Memento Mori II
Plutonia 2
Plutonia Revisited
Scythe 1

>Stuff not out yet, but worth keeping an eye out for
BTSX E3: Instructions to the Rusty Time Machine
TNT 2: Devilution
TNT Revilution

>> No.3309457

Community Chest 2 is largely hit and miss.

>> No.3309458

thanks my man, I'm returning to Doom since who knows when. I need me some rip and tear places.

>> No.3309459
File: 104 KB, 1920x1080, 3.jpg [View same] [iqdb] [saucenao] [google] [report]

how did he get that in zdaemon

>> No.3309465

What map?

>> No.3309468

Not the anon you're replying to, but that's a great list.

>> No.3309471

idk it could be doom2 or tnt/plutonia but i can't recognize it

i don't know what i'm looking at

anon what map is that

>> No.3309475


>> No.3309476

We have some creative people here
So let's make some 4chan banners!

What should they be?
At least one needs to have skeleingtons

>> No.3309478
File: 130 KB, 835x519, waterworld.jpg [View same] [iqdb] [saucenao] [google] [report]

Eh, probably won't try such trickery with this. A shorter map - underground MARBGRA/MARBTAN ruins, covered in some
water. One idea was large cavern with a tower.

Trappy with low enemy-count, I suppose. Making monsters rise out of water will be fun, probably.

>> No.3309482

pl29. horrified at its treatment at the hands of modders

>> No.3309483

Its Plutonia map29.

>> No.3309486

it's plutonia map 29

>> No.3309492

How do you guys plan out your levels? Do you draw them out first or do it on the spot?

>> No.3309508

same guy who made elerctron?

>> No.3309529

I get some basic ideas on how I want the map to look and maybe a gameplay setpiece or two I want to put in and I improvise from there

>> No.3309546

Yeah. Also Lambda and Felt.

>> No.3309552

megawad when

>> No.3309563

Pretty sure Ayylmao Vendetta requires a limit-removing sourceport.

>> No.3309567

Whenever I have 21 maps together.
Probably on side of 2033, for 40-year anniversary of Doom.

>> No.3309570

>AV does not require any port to run. It was constructed with vanilla Doom2
v1.9 exe in mind.

>> No.3309586
File: 721 KB, 1488x2105, a Morte Plans.png [View same] [iqdb] [saucenao] [google] [report]

Just start with 1 room and go from there. I try to have an overall theme and stick to it for the detailing / texture choices.

The only thing I actually plan out are complex puzzles like 9 part spinning slicers that move along a 4 part track. I also like to plan out hubs so I know which keys have been used and what kind of themes to use in each map.

>> No.3309590
File: 20 KB, 335x294, AAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing through Doom 64, those first few levels were pretty lame but shit it got good.

>tfw that puzzle with the yellow key.

>> No.3309598

Which one?
Also where do I find the preamble to this game? Like with Doom it was in readme in config, but where's the red text about what's going on at the beginning of 64?

>> No.3309602

Everyone loves that puzzle. The level design is really great in Doom64 imo. Interesting and challenging maps, often with very simple premises and the exit right in front of you when you start

>> No.3309610

Fair enough, guess I remembered wrong.
I do remember there being a bug in one of the earlier maps where a bunch of monsters fail to spawn, I always attributed to some unsupported bit of scripting.

>> No.3309621

I'll be waiting

>> No.3309630

Reminds me of bioshock 2, lots of times an entire level exists because something preveneed you from getting where you are actually trying to go

>> No.3309631

Hahaha you call this a puzzle?

>> No.3309634
File: 914 KB, 1360x768, puzzle.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3309687

>vid_vsync "0" in autoexec does not disable vsync
<I always have to disable it in game
>if I do thisit suddenly says vsync is not supported and it sets to N/A


>> No.3309702

so i took this AMR sound from killing floor and tried to edit it. thoughts/ advice?

OG: https://my.mixtape.moe/zdehwj.wav
v1: https://my.mixtape.moe/ydkqnl.wav
v2: https://my.mixtape.moe/vmjjpd.wav
v3: https://my.mixtape.moe/wcxklu.wav

>> No.3309726

>"I guess I should try beating Quake on hard!"
>first two levels are not a problem
>third levels throws a shambler on a relatively small platform at me
>once that one dies ANOTHER
>if you kill all the fiends at the end of the level another shambler spawns

>> No.3309745

>I do like how you can use the vid_conwidth/conheight cvars to easily aspect-correct Quake

>> No.3309770

thank anon

>> No.3309771
File: 1.52 MB, 1067x1800, quakeratio.png [View same] [iqdb] [saucenao] [google] [report]

a number of quake's assets including ranger, humanoid enemies, the HUD (+main menu and console), and parts of level geometry were designed to be rendered at a lower vertical resolution than displayed, then stretched out to fill the gap, much like Doom (with identical examples like the facepic on the HUD becoming much more natural looking when stretched)

however, other parts of the levels, larger enemies, most powerups and pickups, and the smaller console font were designed to be displayed 1:1 with no stretching involved

quake is kind of a mess of art assets smushed together, so it makes sense some of them are meant for doom-style 320x200-stretched-to-320x240 and others were created later on in the dev cycle once the graphics and engine had advanced far enough they realized they didn't need to stretch things

most ports like quakespasm and most players play at plain 1:1 and just deal with things looking kind of squashed

>> No.3309779
File: 1.65 MB, 1067x1200, quakeratio3.png [View same] [iqdb] [saucenao] [google] [report]

because it's the textures themselves being squashed for the level geometry, maps that use the same mapping bits as original quake maps are also affected

(you can see the little 'lock' in the middle of the door become properly square in the bottom image as well)

>> No.3309791
File: 297 KB, 595x842, cakeranger.png [View same] [iqdb] [saucenao] [google] [report]


Have some OC.

>> No.3309793

Chocolate Quake when?

>> No.3309796
File: 76 KB, 640x640, 1462309798486.png [View same] [iqdb] [saucenao] [google] [report]


fucking nice, anon

>> No.3309808

never, because a truly vanilla quake would be playing at 15fps on your old 486

if the ratio stuff bothers you just say it's shub-niggurath fucking with the dimensions

>> No.3309810


>> No.3309816

It was one of the compet-n megawads, dude.

>> No.3309838

>Server not found

oh my niggers

>> No.3309841

Fixed it

>> No.3309862



Happy birthday new thread >>3309858

>> No.3309868

the link's probably gonna change again soon just so you know

>> No.3310439
File: 7 KB, 371x265, which one ya nigga.png [View same] [iqdb] [saucenao] [google] [report]

first time playing shadow warrior, which one is the best experience?

>> No.3310487


The middle two options are for mission packs, so you can ignore those for now.

From what I hear, the engine in Redux is really buggy and prone to crashes, while the original game is... also buggy and prone to crashes, but not as much.

>> No.3310612

Redux. I don't have much problem with it and prefer it much better than Classic due to mouse issues.

For the other two, Twin Dragon is a better expansion, so I'll play WD first then TD.

>> No.3311357

Redux doesn't have the mouse issues and runs in higher resolutions and runs without Dosbox, but also crashes the most.

If you want to go the extra mile, SWP runs better than Redux, without the crashes and occasionally dipping frame rate, but it doesn't have the sprites extended to fit widescreen resolutions, so they are stretched. Also I couldn't find a way to disable the camera tilting itself on slopes, which I find disorienting and motion sickness inducing.

Overall I don't recommend the classic version, since it has all the issues of any other version, but may run worse depending on if you can find the optimal Dosbox settings.

>> No.3311362

Oh I was stupid and didn't check the page nor the date so the decision probably has been made already

>> No.3311394

No chillhax?

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