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/vr/ - Retro Games

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3317718 No.3317718 [Reply] [Original] [archived.moe]


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


Doom: https://data.cuckchan.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.cuckchan.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://data.cuckchan.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.cuckchan.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://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://cuckchan.org/vr/post/3019509

Let's make proper OPs since now on together!

>> No.3317721


[06-25] DUMP 3 initial test build >>3315297 >>3315331

[06-24] Machine Games releases new Quake episode: DOPA

[06-24] Anon map release: Server Warehouse >>3313415

[06-22] Quake's 20th Birthday

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054

[06-21] Seinfeld.wad

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

[06-20] Major Best Ever moderation changes

[06-19] Anon map release: Inferno Odyssey >>3303862

[06-19] /newstuff #502

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

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

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

[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



>> No.3317727

get the skeletons off me

>> No.3317728

Is there a download anywhere for Redneck Rampage? I wanna try it out.

>> No.3317731

fourth for GMOTA never getting finished

>> No.3317776

Been going through Doom 64. Lost Souls are a true nightmare. Though right now the most standout levels has to be Even Simpler and The Spiral. Those two are really good and shit does hit the fan in them. Watch Your Step is pretty good as well.

The more open levels are much better in the Hellscape over the ones with many corridors in which they shove Hell Knights into which can be pretty meaty. I do enjoy the tech base levels as well, but I love tech base levels in general, even the second episode of Duke 3D.

Some of the redesigns are good, especially the Imps, but the Arachnotron looks like a silly toy and the Mancubus just looks like a fat bull.

>> No.3317784

I really like the Doom64 levels. They feel really polished and each one has an interesting dynamic.

I'm still working through it too.

I'd love to do a megawad for it (my Server Warehouse in the news link is my first attempt - still some minor issues but I've fixed most of them since that upload)

>> No.3317789
File: 61 KB, 1024x768, Screenshot_Doom_20160626_211000.png [View same] [iqdb] [saucenao] [google] [report]

I went slightly overboard making a test map for Doomguy's extreme speed stair physics. (Run in Zdoom/GZdoom)

Walk through the red gateway at the end of the stairs to loop back to the top. There are teleporters on either side of the gateway to reset your angle if needed. Shoot your pistol to turn floor gripping on or off.

>> No.3317814 [SPOILER] 
File: 256 KB, 658x604, 1466942398990.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3317816

t-thanks doc

>> No.3317832

thanks, doc

>> No.3317834

Looking for megawads/maps that are ideal with Hideous Destructor.
pls respond.. Gon operate

>> No.3317853

I remember seeing a mapset made for HD in mind of the Zdoom forums.

I can't seem to find it though...

>> No.3317874

Scythe 2

>> No.3317891
File: 725 KB, 1600x1200, Screenshot_Doom_20160626_093615.png [View same] [iqdb] [saucenao] [google] [report]

>he still believes in the "you need a supercomputer to run GZDoom" meme

>> No.3317896

don't go shooting up any schools now eric

>> No.3317903

Go to bed, Eric

>> No.3317913

danke herr doktor

>> No.3317921

This is so satisfying.
Someone make a server with this map for gits & shiggles

>> No.3317923
File: 781 KB, 1920x1080, Screenshot_Doom_20160626_091445.png [View same] [iqdb] [saucenao] [google] [report]

fake blend textures
vertex slopes without painful vertex editing, instead using linedef slopes on the outer and inner shapes
also mars
can't find a good skybox that's not jpeg fucked tho

>> No.3317926

I don't get it

>> No.3317927
File: 174 KB, 640x480, Screenshot_Doom_20160502_170042.png [View same] [iqdb] [saucenao] [google] [report]

Jelly. I tried this a while ago. Your looks better though. I used actual photographs of mars from the curiosity rover, cut them up into textures

>> No.3317928

>fake blend textures
I'm guessing it's multiple flats, each with a varying fade between two textures? Sounds a bit difficult to keep consistent.

>> No.3317929

is this why cyberrunner isn't a thing?

>> No.3317931

Desolate as fuck.

>> No.3317934

no, that's because doom can't handle maps big enoughj

>> No.3317936 [SPOILER] 
File: 5 KB, 600x600, 1466950349814.png [View same] [iqdb] [saucenao] [google] [report]

John Romero replied to my tweet!


>> No.3317937
File: 1.72 MB, 1920x1080, Screenshot_Doom_20160528_004547.png [View same] [iqdb] [saucenao] [google] [report]

>without painful vertex editing
But it's really comfy in alt-v mode

>> No.3317938
File: 59 KB, 531x467, 1411299352820.png [View same] [iqdb] [saucenao] [google] [report]

/vr/ is so great. Everyone's so chill and awesome and actually talks about video games that I'm interested in. You guys are the best.

Hey I know you. You're that one /agdg/ dev. What a place to see you.

>> No.3317939

just get some good rock/sand/dirt textures, grayscale them, color them dark, sligtly desaturated red and don't palletize them

jus put two flats over one another in TEXTURES and reduced the opacity of the top one in steps of 0.25

>> No.3317940

They recently doubled the limit, and contrary to what term thinks it's perfectly viable to shrink the player character to like 5 units in height (while scaling textures, sprites and speeds to compensate) to make the map seem bigger.

>> No.3317942

I know nothing about Quake level making. Only know GZDoom Builder a smidge.

>> No.3317943

I thought it was because nobody wanted to make maps for it

>> No.3317948
File: 654 KB, 1920x1080, 4.png [View same] [iqdb] [saucenao] [google] [report]

Hmm I kinda wanted to go realistic. I didn't palette.

Mars isn't actually as red as we imagine it to be...

>> No.3317950

wasn't expecting a grey sky

>> No.3317954
File: 2.77 MB, 2391x1265, pia19929.jpg [View same] [iqdb] [saucenao] [google] [report]

Check out the mars images on the NASA website, really cool inspiration.


I think for a game you often have to exaggerate. A deep red dark mars with brooding skies is much cooler than the bright, grey/blue rocky reality.

Here's the latest version of my Mars One map if you want to check it out:


Runs in GZDoom ideally, but also in zdoom.

>> No.3317960

Isn't our blue sky due to Earth's atmosphere or something? Mars lost its atmosphere millions of years ago.

>> No.3317964

Some of those Mars pictures are pretty spooky, because it looks like it could be on Earth but it's on an another planet.

>> No.3317969

Yeah they do living / hab tests in arizona iirc and its almost identical terrain. Pretty fucking cool shit. I would love to visit mars one day

>> No.3317975

I think the modding community difference has some value to this discussion, keeping things fresh. Does Quake have anything like DoomRLA or Demonsteele? Not really.

>> No.3317984

>install Hexen 2 and Hammer of Thyrion source port

I forgot how awful the combat was in this.

>> No.3317986

Hexen 2 is pretty bland aside from that it's in WOAH FULL 3D.

>> No.3317987

I guess I just want more firsthand info about it. About to be downloading Hellbound + Scythe 2.
Any point playing on UV still? If I want fun?/spoiler] will I play on something else?

>> No.3317991
File: 71 KB, 640x480, news_marathon4.jpg [View same] [iqdb] [saucenao] [google] [report]

How did Marathon gain any amount of traction in the 90s considering its vast inferiority to Doom and pretty much every Build game? Was it a "we macs can play gamez too" thing?

>> No.3317993

You mean they make games all in polygons?

>> No.3317996
File: 1.31 MB, 1920x1080, Screenshot_Doom_20160626_173838.png [View same] [iqdb] [saucenao] [google] [report]

more blending
also cliffs
maybe make another cliffside and stick a station in it
then have some less red caverns and an underground canyon that also extends outdoors

>> No.3317997

Amazing, right?

>> No.3317998

Plot I think was a factor.

>> No.3318006

It was mostly a "Us Macs can also have Doom like games silly boys" thing, but apparently the story was pretty good.

>> No.3318007

It didn't? It was just the only thing Macs had at the time. To this day it doesn't have a sourceport that doesn't suck.

>> No.3318029


Being the only real shooter on the Mac was a part of it. It also had a surprisingly good plot that's still pretty good today.

Gonna have to disagree with you on the "inferior to build games."

>> No.3318046

Any tips for playing Assassin?

>> No.3318063
File: 103 KB, 1366x643, ScreenShot_20160626112514.png [View same] [iqdb] [saucenao] [google] [report]

guys, what's a filystyn?

>> No.3318065
File: 486 KB, 1613x1641, .jpg [View same] [iqdb] [saucenao] [google] [report]

Why the fuck is there still no megaman in the doom pic?

>> No.3318067

>it's perfectly viable to shrink the player character to like 5 units in height (while scaling textures, sprites and speeds to compensate) to make the map seem bigger.
no, it isn't

and there was even a wad posted demonstrating this

>> No.3318080

same dude who did the brute force attack against the zdoom forums

>> No.3318081

Same reason there's no Heretic, Hexen, Strife, or any other standalone IWADs. They aren't Doom.

>> No.3318083

Well I've been doing it in one of my projects and haven't run into any issues yet. What would the problem be?

>> No.3318092
File: 193 KB, 1152x864, .png [View same] [iqdb] [saucenao] [google] [report]

There ARE Heretic, Strife and Hexen as well as most popular mods for online and shit. There's no excuse for 8bit deathmatch not to be present. It may refresh your doom multiplayer experience if you're an old-time player or just introduce you to something cool and fun.

>> No.3318104

>There ARE Heretic, Strife and Hexen
Please show where there are Heretic, Strife, and Hexen mods on the Doom pic.

>> No.3318107

Right upper corner you fucking retard.

>> No.3318112

Please show where there are Heretic, Strife, and Hexen MODS instead of the IWADS you fucking retarded brazilian.

>> No.3318119

>There's no excuse for 8bit deathmatch not to be present

yes there is.

It't not a megawad, nor a levelpack.
Its not played and enjoyed a lot by /vr/ (which is sort of the criteria for making the image)
Finally, its not historically notable.

So yeah, many excuses. I mean, I think we all have our own personal favourite wads that should go on the image, but it runs on a more-or-less consensus, so tough shit.

>> No.3318123

Not sure if this is the right thread but I just tried playing Marathon and I don't really get what the hype. Even shit like Corridor 7 and Blake Stone feel better than this desu.

>> No.3318127


>> No.3318137

medium lel

How is TSPG? Is it basically just BestEver? That website sure looks similar. I will need to test some zand stuff here again and BE sure was handy.

>> No.3318141

Its based off the same source code as far as I can remember.

>> No.3318171

i think jenova just put the stuff from BE over there as the archive, since tspg has shit servers that could never run the wads

>> No.3318187 [DELETED] 


So I have a weird issue here. One of the floors on my map appears to have suddenly become... Animated... I have no fucking idea why. I don't even know how to make an animated floor... I tried renaming the FLAT, changing the FLAT... It still alternates between two different textures...

>> No.3318189

>shit like Blake Stone
Blake Stone was absolutely amazing at it's time with modern features like interactable NPCs, a currency system (even if it's only for the food automats) and a huge variety of enemies with different attack patterns. Not even Doom could compare with this.

>> No.3318192

>Its not played and enjoyed a lot by /vr/ (which is sort of the criteria for making the image)

Wouldn't that mean like half the mapsets in the image are ineligible, then?

>> No.3318195

Only Hellbound, tbqh.

>> No.3318198

Just give it up dude. MM8BDM is just shit. Nobody likes it.

If you really think there's enough content and interest to warrant posting about it, make an image for it like in the OP.

>> No.3318204

I personally also didn't care for Doom 2 Reloaded, 1994 tune up, or Hellcore 2.0.

>> No.3318205

I'm not the MM8BDM guy.

>> No.3318208
File: 161 KB, 524x550, 002476[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>It't not a megawad, nor a levelpack.

Dude, we have spent days arguing in /vr/ about "what constitutes a megawad". UAC Ultra is in there and it doesn't have 32 levels BUT it's fun to play. Also I'm sure 8BDM has a single player mode with levels, even if nobody plays it.

>Its not played and enjoyed a lot by /vr/

Hellbound is in there, and years after its release and the cacoward controversy, it still generates division in this thread. Controversy aside, it is still worthy of being there.

>Finally, its not historically notable.

I respectfully disagree. As someone who doesn't like 8BDM that much, I should recognize it was one of the first (probably THE first) Doom mods to be praised by gaming media sites outside of the community. Sure, nowadays 8BDM has a very poor reputation, but back in the Skulltag days it was THE most played mod out there, everyone on Youtube was doing videos about it. Some say it killed the multiplayer scene a bit but that's another story for another time.

And maybe THAT's the issue, almost everyone knows about 8BDM, it is TOO notable, just like Brutal Doom, its thousands of variants, or Ghouls VS Humans.

You don't see Metallica, Slayer, Anthrax or Megadeth in a "SO YOU WANT TO LISTEN TO SOME METAL" infopic, it's not hate, it's just that everyone knows about them already.

>> No.3318214

In GZDoom builder, how do you make a door able to close and open on command?

>> No.3318236

I really really hope we'll actualyl see a blackroom demo

>> No.3318245

You never ended up using my pastebin to create a Quake server, ayyy

>> No.3318251

I think the joke is that that 90's school shooter's name was Eric. He apparently made custom Doom maps, and it started a big fiasco on TV about violence in videogames and how it 'trained' kids to be shooters.

>> No.3318263

Are you trolling, or just fucking retarded

>> No.3318267
File: 40 KB, 464x382, door.png [View same] [iqdb] [saucenao] [google] [report]

Just use the 'Make Door From Selection' option when you highlight the sector that you want to be a door.

>> No.3318270

Oh, ok

>> No.3318281

When did it become that easy to make doors? I recall it used to be a bit more complicated.

>> No.3318285

Beats me, but that option is a godsend.

>> No.3318289

Keep going, eventually you'll trolle us.

>> No.3318293

AlephOne isn't bad. It does it's job, though not nearly as good as Doom gets.

>> No.3318297

Shame about that mouselook, though.

>> No.3318298

>open menu
>ends the fucking game without confirmation
Aleph One is trash.

>> No.3318316

Is there a DOSbox-style equivalent for Apple that might be able to work better?

>> No.3318327

>want to learn how to make maps, mod and shit
>"...If you're a Linux user, well, you're shit out of luck--only the crash-prone editor of Slade 3 has been reported to work with them."


>> No.3318341
File: 303 KB, 1000x1500, all-dogs-go-to-heaven.25917.jpg [View same] [iqdb] [saucenao] [google] [report]

>You can find Nazis in Hell in Doom II
>You can't find their dogs

>> No.3318353

>crash-prone editor of Slade 3
I've had Doom builder crap out on me way more than SLADEs editor,relative to how much I use them.

>> No.3318356

>Mars isn't actually as red as we imagine it to be...
You're missing the obvious caveat
"The scene is presented with a color adjustment that approximates white balancing, to resemble how the rocks and sand would appear under daytime lighting conditions on Earth."
So yes, if Mars had Earth's blue sky, things would look less red

>> No.3318401

For some reason I can't bring up the second Shotgun in Samsara when playing as Security Officer. I collected a 2nd shotgun, I tried collecting 2 Placed Shotguns, 2 Dropped Shotguns, 1 Place Shotgun and 1 Dropped and the other way around, and I can't bring it up. What gives? I even tried older versions and it doesn't work. I updated my GZDoom to the latest version.

>> No.3318410

I keep having visions of making a Armored Core/Mechwarrior Merc style thing in the Doom engine.

Do missions
Take bounties
Get payed
Upgrade your robut
Blow up more stuff

I don't know the first thing about making things in Doom though.

>> No.3318446

someone needs to port doom builder 2 to GTK or Qt or something

>> No.3318451

Mars color stuff
Making it entirely grey is extremely unrealistic, but that doesn't mean everything should be deep orange.

>> No.3318454

Download Trenchbroom and get learning, then.

>> No.3318457


The Martian movie did it great imho

>> No.3318467

I'm working on something like that on the side. Gonna do randomized mission generation like in a flight sim.

Much of the code is done, but there are some technical UI issues that are pissing me off so much I'm holding off on working on it. Plus, I should be working on my main project anyway.

>> No.3318469

>WA-FINGER as chaingun equivalent
>Karasawa for BFG
>Moonlight as chainsaw
Fund it

>> No.3318497

You mean the sourceport where the devs actually removed and rolled back good features because "muh authenticity!" ?

>> No.3318506

thank mr skeltal


>> No.3318535
File: 18 KB, 210x240, trash2.jpg [View same] [iqdb] [saucenao] [google] [report]


>not making it one long continuous AAAAAAAAAA

>> No.3318537
File: 2.79 MB, 640x360, smoothstairmovement.webm [View same] [iqdb] [saucenao] [google] [report]

Still working on this, I'm surprised this apparently hasn't been done before, it's so nice. MAP05 of Hell Ground.

>> No.3318542


>editing small chunks of a level

why didn't i think of this

>> No.3318546

you fixed the whole 'camera plummets to floor when standing on edges'?
this can become something really useful

>> No.3318548

On that note, I kinda want to see if it works with sloped terrain like in >>3317937 .

>> No.3318557

Oh, that issue was never part of the actual stair script, as the script checks for steps below before Warping the player. It's just because I was messing around with the test map and made the toggle warp the player every tick. (though that is a weird bug with Warp)

>> No.3318558
File: 117 KB, 862x554, outdoorsy.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, outdoorsy areas are kinda hard. This place will take forever aaa.

>> No.3318560

I'm disappointed in myself now.

>> No.3318593

I was imagining something like that too, but in a more Mechwarrior 2 mercs'ish fashion.
Sorta branching path of missions that are more in-depth that you complete through the game and would be the main story levels with random'y missions in-between those.

And that's just if it's all AC influence.

>> No.3318598

>tfw Serious Sam is just barely too new for /vr/

>> No.3318618
File: 143 KB, 300x363, Star_Trek_Voyager_Elite_Force.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw not sure if we're allowed to talk about Elite Force since it came out in 2000 even though it's on id tech 3

>> No.3318619

I've seen it posted here before. Usually if you keep non-retro stuff contained in a related general (and don't be an asshat about it), it's fine. There was tons of Melee stuff in a Smash 64 thread the other day.

>> No.3318630

they're hard if you want to do anything that's not cave/canyon or courtyard surrounded by building. that looks like cave to me.

>> No.3318671
File: 15 KB, 292x257, 140.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3318698


>> No.3318703
File: 17 KB, 340x314, 1463375457657.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3318705

open both videos at once and let it wash over you

>> No.3318708

Do I have to set "Allow jumping" and "Allow crouching" to off every time I start playing a .wad in GZDoom? It only seems to get saved in a gamesave and not in the port's settings in general.

>> No.3318716

Just unmap jump and crouch, that's permanent.

>> No.3318732

thanks doc

>> No.3318737

Someone asked for a pig WAD trapped in a flash game.

The WAD itself is not on the flash, it is instead on a server or something, and it's accessed when you open the game.

>> No.3318748
File: 12 KB, 480x360, plutonia.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd played doom a lot back when I was a kid, but I only ever played Doom 1/2/master levels. I never played plutonia or evilution until just recently so I didn't know what to expect. I started with plutonia first.

What the fuck is up with this? Right off the bat they throw you into a map with revenants, archviles, and mancubi all over the fucking place. I expect some kind of build up, a momentum, you start off killing zombies and imps and shit before you move onto the harder demons. Or at the very least you give me better weapons at the start. Christ.

>> No.3318758

You're in for a wild ride.

>> No.3318768


>> No.3318780
File: 154 KB, 1440x900, Screenshot_Doom_20160626_163657.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3318785

The dogs are just loyal to their masters, never have any idea that who they serve is evil

>> No.3318787

git gud

>> No.3318792

Where is the fucking red keycard?

>> No.3318793

down the hall and to the left

>> No.3318794

Where's that DAMN red keycard?

>> No.3318798

Whoops, accidentally flagged it as multiplayer only.

>> No.3318824

Here's some calming music for you: https://www.youtube.com/watch?v=EBW_R61WGYU

>> No.3318834

"Where's that DAMN fourth skullkey?"

>> No.3318842
File: 753 B, 48x48, ....gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3318845
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3318852 [SPOILER] 
File: 121 KB, 1152x720, 1466979368604.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3318854
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3318857
File: 62 KB, 634x362, Laser_Cannon_-_Black.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, this thing is so overpowered.

>> No.3318865


Are you ABSOLUTELY certain? I extracted that SWF from newgrounds a couple of days ago, and there was a 1-3MB file inside which I was certain was some sort of encrypted wad.

>> No.3318873

>encrypted wad.
I don't think that's a thing...
Unless you have some special snowflake pk3 file which is actually a password protected zip but I don't even think that's possible.

>> No.3318897
File: 21 KB, 128x128, skelspin.gif [View same] [iqdb] [saucenao] [google] [report]

here's the gif

This stupid thing is seriously the most popular thing I've made throughout all my modding.

>> No.3318972


I don't know much about how swf files work; when I opened it up as a archive, it was just a bunch of files with .0 file extensions. One was the size of an average wad, so I was suspicious.

>> No.3318978

Yeah don't think so, you should be able to open it in any wad editor. If not, it's not a wad.

Any reason you would want this wad anyways?

>> No.3319010

it's so overrated

it's just bad

>> No.3319014

Any map recommendations for Quake?

>> No.3319015

Anyone else kind of disappointed there was no message at the end of the new Quake episode?
I didn't expect plot, but I was hoping for "Hope you enjoyed the 20th anniversary" or some shit

>> No.3319024

The webiste looks similar because when Watermelon and I made it we decided to make it open source. You can host your own BE for /vr/ or whatever if you want: https://github.com/IvanTopolcic/BestBot

>> No.3319032


>> No.3319040

It's meant to kick your ass and won't pull punches.

It was made for the players looking for a challenge in mind.
Same for things like Hell Revealed.

>> No.3319052
File: 495 KB, 1366x768, wew.png [View same] [iqdb] [saucenao] [google] [report]

>mmm, I think I'll try Plutonia
>select New Game
>select UV
>pic related

>> No.3319089
File: 252 KB, 640x1920, 1459075703057.png [View same] [iqdb] [saucenao] [google] [report]

Welcome to Plutonia

>> No.3319094

So how do you lads feel about the XBLA port of Doom? :^)

>> No.3319101

Either play the original or nothing.

>> No.3319119

Is there a PC port that allows you to play split-screen co-op like the XBLA port?

>> No.3319128

why would i want to split screen anything when I could just lan/internet?

>> No.3319149

You...don't have many friends, do you, anon?

>> No.3319152
File: 141 KB, 1366x768, Screenshot_Doom_20160626_201219.png [View same] [iqdb] [saucenao] [google] [report]

Looks like a switch, I wonder what it's gonna do...

>> No.3319161
File: 575 KB, 1366x768, Screenshot_Doom_20160626_201750.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3319167

>dump 3

You are a grade A cocksnorkeling champion

I want more

Wasn't Kegan going to make a map?

>> No.3319171

That map was fucking mean and rude.

>> No.3319180

Doom Legacy did okay at it... There was some other port... Remood. I tested it the other day and it seems to work fine.

>> No.3319206
File: 721 KB, 1920x1080, Screenshot_Doom_20160626_205013.png [View same] [iqdb] [saucenao] [google] [report]

What's the name of the demonic unholy day I just interrupted?


>> No.3319231

Black Sabbath.

>> No.3319238
File: 33 KB, 225x220, 123d750a347a07bd32c41d9a284c75026162716a.png [View same] [iqdb] [saucenao] [google] [report]

You cheeky cunt, why didn't I think of that?

>mfw the revenant trap after the yellow key in MAP17 of Scythe

>> No.3319248

i dont have friends who want to split screen doom.

>> No.3319257

he might have meant, you know, what does that epin meme have at all to do with the post he made. instead he's got you two sperging the fuck out.

>> No.3319267


>> No.3319268
File: 397 KB, 799x559, beyond_salvation.png [View same] [iqdb] [saucenao] [google] [report]

>that part in E5M6 in DOPA where you drop into an enclosed space in some sewers with like 6 shamblers
>that entire goddamn level in hindsight
fucking my god vore bombs are fucking retarded and ogres can eat a dick

>> No.3319352

Final DUMP 3 when? I don't want to play the test build because I might not want to play it again when the final version releases.

>> No.3319358

Whoops didn't mean to reply to a post.

>> No.3319374

How do I make a good WAD

>> No.3319375

Very carefully

>> No.3319381

Mapset or Gameplay mod?

>> No.3319386

Yep just what i thought. Looks red from above the atmosphere, and from a couple of AU away, but if you're actually there, its more "butterscotch" as they called it. yellowish greys, blueish greys, rusty greys, dark yellows, etc.

>> No.3319387

First, you gotta use a ROTT soundtrack

And that's about it

>> No.3319393

Beyond Belief
Metal Monstrosity
The Horde of Zendar
I was disappointed by the episode, period. The only memorable things about it were bullshit encounters like being thrown in a room with 3 Shamblers and no cover and the insta-kill traps.

>> No.3319394

>Dump 3's maps vary in quality but generally they are pretty okay
>Music selection is almost always top notch

That bounce castle map made me feel weird for a half hour though

>> No.3319395

Looking to make a map. Mostly wondering how people figure out the right size for scale. I assume I'll guess a room as too small or too large.

Planning to find a thrash metal guitar pro tab and converting it to MIDI.

>> No.3319396

Try Evilution first. Easier, but still a step up from Doom 2.

>> No.3319398
File: 2.87 MB, 2880x1080, hal.png [View same] [iqdb] [saucenao] [google] [report]

which does /br/ prefer?


>> No.3319413

Left one. /vr/ hates texture filtering.

>> No.3319420

so what do you guys think of that new brutal doom version huhuehueuheuh

>> No.3319427

>BR Doom
>enemies are BRs
>they all make this sound

>> No.3319438

>Some of the rocky wall's texture moves between shots

>> No.3319442

The blur really fucks up my depth perception

>> No.3319459

the gabe newell feeding factory broke things in the opengl renderer and refused to fix them even when they were aware of the issues

the d3d renderer was never as broken but it was removed for "compatibility" during the 2013 goldsrc update

software mode is less compatible with modern systems than d3d was but if u get it running then the game looks like it's supposed to on release :v)

>> No.3319461

What kind of things were broken in OpenGL?

>> No.3319472

non power of two textures and overbright lighting

the same problems glquake had but every quake source port fixed with ease


>> No.3319487

Looks like they fucked up software mode in the goldsrc update as well. Weapon models are invisible for me.

>> No.3319491
File: 251 KB, 1280x720, Screenshot_Doom_20160627_132646.png [View same] [iqdb] [saucenao] [google] [report]

Uh, is this normal? maybe my GZDoom isn't cutting edge enough.. That door effect at the start of the map was awesome, though.

>> No.3319496

that happens if default_fov is above 90

>> No.3319504

>barely alpha first test build JUST came out
>final when????

>> No.3319510
File: 220 KB, 643x482, hlsoftware.png [View same] [iqdb] [saucenao] [google] [report]

It's all good now. Thanks.

>> No.3319513


If it's not constantly updated every two days at maximum, and the author doesn't post anything in a week, it's a 'ded project'

>> No.3319516


(Dead Upstart Mapping Project 3hree)

>> No.3319521
File: 166 KB, 241x388, kuGp0X.png [View same] [iqdb] [saucenao] [google] [report]


Cacodemon holes explained

>> No.3319525


>We needed players to BELIEVE they were real creatures!


>> No.3319535

>All those vulgar jokes relating to the holes are true

>> No.3319539


>> No.3319543

Hideous Destructor get much love here? Any full megawads worthy of """ fun""" with HiDe?

>> No.3319545

Are there good wads designed for co-op?
My friends don't play Doom but I wanna see if I can convince them with a good wad

That and i need more co-op games

>> No.3319560

Yeah, I've been playing Evilution since I made that post and have found the difficulty curve to be satisfying and not as jarring.

>> No.3319586


If cacodemon blood is purple, what color is cacodemon peepee?

>> No.3319590

it amazes me that they got away with that

>> No.3319597

The phrase "agitating skeleton" refers to kiting the revenant into a perpetual melee-lock. But team-"plutonia is hard guys, muh easily positioned archviles in map01" misinterpreted it and turned it into a meme. God damnit Rottking.

>> No.3319601

their blood is blue my man

blue blood could be from copper binding oxygen, like with hemocyanin in horseshoe crabs

i don't know what colour mollusk and horseshoe crab urine is, but i did learn that horseshoe crabs piss from the base of their fourth pair of walking legs, like sweaty armpits but it's piss

nature is amazing

>> No.3319603


Agitating skeleton is just a fun nickname for revenants, like pissed off martians

>> No.3319604

Memento Mori

>> No.3319607

Is there a list or something anywhere going over the most historically significant Quake 1 mods? Or hell, even just ones that everyone should try out like the "So You Want To Play Some Fucking Doom?" infograph?

>> No.3319609

Some of the maps later in are surprisingly quite short. Still, it's a nice official set of maps compared to Doom 2.

>> No.3319610

Pretty much most map sets official or otherwise are better then most of Doom 2.

>> No.3319615

Stewboy or Jimmy?

>> No.3319616

In the video rottking explicitly shows you what "agitating skeleton" is.

>> No.3319621

I'm now slightly shocked mark didn't have a fatality where you rip it's stomach out it's back holes or something

>> No.3319623

Plutonia is designed for people who have mastered Doom 2 on UV, and want a bigger challenge. It is not going to "ease you in" the same way that Doom 2 does because it expects you to already have the skills and experience.

>> No.3319624

reptiles, birds, insects, and land snails void uric acid as opposed to urine, which has low water solubility. so assuming the cacodemon excretes uric acid instead of urea or ammonia, it would be like thick bird shit. i don't think that there's any reason to believe cacodemons excrete uric acid though.

in star trek, vulcans have copper blood and their blood is described as being black and viscous like crude oil in the Star Fleet Medical Manual, but it's unclear how much science was used in determining this. their blood was also green when oxygenated, while cacodemon blood is blue when exposed to oxygen.

>> No.3319628

I thought vulcan's had green blood, if I recall the 40k books explain that the Tau have Blu Blood due to having Cobalt based blood, which smells fucking awfule

>> No.3319632

vulcan blood is green when oxygenated yeah, it leads to green bruises

it's rust or copper colour when it isn't oxygenated, which you wouldn't see on a cut and was likely made up with no scientific reasoning to explain them not being extremely pale since hemocyanin, earth's copper-based blood, is colourless when not oxygenated

>> No.3319642

oh, here's a fun idea

horseshoe crabs convert nitrogenous wastes to ammonia which requires a lot of water to dilute since it's very poisonous, but cacodemons don't seem to be bloated and full of water in their death animations, so instead i propose that the ammonia waste is used for fireballs and jet propulsion

the urethra could be the exhaust port of a jet engine fuelled by ammonia waste, which would lead me to believe that the larger hole is the urethra-jet, and the smaller hole is for solid wastes which would fall into the jet's exhaust stream, tearing it into a fine mist, like a vape pen loaded with diarrhoea

>> No.3319648

cacodemons are ammonia-powered shit vapes

>> No.3319651

I like both, Jimmy fits more with doom. Stewboy is better and good enough to listen to on it's own very often.

>> No.3319654
File: 18 KB, 276x142, heh.jpg [View same] [iqdb] [saucenao] [google] [report]

Well what else were you expecting?

>> No.3319659

jet engines

>> No.3319671
File: 599 KB, 1000x524, doom caco shopping.jpg [View same] [iqdb] [saucenao] [google] [report]

in doom 4, the caco's have shriveled limbs on both ends, implying that they DO have something resembling normal anatomy, and that much of their body is its overstuffed belly, the codex also claims that their projectiles are some sort of Psychoactive slime, [hence the blurry vision] overall the build gives the impression of an atrophied toad of sorts

>> No.3319673

nearly every single demon in Doom 4 reaches levels of adorableness that I have come to grown fond of. I find it surreal especially with how shitty I though they all looked back in the E3 demo.

>> No.3319675

considering how wildly different the demons in doom 4 are, i don't consider its canon regarding monsters to be applicable to other games in the series

or any canon from doom 4

>> No.3319680

Oh I understand, it just made me ponder that some one probably made a skeletal study of 4's cacodemons while working on this

I'd say that means they did it right, all the old demons kinda became cute int heir own right through simple familiarity

>> No.3319683
File: 809 KB, 1000x800, CacoComparison_zpsrp4ypmnq[1].png [View same] [iqdb] [saucenao] [google] [report]

>Doom3 and 64 caco's get left out

>> No.3319684

how the fuck would one go about drawing Doom 3's cacodemon

>> No.3319685

gee, I wonder why

>> No.3319690

>Following: 666

>> No.3319691
File: 619 KB, 1417x1080, let__s_do_doom_pt3__cacodaemon_by_mechanubis-d5mlt0g.jpg [View same] [iqdb] [saucenao] [google] [report]

personally I actually like 3's caco's, they could use some more color and bigger eyes but I like the brain tentacle look

>> No.3319693

Draw your best attempt at a happy Asian man wearing a bowler hat with a long goatee and a fu-manchu mustache.

Trust me.

>> No.3319703
File: 295 KB, 1500x1210, 1466198964640.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 4 Pinkies are cute as fuck. I wanna plush one.

>> No.3319704

>they could use some more color and bigger eyes
the same could be said for most of 3's enemy designs.

Seriously, I sure didn't mind it all that much back when I first played the game, but I've come to really like the mancubus design in Doom 3. It personally stands above shoulders of Doom 4's non-cyber variant.

Both the fact that it legit sounds pissed and that they (iirc) partially reused some of the sound effects from its classic counterpart for it only further solidifies my love for it.

>> No.3319709
File: 49 KB, 850x567, doom cyber mancubus.jpg [View same] [iqdb] [saucenao] [google] [report]

4's organic mancubus kinda won me with its cyclops design, but 3's is still better, though I love the cyber mancubus too, hell I love all the Mancubus designs for one reason or another

>> No.3319716
File: 40 KB, 256x256, DA5fhYw.gif [View same] [iqdb] [saucenao] [google] [report]

why was this port-exclusive

>> No.3319717

why have no other mods made use of this animation!?

>> No.3319718


Because they didn't make the sprites until it was time to port the game over to consoles, and they never bothered adding it to the PC version in an update. I assume.

>> No.3319721


Smooth Doom does, I'm pretty sure.

>> No.3319724

Evilution doesn't overdo it either, most of it is manageable to the average player

That said, what are some enjoyable megawads that aren't Plutonia-hard on UV?

>> No.3319728

I like how Smooth Doom implements that and even enhances all the animations for the statusbar face itself

>> No.3319738

Who had the idea to strap UAC robot parts onto that thing

is that explained in D44M?

>> No.3319746

What exactly triggers this? Do you have to die with -50 health or something?

>> No.3319750

the short version is that a chunk of the UAC went full cultist wheil justifying it as demon weaponization projects, by the time you get involved they got so much power that the holographic announcer is encouraging people to join the revenant program or see if they are eligible for next week's soul harvest

>> No.3319751

They strapped robotic parts to a demon because it would be cool. Literally the reason.

Same reason the Cyberdemon exists. They put robotic parts and guns onto a deceased Balgar demon and brought it back to life to live in a tube.

>> No.3319754

well they were planning to control it but the healing system they installed made that impossible

>> No.3319756

I kinda wonder. Why do people freak out over MAP01 of Plutonia? Its no harder than any of Doom 2's lategame levels. Its actually a pretty easy level, IMO.

>> No.3319757
File: 438 KB, 500x500, 1387901183788.png [View same] [iqdb] [saucenao] [google] [report]

that's way better than I was expecting

>> No.3319759


You have to be gibbed, if I remember correctly.

>> No.3319760

hell, later in the game the holographic announcer is just speaking in tongues

>> No.3319765
File: 68 KB, 640x480, caco.jpg [View same] [iqdb] [saucenao] [google] [report]

Name me a cacodemon better then this one. I fucking dare you.

>> No.3319768

That whole last section is kind of fucked to be honest. Incomplete. Thats as far as I got. The decompression part is great though, glad you liked it. Tried to go for gritty space realism. Also the low gravity is kind of fun, jumping over the charging demons is a strategy I ended up using a lot...

>> No.3319769

oh that's just not fair man

>> No.3319772

Doom64 caco is just a pain elemental

>> No.3319778
File: 11 KB, 400x90, 18-m07_painelemental[1].jpg [View same] [iqdb] [saucenao] [google] [report]

and this is the 64 pain elemential

>> No.3319779

Ah but have you seen the Doom64 pain elementals?

>> No.3319792
File: 552 KB, 762x829, Codex_cyberdemon.bimage[1].png [View same] [iqdb] [saucenao] [google] [report]

Doom 4 cybs also has some armor pieces akin to the Praetor suit

>> No.3319795

I'd like to see a Balgarr demon before getting augmented.

>> No.3319801

It's literally designed for higher level players.

It's absolutely playable but it's expected that you're an experienced player who is good at the base game.
Play it on easy if you think it's too hard.
If it's still too hard, git gud.

Git gud.

>> No.3319813

Alien Vendetta (^:

>> No.3319815

It works both ways honestly.

>> No.3319825

I see, now the blocky feet make sense, but he still looks off without goat legs

>> No.3319841
File: 3.58 MB, 2400x1800, doom cyberdemon_by_gloriousgorification.png [View same] [iqdb] [saucenao] [google] [report]

just aesthetically what is your demonic dream team for the enemies?

>> No.3319850

original doom cacodemon, doom 3 archvile and doom 4 pinky

>> No.3319864

wasnt the 3 archvile identical to the 2 archvile?

>> No.3319869


>> No.3319870

oh boy


>> No.3319878

A no monster version would be nice just because that's going to be a tremendous clusterfuck in tons of levels. It says you can make monsters act like vanilla though but something tells me the player will just absolutely wreck everything if you set it to that.
I think it looks a lot of fun, even if double super shotgun is silly

>> No.3319883

>filtered textures

>> No.3319887

i use smoothdoom-weaponsonly
don't suppose the kind anon who knocked that together could grace us with smoothdoom-weaponsandhudfaceonly?

>> No.3319890
File: 36 KB, 338x480, lennon vile.jpg [View same] [iqdb] [saucenao] [google] [report]

It felt less detailed and interesting looking, and a LOT less intimidating, because it wasn't so visually distinct from the other monsters, often when I came across it I didn't even realize immediately that it was a vile and I wondered where all the monsters came from.

The design isn't as scary, he isn't as unsettlingly fast and emaciated/corpsy looking, he doesn't feel bigger and taller, he doesn't have that creepy laughter as he stalks you rapidly in the shadows (fuck, he tends to actually camp on tall spots IIRC).

You can easily take on the Doom 3 vile with your chainsaw, but you could NEVER do that in the old games, you'd be crispy bacon in a moment's notice.

>> No.3319892

Where did you get a weapons only version of Smooth Doom?

Also forgot, only thing I think really needs reanimating is the finger wiggle at the end. It needs another frame in there to convey wiggling.

>> No.3319895

>You can easily take on the Doom 3 vile with your chainsaw, but you could NEVER do that in the old games
I'm not sure I've actually tried...

>> No.3319898

updated sprites for the enemies would be amazing

>> No.3319901

a kind anon posted it a while back >>3212902

>> No.3319903

You need a pillar and patience if you do it.

It's awkward but easily doable.
The reason for why a pillar and not a corner is because the chainsaw isn't actually very good at making it flinch and moving to cover is what makes it awkward since the chainsaw sucks you into an enemy

>> No.3319906
File: 28 KB, 600x800, 1466753337495.jpg [View same] [iqdb] [saucenao] [google] [report]

Well since BE is dead can anyone hook me up with a link to OMG Weapons and Monsters V5?
I can't seem to find the latest version anywhere.

>> No.3319907

>Can have animated Doom 64 shotguns without breaking DUMP all the time

Thanks very much man.

>> No.3319942

Been fucking around with Quake on Quakespasm but one thing is bothering me; where's the HUD? Either I'm retarded and can't find it in the options or no one is mentioning it in the pastebins.

>> No.3319945

Press + a couple times?

>> No.3319952
File: 536 KB, 1680x1050, screenshot_doom_20140403_175844.png [View same] [iqdb] [saucenao] [google] [report]

Really wish BTSX E3 was out already.

>> No.3319957
File: 345 KB, 1600x900, Screenshot_Doom_20140930_213925.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3319958

No dice.

>> No.3319959
File: 405 KB, 1600x900, Screenshot_Doom_20140930_213658.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3319963
File: 687 KB, 1920x1080, Screenshot_Doom_20160627_025359.png [View same] [iqdb] [saucenao] [google] [report]

Um, what.

>> No.3319964

The other +?

>> No.3319968

Wait, I'm retarded it might actually be -.

>> No.3319972


>> No.3319973

thats the game punishing brutal doom based content

>> No.3319979

It was -. Don't sweat it, thanks for helping.

>> No.3319980


Why are you loading that with Brutal Doom?

>> No.3319982

loading existing gameplay mods with brutal doom is a bad idea

>> No.3319983

Not him but it does this with ketchup too

>> No.3319984

ketchup replaces monsters, which breaks gameplay mods that rely on monster replacements

>> No.3319986

If anything, it's there to protect you from the glitch experiences the combos would create

>> No.3319998

How do I take off the texture filtering in GZdoom?
I don't care for how it looks and I think it's giving me performance issues.

>> No.3320002

Options > Display > OpenGL > Textures > Texture filtering to "None"

>> No.3320015


I'll reupload it on TSPG when I'm back home in a few hours

>> No.3320017

Ahh, thanks anon I owe you one.

>> No.3320026

That has more to do with how OP chainsaw was in Doom3. You could bait every monster and kill them almost instantly in the gaps in their attacks, even hell knights.
The only monsters this didn't work for were commandos, hitscan too far to run to and, oddly enough, pinky demons.

>> No.3320027

And that is only level two. Wait until a bunch of chaingunners populate the ledges by a floor trigger around a boss monster. Then they repopulate once again along with a horde of revenants.

>50% pain
More like 100% pain. I'd hate to see the old Pain Elemental replaced with the Doom 64 one, same with Lost Souls.

>> No.3320030

I don't think mark entirely understands code, which is why he says shit like ketchup should be compatible with everything when it replaces all monsters.
Does anyone have a screenshot of when he posted recommending that players modify zdoom.pk3 to give all monsters BD gore and be compatible with other things?

>> No.3320031

Doom64 Lost souls are terrifying. They dont randomly stop after a short charge. They just charge all the way to you. There are no breaks on the train of Doom64 lost souls.

>> No.3320034
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3320041

Doomguy wears a helmet, his head exploding makes no sense.

>> No.3320047

I hate when people showcasing don't put what maps they're using in the description.

>> No.3320049

The only way that death pops up is if he is gibbed.

Helmets don't protect from rockets.
Blue armor does.

>> No.3320052
File: 124 KB, 345x1280, idMgqGt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3320069

If his helmet is perforated in any way in a vacuum or thin atmosphere, his head will explode.

>> No.3320070

Sure it does, a rocket exploding in his chest would do that into his helmet.

>> No.3320072

First part was Hellbound.

>> No.3320076

Unless his helmet is pressurized beyond 1 atm, no it won't.

>> No.3320109

>play doom for a while

>decide, "I haven't played quake enough" so i go do it

>having a hard time navigating around even on the second level

It's probably because I'm tired, didn't sleep, but doom seems a lot less confusing, if only because it's not as vertical.

>> No.3320113

Quake's added verticality might be a reason. I've been playing a lot of Quake recently and it's great. Fuck Vores though, those fucker's homing shots home on you way, way harder then Revenent fireballs.

>> No.3320126


Yeah like I said I was thinking it was verticality or just my tired brain, but it's pretty fun. What's also fucking me up is not having to use a use button at all. I'll get used to it I'm sure, I've played it before, not as much as doom but I have played it.

>> No.3320128
File: 193 KB, 656x438, Episode 2 ending.jpg [View same] [iqdb] [saucenao] [google] [report]

Final chapter? But Doom has 4 episodes.

>> No.3320130


Ep 4 was released afterwards in ultimate, might have been planned but on release inferno was the last.

>> No.3320136

Thy Flesh Consumed was an extra episode added to Doom so it could be sold as The Ultimate Doom in stores after Doom 2 released, as Doom was only still mail order till then.

>> No.3320139

I love rubbing my body up against buttons. Also shooting out of place panels to reveal shit like 100 health or a Quad Damage or something is a great feeling. You can also use the axe as an ammoless way of opening wall doors.

>> No.3320163

When Doom was released in 1993, it was only three episodes. And was often known as Registered Doom to differentiate it from Shareware Doom.

In 1995, Because of Doom 2's success in retail sales, they decided to give Doom the same Retail treatment. To justify the new release, they included a Bonus episode "Thy Flesh Consumed", and called it The Ultimate Doom. People who already owned Registered Doom could update their copies to Ultimate Doom for free, however.

>> No.3320195
File: 107 KB, 1000x989, ohboyherewego anime retard.jpg [View same] [iqdb] [saucenao] [google] [report]


>what kind of Doom do you want
>give me that badly edited stock photo look
>say no more

>> No.3320203

>12 guage rounds

>> No.3320228


Well at least I had a good larf. I lost it at the tree.

>> No.3320229

Those are some fucking ugly "HD" sprites.

>> No.3320240
File: 10 KB, 160x184, npTNdFn.png [View same] [iqdb] [saucenao] [google] [report]

1) Why the shit do these people always aim higher than they can pitch? There is literally no need for something like a 16x sized graphic for Doom, why don't they aim for 2x? That's at least realistic

2) Holy balls this is the worst depiction of a magazine I've seen in my life, has this person never seen one in another videogame or in a movie or whatever? It doesn't even look like the original magazine

3) Why are all the graphics so radically different in size?

>> No.3320243
File: 970 KB, 751x813, muggusphur.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3320257

Chocolate Doom or DOSBox? Is there really any difference?

>> No.3320259

Why would you even mod those? All the important mods of doom are in the picture, there simply must be megaman.

Also >>3318208 except
> And maybe THAT's the issue, almost everyone knows about 8BDM, it is TOO notable, just like Brutal Doom
I think a lot of the anons here would find it new, it's much less known than BD in the Doom community.

>> No.3320268

Chocolate is easier to setup, but otherwise no difference.

>> No.3320279

Why don't HD textures do a different style, like say what Instadoom does with Doomguy in the selfies

All those based off the original sprites look terrible

>> No.3320280
File: 62 KB, 1920x1080, gzdoom 2016-06-27 01-16-12-24.png [View same] [iqdb] [saucenao] [google] [report]

Do not snipe the Cacodemon

>> No.3320281
File: 22 KB, 230x224, 1466404401959.jpg [View same] [iqdb] [saucenao] [google] [report]

That better be a long range petting device, anon.

>> No.3320286 [SPOILER] 
File: 58 KB, 480x380, 1467036342968.jpg [View same] [iqdb] [saucenao] [google] [report]

The Cacodemons remind me of the Langoliers.

>> No.3320289

Nowhere near as cute though.

>> No.3320302

not the blood only variant
(but idk if it triggers the golden boners too)

>> No.3320309
File: 5 KB, 250x250, 423566834.png [View same] [iqdb] [saucenao] [google] [report]

>called doom download
>doom isnt even in this 2 gigabyte pack
>its instead in the 80 megabyte archive in the pastebin

>> No.3320350

I think that Doom Download link should be removed with the better one being in the general pastebin.

>> No.3320370

This design seemed kind of comical to me
Somehow in game it reads as though he's confused by his augmentations

>> No.3320382

Yomi battles the demons, flashpoint to hell 666, Garruro, TVR.

>> No.3320401

iirc there was a document that said that there were multiple breeds and sub species of demons.
They could just be the cacodemons native to the part of hell where doom 4 is set.
One problem t that theory is that you can see a planet in the sky when you first enter hell, which could be Deimos

>> No.3320408

and yet Olivia has skype calls with Satan in english

>> No.3320412

Classic Barons, Doom 64 Pain Elements and Doom 4 Spider Masterminds

>> No.3320414

We better see who this "demonic voice" is in a DLC pack or sequel or something.

>> No.3320420

Very nice.
Does it have the doom 4 health and armour system, where armour is just an extended health bar?

>> No.3320428

I want to make a doom website

Is there a need for a better wad sharing utility?

idgames is nice and all, but it really could be improved

>> No.3320432

I think most people are fine with idgames and file sharing site links on the Doomworld/ZDoom forums.

>> No.3320463

what are some good doom wads, not doom 2 - just doom?

>> No.3320465

Strange Aeons is a pretty good Ultimate Doom megawad.

>> No.3320475

I'd make a zdoom-focused script aggregation site. A lot of users have uploaded various script packages intended for modders (for example: scrotons monster factions) which can be hard to find if one doesn't know what to search for.

So you'd have a database of entries with category tags and whatnot so they're easy to find.

>> No.3320520

doom.one, demon eclipse, cleimos, base ganymede

>> No.3320526


Gracias doctor

>> No.3320531

I like the ideas presented but holy crap they are ugly

>> No.3320538

>with Satan

Nice source.


>mancubus' face is CLEARLY inside the megasphere in the original version
>he picks the doom 3 hell knight for some fucking reason

This right here. This right here is the perfect example of why none of these "HD sprite" projects are good. Everything wrong with them, summed up in one picture.

The Doom engine does not go well with "HD graphics", period. Please take your inferior attempts at "graphic enhancing" elsewhere.

>> No.3320546

the only acceptable high resolution graphics in doom are particle effects
and i suppose menu images

>> No.3320549

2x resolution for gun sprites is okay imho, if it's consistent of course

>> No.3320557
File: 6 KB, 531x117, aspie.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3320560

2002 A Doom Odyssey.

>> No.3320570

>straight up telling everyone you're an aspie out in public with a name attached to your post
I've got that shit myself and even I know doing that kind of thing is completely unnecessary. It doesn't accomplish anything, all it does is give people a negative perception of you more than anything. People can't actually tell if you really are a sperg until you blurt it out yourself.

>> No.3320582

I know its a movie but games like Doom go for cinematic effect:


AFAIK the shock itself can do damage inside the helmet. So whatever kind of shock wave that would gib doomguy initially could potentially explode his face as well.

>> No.3320592

this website is a great example of that, its like The Thing, we are all paranoid of whos the aspie as they lurk among us. But if I was a perfect imitation of an aspie, could you really tell?

>> No.3320594
File: 228 KB, 314x310, vJgaZB7[1].gif [View same] [iqdb] [saucenao] [google] [report]

>the armor bonus helm has gaelic carvings on it

the doom lore is going deeper & deeper

>> No.3320598

Will the Mockaward go to this or Seinfeld?

>> No.3320605
File: 246 KB, 540x540, CANT MAKE THIS SHIT UP.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3320612

Luigi2600 is such a fucking faggot holy shit

>> No.3320617

Bet she gave out some nudes.

>> No.3320618

>there will never be a Kirby hack that changes him into Pinky.

>> No.3320623
File: 27 KB, 376x440, 1465293480295.png [View same] [iqdb] [saucenao] [google] [report]

What ever happened to this?

>> No.3320631

I don't know where that came from, but just by looking at it I can tell that the spriter would probably be burned out by the 8th or 10th frame

>> No.3320635

Yes, it's incredibly good.

So I was hoping for them to have super autism dedication to finish it.

>> No.3320636

>MAP3, Foundry
>In enclosed quarters, run into a pit filled with several possessed
>pick them off one by one like the strong political opinions, well-adjusted person that I am
>decide I want to just piss off and leave them to follow me, taking confidence in being aware of the lowly, molasses-slow fodder that they are
>get rocket launcher
>notice one of them actually tracked me and was now slowly grabbing itself up the ledge
>C:/Program Files(x86)/I ain't having that shit
>drop down
>still attempting to follow me, he literally drops down and falls flat on its face in the grating
>just stand there completely still, can't decide whether to think it's adorable or hilarious
>doesn't move at all, think it's dead, duck closer to him, take out pistol
>gets up again
>it finally fucking hits me all of a sudden
>decide to bait him with that same ledge seven more times
>at the fourth time doing it, he lets out a roar that seemed more cutesy than anything at that point
>do it three more times
>he drops down the seventh, doesn't get up anymore
that was, ironically enough, the most fun experience I ever had in a non-modded doom game to this day next to revenant baiting

>> No.3320654
File: 176 KB, 1366x643, ScreenShot_20160627140656.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3320662
File: 238 KB, 496x532, Oh my fuck.gif [View same] [iqdb] [saucenao] [google] [report]

>Health bonus
This is jokes, right? Is jokes. Not serious. Think brain dying from effort, can't guage certain though

>> No.3320663

I feel bad for these guys, I mean cmon they're trying to make an effort and make something we can enjoy.

They just....they're just not quite there.

>> No.3320664

>Soul Sphere is an MP4
>it doesn't even embed properly

>> No.3320668
File: 133 KB, 501x188, Ga2caQz.png [View same] [iqdb] [saucenao] [google] [report]

it hurts

>> No.3320672


what kind of meassure is that?

>> No.3320673
File: 302 KB, 366x427, 1454323704414.png [View same] [iqdb] [saucenao] [google] [report]

>have level ideas
>want to make something people will enjoy, excited at the idea
>they're all fucking complicated and involve 3d sectors over moving 3d sectors over water over who knows what the fuck else, "ACS? I hated programming in school!"
>every time I try and shortcut it some part of my brain chides me for it

Why didn't I get addicted to COD or something.

>> No.3320675

Because you have taste, keep it up, stay determined

>> No.3320679

The same as Buckshit, I wager

>> No.3320682

>"ACS? I hated programming in school!"
It's a lot more fun (and thus easier) when you're doing it because you want to achieve something cool.

You probaly would want to stay away from horizontally moving platforms in doom though. All the solutions are too hacky imho

>> No.3320718
File: 2.41 MB, 448x252, 1457940407131.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks fampais.

I'd have given it up long ago if it wasn't for /vr/s help in random shit, though I'm recently returning to mapping after a long absence, so long that my accounts on r667 and zdoom are inactive or something.

I was remaking underhalls and released a demo and what one anon said about it really stuck with me so I decided to make an entirely different, new level on my own, then life got in the way though I'm starting to come back to it.

Was kind of checking if this forums even still keeping on, actually.

>> No.3320728
File: 115 KB, 840x527, Fuckingg_hasdgfhg.jpg [View same] [iqdb] [saucenao] [google] [report]

This map became sorta painful to make half-way through.

Gotta just make final battle, exit ( perhaps it'll be an elevator again... ), tart up this area and I will be kinda done.

>> No.3320736

How do you do that thing with the waterfall?

Like make the texture go all the way down like that? Whenever I try I get the short, base one....or I can only stick it to a wall.

>> No.3320740

They are just walls with the waterfall-texture.

>> No.3320746

So can the player walk through them?

I thought they're just linedefs.

>> No.3320748

He's a rather insufferable person.

>> No.3320752
File: 33 KB, 390x415, wfall.jpg [View same] [iqdb] [saucenao] [google] [report]

There way is to make it a floor/ceiling with height of 128, and attach waterfall as middle-texture. That way the player can walk into it. I have used it in bunch of instances in the map.

But otherwise? I don't think so. That's problem with middle-texture linedefs. They don't repeat in Boom/Doom. In ZDoom it is possible I think?

>> No.3320760

I'll check it out for later then, thanks.

>> No.3320771

I figured there's a reason the IWADS weren't directly in the OP. Rules about piracy or DMCA ??? or something.

>> No.3320781

Anyone familiar with MENUDEFs, can I simply add my mod's options and they will be put onto the end of the current options menu, or do I need to redefine the entire menu just to put my mod in, thus making it incompatible with others?

Wow Anon, I'm liking the fantasy look of this.

>> No.3320798
File: 857 KB, 1920x1080, Screenshot_Doom_20160627_151851.png [View same] [iqdb] [saucenao] [google] [report]

Playing DUMP2 and I'm stuck in MAP17

How do I git gud and finish this map?

>> No.3320806

Whenever I'm really stuck I IDBEHOLD-M and if I can't figure it out, noclip.

Aint got time fo dat.

This is Doom, not Marathon.

>> No.3320837

guys wat do I'm at e1m8 of ultimate doom, the map that is star shaped at the end with 2 barons, I found the secret and I'm 12/27 kills I dont find anything else

4chan wont let me post pics today sorry

>> No.3320839
File: 337 KB, 554x1200, cac.png [View same] [iqdb] [saucenao] [google] [report]

Which of the classic Dooms on Steam works the best. Doom 3 BFG or Doom Classic Complete?

>> No.3320842

do you have an rl? is so, rocket them in the face, of not, shot/chaingun them down.

>> No.3320843
File: 173 KB, 623x554, 43874873.jpg [View same] [iqdb] [saucenao] [google] [report]

>that pic
it's like out of HDoom and straight into the pits of dead boner land.

>> No.3320846

The BFG edition has nazi censorship on the secret levels and a few texture changes, like in the medkit. The Classic Complete is the normal version by id.

>> No.3320850

it is ok not to find everything & complete the level

>> No.3320853


>> No.3320859
File: 62 KB, 262x302, 1445627715203.png [View same] [iqdb] [saucenao] [google] [report]

Way better than the generic anime moeblobs in h-doom.

>> No.3320863

thats not the problem, I kiiled them, the level is empty, no door to find, I have the full map and still it shows 12/27 and I cant finish it

yeah but ...

I'll just go find a playthrough on youtube sorry

>> No.3320870

The walls of the star room are supposed to lower after you kill the barons. Are you using a gameplay mod? Some gameplay mods with poor scripting may break the trigger that makes the walls lower.

>> No.3320883

you don't make a statement like that and take it for granted and then post an image that is even more off-putting than the first

>> No.3320893

yep thats what was happening, I noclipped

>> No.3320902 [DELETED] 

15 monsters are in the final room that acts as a "you didn't actually win" exit.

Also, I don't get the appeal in playing with map totals on, and then going "i better not finish yet, still missing a couple kills/secrets". How is that in any way fun?

>> No.3320906
File: 25 KB, 507x377, untitled.png [View same] [iqdb] [saucenao] [google] [report]

Can't play Pirate Doom on GZDoom. It works fine on ZDoom, but on GZDoom it doesn't. What gives?

>> No.3320915

Different versions, or you're auto-loading something

>> No.3320923
File: 11 KB, 300x238, mancfat.png [View same] [iqdb] [saucenao] [google] [report]

Actually are there even any tutorials for making a MENUDEF? The Zdoom wiki doesn't tell me where to start.

>> No.3320936

It's actually more vanilla than the ones In HDoom

>> No.3320938


Don't worry Anon, I also like that Caco

>> No.3320940

Yup, I just updated gzdoom, and it still doesn't work. I don't autoload anything, so it's probably incompatible with newer builds. fuck

>> No.3320942

Did you try using a stable build instead of a dev one?


>> No.3320952

Oh, right it worked now. So many mods require the dev builds that I forget the stable even exists. Thanks

>> No.3320963


>> No.3320970

Mostly the selling point of Marathon is the plot and atmosphere. It gets really fucking weird and I mean that in a good way.

Also nowadays people can make mapsets for Marathon that are much easier to get into than the original's cryptic shit.

>> No.3320973

um, that would be me! glad to hear people are enjoying that neat little thing I pulled off with the base mod. Don't think I'll be willing to do more on the side of it in the upcoming future, though. Maybe I'll give the 64 guns a go and try and do some nifty stuff with the spritework like I did with most of the guns already, maybe even finally go about, you know, not making the gun animations look jerky, or even incorporating the 64 plasma rifle ,BFG and even 64-style hands while I'm at it since those are pretty much the most vocal requests for SD right now, but I gotta get a little hang of ACS proper beforehand. Promise to keep you guys up with the progress made, though.

I got a much needed good chuckle outta that, wew lad

>> No.3320974


>> No.3320987

Plutonia is explicitly designed for advanced players who've learned their way around the other three campaigns.

If it's giving you a hard time I suggest coming back to it later or playing co-op or using a weapon mod

>> No.3320995

>there simply must be megaman.
Well, gee, when you put it like that, I'm convinced.

>> No.3321004

looks like shit desu

>> No.3321007


It's like lambasting the game for Doom 2's maps, really...

>> No.3321008
File: 972 KB, 245x220, 1402417892870.gif [View same] [iqdb] [saucenao] [google] [report]


>UAC trusted demon shots

>> No.3321013
File: 3.23 MB, 264x242, tyrone.gif [View same] [iqdb] [saucenao] [google] [report]

>these agitated skeletons are STILL fighting over 8BDM
Can we just ban anything cutmanmike has ever made from this general?
If you look anywhere on his website nowhere does it say it's a doom mod, only that it uses Zandronum
cutmanmike is part of the cancer killing doom multiplayer

>> No.3321025
File: 636 KB, 1920x1080, Screenshot_Doom_20160627_231552_01.png [View same] [iqdb] [saucenao] [google] [report]

help, my elevator is shooting lightning

>> No.3321028

>cutmanmike is part of the cancer killing doom multiplayer

He's a pioneer if anything.

>> No.3321029

I fukken love SFX

>> No.3321034

Gif ? Look neat

>> No.3321035

>8BDM isn't a doom mod
>GvH is less impressive than AoW (even though AoW is still retarded as fuck imo)
Explain yourself.

>> No.3321040

No no no, I'm saying he's a pioneer in ruining the multiplayer scene.

>> No.3321043

Oh, good job not being retarded friend.

>> No.3321056

Is there a way to sort save files in GZDoom so the latest saves appear at the top of the in-game list?

>> No.3321061

IT IS a doom mod.

>> No.3321064

What assets from Doom does it use?

>> No.3321073

I'm still learning with ACS, is there any difference between using:

int Test = 1.0;
#define Test 1.0

for a constant?

>> No.3321078

where the fuck can I download Duke 3D with the addons
even torrents have no seeders

>> No.3321084 [DELETED] 

How about the engine you dumb cucklord?

>> No.3321086

int Test can change because it's an actual variable

#define Test 1.0 can't because it's just telling acc "replace all Test tokens with 1.0"

>> No.3321092

... so you're saying hexen and strife are doom mods?

because that's what you're saying here

>> No.3321093

Show me an image of 8BDM running in vanilla/chocolate doom and I'll make an OP image for you. No screenshots, use a camera with a timestamp.

>> No.3321095

So unless I purposely change it, it's pretty much a constant? I'll use #define anyway just to be more proper. Thanks.

>> No.3321107


>> No.3321112

I see where you're going with this, and I'm stopping you here, it's a Total Conversion, like Batman Doom or the like, no reason to shun it based on that.

>> No.3321114


>that slight Calarts bean face.


>> No.3321120

it doesn't even use the doom iwad you idiot

>> No.3321123

That'sa spicy meme.

>> No.3321125
File: 180 KB, 360x360, 1465331231345.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3321127

It's still pleb shit

>> No.3321128

Doesn't matter, Action Doom 2 doesn't make use of the iwad, Neverhood doesn't make use of the iwad, it's not a qualifier.

>> No.3321132 [DELETED] 

>Everything that uses this head shape is calarts

Go back to /co/umblr

>> No.3321134

And neither of those are in the OP, weird hunh?

>> No.3321135

How about Sonic Robo Blast 2?

>> No.3321137

what the fuck is neverhood

and action doom 2 was sold as a game of its own so I don't I know what your point is. if it didn't have doom in the name, no one would be relating it to doom.

hell, the doom wiki doesn't even call action doom 2 a total conversion; it calls it a completely separate game, because that's what it is.

>> No.3321154

do you guys really have nothing better to do with your time than argue whether a freeware game that runs on an engine primarily designed for playing doom counts as a mod or not

>> No.3321158

I have been awake for too long, ignore my posts on that, I completely misread the conversation, I'm not the same guy.

Do even sonicfags give a fuck about that?

Well, I misremembered the name, what I was thinking about was some kind of art project someone made, god, I can't remember the name.

There is however an old claymation point and click adventure called The Neverhood

>> No.3321159

MM8DM is shit, the majority of /doom/ doesn't care about it or like it. It's not going in the op pic, the playerbase is cancerous, and Cutmanmike is a faggot, live with it.

>> No.3321162

not really no

>> No.3321170

>Do even sonicfags give a fuck about that?

Believe it or not, they're still working on it:


>> No.3321173

You gotta give it to those autistic fagg-
Oh who am I kidding we're arguing about an over 20 year old video game now. We're pathetic as well.

>> No.3321185

Either way, it's pretty annoying how that kind of design is fucking everywhere.

>> No.3321195


The trend will end eventually.

>> No.3321206

Welcome to /vr/, where no one gets along over 20 year old games.

>> No.3321209 [SPOILER] 
File: 167 KB, 1200x675, 1467065626835.jpg [View same] [iqdb] [saucenao] [google] [report]

ot, but while calarts is cancer, that damn bean face isn't calarts
calarts is constantly reusing the character designs from 'sword in the stone' and pasting madame medusa's nose on fucking everything

>> No.3321215
File: 2.97 MB, 720x360, vid.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3321218

I didn't know the demons had bug zappers.

>> No.3321219

That looks dope as hell anon

>> No.3321220

I think it looks a bit too high res for Doom.

>> No.3321224
File: 223 KB, 400x324, neat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3321227

I'd put a longer delay between the shocks of each emitter at a slightly randomized length of time.

The effect looks baller as fuck though

>> No.3321230

Not to say you're wrong but if it's not calarts then what is it?

>> No.3321231
File: 183 KB, 400x384, 1449279254029.gif [View same] [iqdb] [saucenao] [google] [report]

Fuuuuuuuuck nigga

>> No.3321234
File: 147 KB, 1120x813, chibi doom.jpg [View same] [iqdb] [saucenao] [google] [report]

>Baron of Hell with a BFG

Holy shit, I need this as a boss in a wad

>> No.3321237

>mechwalker SMM
>flying arachnotron

>> No.3321238

Can you shoot the button to cut the power?

Completely off-topic, but it honestly really bothers me that there's no consistency between switches even in the original games. Push one, shoot another, one temporary, the other permanent, all identical. You don't know what's gonna work until you waste the ammo.

>> No.3321241
File: 90 KB, 408x530, stupidly_large_thing.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn, this map took way longer than I thought.
At least I kinda know now how to make kinda ok-looking caverns.

>> No.3321242


>You don't know what's gonna work until you waste the ammo.

Punch it instead of shooting it?

>> No.3321248
File: 2.92 MB, 720x360, vid.webm [View same] [iqdb] [saucenao] [google] [report]

> Can you shoot the button to cut the power?
that was easy

>> No.3321250



>> No.3321254


>pulling the ssg to shoot the switch when you had the pistol in your hands

>> No.3321256

That always works? Well, shit, somewhere down the line I got it in my head that you needed a projectile.

>> No.3321259


Romero retweeted that pic a few minutes ago

>> No.3321260

I like it

>> No.3321270

The Arachnotrons and Masterminds are cutely drawn it's the face really.

Chibi Doomgirl is alright too.

>> No.3321278

Some switches are obviously too distant and need to be shot at. RL works tho

>> No.3321283

Those Quake'd designs are pretty good

>> No.3321286 [SPOILER] 
File: 64 KB, 750x576, 1467068444531.jpg [View same] [iqdb] [saucenao] [google] [report]

just 'bean face' is a good name for it, or 'cartoon network bean face'. it's a meme unto itself.
i think the mouth shape originated or was greatly popularized by some of the signature expressions in powerpuff girls, but the combination of the bean face and the mouth together, the newer stuff in that example gif copied it right off of the older stuff in the gif.

could go on but this isn't the right board for it

>> No.3321292

> 64
> 100 armor, 100+ health
> 1 rocket from cyber and that's it
Fucking bullshit, shitty bullfuck

>> No.3321293


It was a direct hit with a rocket, what the fuck were you expecting?

>> No.3321296

anyone playing new Doom here who tried snapmap ?

its weird, it feels like they want you to learn it progressively, and from what I've seen you can do sweet things, with custom 'scenario', messages pop ups on screen, etc but the editor itself is a real chore to use

>> No.3321297

Rockets from fats don't kill you like that.

>> No.3321304

Mancubi don't shoot rockets, just big fireballs.
They don't even have splash damage.

Meanwhile rockets have both impact and splash damage.

>> No.3321305


Don't Mancubi fire fireballs rather than rockets?

>> No.3321306

The same thing happens in the DOS version.

>> No.3321310

They do seem to shoot cannonballs in Doom 64 though. It's only a cosmetic difference, but it's weird now that I think about it.

>> No.3321313


in 64 they're rockets but they're still fireballs

>> No.3321329

No it doesn't, at all. It takes like 50 health maybe with 100 armor. Not fucking 150. Granted he shoots somewhat faster in doom 1-2

>> No.3321331
File: 1.13 MB, 1920x1080, Screenshot_Doom_20160628_022042.png [View same] [iqdb] [saucenao] [google] [report]

martian lightning
very early version
need to make it strike down when something (player or monster) is close by
and enhance visuals

>> No.3321343

I've read somewhere that lightning doesn't strike down all at once. On a very high FPS camera it takes about 3-4 frames. Maybe you can split it up and on the final frame play a lightning strike with a slight camera shake?

>> No.3321347

>Playing on I'm Too Young to Die

>> No.3321348

that cavern's fucking huge

>> No.3321352

Average rocket damage is 218, 2/3 of that due to green armor is about 145, sounds right to me.

>> No.3321356


that's what they said about ur mum

>> No.3321358

Never. HMP only

>> No.3321362
File: 48 KB, 720x717, 1466739786956.jpg [View same] [iqdb] [saucenao] [google] [report]


send dat nigga to the burn ward

>> No.3321363

Then it's literally impossible to take 50 damage from a rocket.

>Rocket damage with direct hits is always in multiples of 20
>Splash damage goes up to 128 depending on how close to the initial blast you are
>Direct hits do a minimum of 148 damage to a maximum of 288 damage
Even if you're in blue armor you will take 74 minimum damage from a direct hit.

So once again
>Playing on I'm Too Young to Die

>> No.3321367
File: 184 KB, 1239x680, watermore.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah. I am kinda trying to figure how to make fight in it. I kinda don't like idea of just teleporting enemies in since that would be kinda against themes of the map ( no too many teles around ). Raising from water, perhaps. I would probably feel bad if can't roam around it.

It's a short map, though, so I shouldn't overkill... Perhaps just a fleet of cacos?

>> No.3321371

can't go wrong with a caco-fleet

maybe salt in some imps and hell knights for that sweet, sweet infighting

>> No.3321412
File: 1022 KB, 1920x1080, Screenshot_Doom_20160628_031953.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3321416

yours is the rocket drill that will pierce the hells

>> No.3321418

I'm not sure if anyone answered that guy's question about the turn based Doom RPG games that were on phones, but you can still play them.

I remember there were two games in the series, but you can at least play the first one since it's on the iOS market.

I've been told the other option is to emulate a phone and dump the game's code into it, but that seemed like a shitload of trouble for a 6/10 game.

>> No.3321427

thanks doc

>> No.3321518

Everytime I feel like a good ol game of Push, the servers are a fucking ghost town.

>> No.3321521

I wish I had enough shit taste to like Complex Doom. That way I would always have atleast 3 servers to play on.

>> No.3321524 [SPOILER] 
File: 5 KB, 100x100, 1467077485977.gif [View same] [iqdb] [saucenao] [google] [report]

Do you even have to ask?

Just kidding go with the cacos.

>> No.3321557
File: 65 KB, 443x726, 1443520796174.jpg [View same] [iqdb] [saucenao] [google] [report]

>looking up console-exclusive maps to see if there's anything official i haven't played
>xbox exclusive map called betray
>accessed by humping a random unmarked one in doom 2's e1m2
>it's a shit map where the entire floor is goo
>the switch that activates it is broken in every subsequent rerelease of doom 2

>> No.3321567

this is the kawaiik guy?

>> No.3321585

What happened to Hdoom? I go to the pastebin and the site given is now taken down because of drama or some shit.

>> No.3321589


Check the HDoom devs' Tumblr.

>> No.3321592

So where are the male cacos?

>> No.3321593


They're the Pain Elementals, clearly.

>> No.3321596

The secret maps are just easter-eggs, Sewers and Betray were both originally old ass custom levels the porter's made when they were younger

>> No.3321615
File: 463 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]


I just discovered this old map. There is very brutal positioning of enemies here that will really put your movement and situational awareness skills to the test. This is a fine example of a map with intelligently designed encounters to give the player a challenge that is rewarding and not just "spam X of one enemy type in a square room" like in that MachineGames episode.

This map also has plenty of verticality and shows how much that can add to level design. Aside from using height differences in enemy placement to challenge the player, elements of vertical level design such as being able to quickly backtrack by simply jumping down levels and being able to use elevators as seamless shortcuts (as opposed to jarring teleporter shortcuts) are used to help the player intuitively navigate a large and complex map.

>> No.3321623
File: 370 KB, 1366x768, Screenshot_Doom_20160627_205015.png [View same] [iqdb] [saucenao] [google] [report]

How do I make maps as pretty and fun as BTSX?


>> No.3321626

>wake up
>realize you're a super talented map and midi maker
>make some btsx maps
simple 3 step plan

>> No.3321627
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3321630

ohshit.wad up?!

>> No.3321631
File: 48 KB, 558x650, 1466464144030.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3321637



>> No.3321670

>Its not a cloaca
I'm disappointed.

cloaca demons would be hilarious.

Unless one is a cloaca and one is a vagina...

>> No.3321672

way too high res but cool effect nonetheless

>> No.3321676
File: 703 KB, 441x297, 1461553187967.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3321678

he said bio functions #1 and #2, that in no way implies that one of the holes is a vagina and the other a cloaca. it implies that the two holes serve two functions, the colloquial number 1 and 2 of bathroom activities.

just clearing it up because, and i'm not accusing anyone of this, i'm tired of seeing people that believe piss exits the vagina.

>> No.3321704
File: 70 KB, 640x400, Screenshot_Heretic_20060614_011427.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3321753
File: 84 KB, 564x564, 1358e37392df294ca2f4bd0153d1d583[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3321778

Not /vr/ :^)

>> No.3321789

Thats why i'm disappointed. It would be so fitting for a cacodemon to have a cloaca, but no, it has to pee and poo out of different holes.

>There will never be a cloacademon
why live?

>> No.3321791


the only pararrel i can draw between doomguy and haloguy is that haloguy nicked the green armor color from marathon guy who nicked it from doomguy

>> No.3321795

I'm pretty sure green is just a common color used in the military.

>> No.3321797

while I don't really hate any version of the cyberdemon, why do I naturally feel more dread with the classic one then any later interpretation?

>> No.3321802


What are you talking about, I have never seen the color green used in a military context ever.

>> No.3321814

fucker comes out of literally nowhere and shoots nearly 1-hit-kill rockets rapidfire at you
the design probably isn't the biggest factor
camo, just off the top of my head

>> No.3321815

I dunno, Doom 3's cybie is pretty freaky looking. Doom 4's cybie is overly cartoony compared to Doom and Doom 3's though.

>> No.3321818

>camo, just off the top of my head

Anon, I think he was being sarcastic.

>> No.3321823

>Doom 3 Cyberdemon is just a scripted boring fight where you fight imps to use the BOSS KILL CUBE on the big guy
>Doom 4 Cyberdemon is fun but only in a single arena and can't be anywhere else ever

>Classic Cyberdemon can be on any map
>Can hear him stomping about
>The ways map makers use him makes him a threat
I mean it's not hard to dodge it but the classic Cyberdemon has a really good presence and I think over the years the Cyberdemon vs. Doomguy sort of became iconic

>> No.3321826
File: 134 KB, 1024x1280, scrap462_a.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3321830

I kinda like how 4's was built in the shape of an anti-doomguy, having more fights would have been nice though

so its more just a matter of how its used

>> No.3321836

Like a Doomguy that's been mutated into a monster? I can see that actually. Makes the not-goat feet make more sense.

>> No.3321847

not so much a mutant doomguy so much as the demons counterpart, the lore in 4 calls it a Balgor, who the UAC found dead and frankenstined back to life in the hopes of making a weapon/because the cult was in control of the facility, though another lore bit states Doomguy had his armor made and/or upgraded by a demon known simply as the "nameless wretch" and it might have molded the armor partly after the Balgor's carapace

>> No.3321849

I love the kind of detailing Suspended in Dusk and BTSX does. Its far prettier and more detailed than the iwads, but also shows enough restraint to keep it from looking goofy and weird for Doom. The fact that they're Vanilla compatible especially makes them very respectable efforts.

>> No.3321850

A good part of it is how it's used.

Even if we're talking just vanilla classic Doom though the Cyberdemon leaves a big impression.

>High HP
>Strongest attacks
>Moves really fast
>When it infights it will tear about just about everything effortlessly

Compared to Doom 3 Cyberdemon
>Super slow
>Invincible to all weapons, making it feel like a pointless scripted fight(It is)
It desperately needed a fight like the Guardian, but it didn't get it.

Doom 4 Cyberdemon is a lot of fun, but since it was used only once and it hasn't had any other screentime besides the fight then that doesn't let it get to sort of feel like the classic one.
You also don't really get a good representation of what it's power is like compared to the classic Cyberdemon since you don't get to see it kick other monster ass.

Still liked it a lot though, real fun fight

>> No.3321851

Am I a pleb for playing with dynamic lighting?

>> No.3321854

yeah the Guardian Fight was far more fun, I'm a bit surprised a dedicated sprite maker has yet to remake it in classic doom

>> No.3321863

GL features are nice

>> No.3321865

Someone played through my Doom64 map:


He couldn't find any of the secrets though...

>> No.3321873

>GL features are nice

Texture filtering is a GL feature and it's not nice though.

>> No.3321874 [DELETED] 
File: 22 KB, 378x270, ive never been fired before.png [View same] [iqdb] [saucenao] [google] [report]

she just likes it that way

what else can you do

>> No.3321876

gl_nearest_mipmap_linear is great though

>> No.3321878
File: 7 KB, 284x234, high_impact_sexual_violence.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3321881

that's fucking awesome and all, but, man, spoiler that shit next time.

>> No.3321896

IMO, texture filtering is the least of OpenGL modes problems.
-No software accurate lighting gradient system. Shaders/Software lighting modes for GL sorta try, but don't truly capture it.
-Incompatible with colormaps. So certain custom effects like BTSX's glowing purple doesn't work.
-object/enemy sprites noticably clip through geometry. Revenants or Hell Knights can look like they're heads are chopped off by a low ceiling, for example.
-GLBoom is incompatible with mordeth bridge effects and the like. Easiest example would be BTSX E1M01's bridge near the beginning.
-GZDoom forces me to have cylinder skies, even if I'm not using freelook. Such effect looks ugly as sin with standard doom format skies.

>> No.3321927

I love the idea of arachnotrons inventing shit, and them being the reasons the mancubi and cyberdemon exist. Reverse-engineering humantech for it because it totally trumps magic.

>> No.3321960


>three hands
>That art style

what the fuck

>> No.3321970


He also shows what the "meatball daemon" and "pissed off martian" are. I don't think they're the names of the moves, so much as silly titles for the monsters they're used on. Was "agitating skeleton" a thing before this video? I'm not understanding the confusion here.


As terrible as this "high-res" example looks, using scaled down Doom 3/4 designs for spheres could be interesting if one was looking to create new sphere sprites.


Niklas Jansson, a.k.a. Arne. There's no Doom page that I can see here, but considering the Marathon/Pathways into Darkness and Quake pages, there might be one soon.

>> No.3321974
File: 59 KB, 300x302, 1434613447454.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3321987

fucking 10/10

>> No.3322032
File: 2.74 MB, 1543x5500, 1456272907466.png [View same] [iqdb] [saucenao] [google] [report]

when is v7?

>> No.3322041


>> No.3322046

Anyone got a link to an archive of the dump 3 test stream?

>> No.3322050 [DELETED] 

> STILL no MM8BDM in historically notable shit

>> No.3322053

im ok with this personally

>> No.3322067

what even is that

>> No.3322069
File: 455 KB, 929x698, 1441261870855.png [View same] [iqdb] [saucenao] [google] [report]

tech support demons hard at work

>> No.3322074


I'm uploading it now.

>> No.3322080

so THATS what the arms of pain elementals are for: typing and operating computers.

>> No.3322082

He's just cooler IMO.

>> No.3322083

I agree with him, I'm personally ok with a lot of stuff not being in the pic - I don't even really care about MM, but it is historically notable if nothing else. Just as BD should be at least mentioned in small text, it's irrelevant that's it's cancerous, because otherwise it's manipulating people's gaming experience. Sure, majority knows about them already, but there are some who don't.

>> No.3322085
File: 106 KB, 834x744, 1365304873844.jpg [View same] [iqdb] [saucenao] [google] [report]

>because otherwise it's manipulating people's gaming experience

>> No.3322086
File: 193 KB, 1152x864, .png [View same] [iqdb] [saucenao] [google] [report]

See, some people don't know >>3322067

It's a fucking treat if you like doom and mega man.

>> No.3322087

Mite b cool, but I dunno how many people would use it, and google searches work pretty well to find such things already. The reason I say not many people would use it is that there seems to be a divide among the user base where people either don't know acs and won't use it under any circumstances or are proficient where they would just rather wrote their own that they know, but they might look at others' work before making their own. I do try to ameliorate this as much as possible in my own projects by putting use and control into decorate as much as possible (for the first group) and commenting my stuff as well as possible(for the second group.)

Also I don't know why you'd single me out, ijon tichy and TheZombieKiller both have may more such projects they've done. Also the immediate infighting version is still borked from last update since I haven't had a chance to fix it yet.

>> No.3322089

>it's manipulating people's gaming experience

You should write for gaming journalism, you'd be very good at sensationalizing things.

>> No.3322090


>> No.3322093

I will be updating my version of it (((soon))) and it will probably be the least hacky at that point.

>> No.3322094

That makes the pain elemental look cute as hell.

>> No.3322096

It's interesting how the Guardian is one of the most interesting bossfights id has ever made, and he doesn't even have the final boss title, which he deserves more than the cyber demon.

>> No.3322101

I can't tell if this is the original image or an edit, I'm so confused.

>> No.3322102


>> No.3322105

Madam Mimm

>> No.3322107

Would you mind giving a brief explanation for how you'd do them? I can think of several ways that are all stupid.

You may wish to refrain from using parentheses in this way due to recent political connotations

>> No.3322130

>See, some people don't know

not our fault they can't google
not our fault they came in late

>> No.3322138

I reckon Valiant, Sunlust, and Ancient Aliens should be added.

>> No.3322142

Basically a_radiusgive item to call script like my version does now, add velocity to actor, keep track of velocity added to actor so that you know how much of their velocity is due to the platform, also a clamp of player velocity is within a certain small window of the platform, otherwise you can't have them stay when the platform goes down, and they slide on change of platform motion even if the player isn't doing anything. All this together means they move with the platform but have normal movement on the platform too.

Way to transfer the information is by each platform having a number (since number of platforms will be smallest factor) corresponding to item given by platform. Platform numbers and tids can be set by mapper, and if they lack one but not the other they will assign themselves a unique one and if they lack both they will print an error.

Platforms pushing from side will also be included.

Monsters work on platforms if the have +FLOAT and Float 0. They avoid the sides if you surround a moving platform with with actors they think they can't pass. Need to find a set of flags and properties to produce actor that triggers this but can actually be passed.

Will also include functions for platform movement. Functions will allow specification of platform via tid or plat#, movement via plain xyz speed, movement via angle (byte and degree versions) and total speed, movement to location or map spot at certain speed, movement to location or map spot within certain tics with speed determined by function. All applicable functions will have the number of tics required to move to point as return value, so delay(plat_num_spot_speed(5, 8.0)); would be valid.

>> No.3322145

>plat_num_spot_speed(5, 8.0)
Should be
plat_num_spot_speed(5,12, 8.0)

>> No.3322160

They're worthy additions.

>> No.3322171

since going afk, slightly early
New thread >>3322167

>> No.3322381

Interesting. Looking forward to the release (even if I perhaps won't end up using it :P)

>> No.3322393

Cyberdemon gets the "wolverine publicity" ever since doom 2, at least lost missions made the guardian it's final boss, still would absolutely love a guardian sprite to work with

>> No.3322929
File: 835 KB, 1098x1632, 1442456732243.png [View same] [iqdb] [saucenao] [google] [report]

I'm so confused.

>> No.3323189

Oh yeah?
Say that to Archviles and Pain Elementals calmly sending you shit all across a big hall.

>> No.3323248

... Well, I don't mean it entirely trumps magic, but I mean that magic and tech in conjunction trumps both high-level tech and high-level magic.

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