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/vr/ - Retro Games

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3322167 No.3322167 [Reply] [Original] [archived.moe]


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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/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://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.org/vr/post/3019509

Let's make proper OPs since now on together!

>> No.3322170


[06-26] Anon mod project: Stair physics >>3317789

[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.3322172

tear n rip

>> No.3322174

shred n cut

>> No.3322176
File: 102 KB, 3840x4960, big pain.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit nigger, you've found a gameplay/weapons mod you're keen on playing. What's the first mapset you try it out on?

>> No.3322180
File: 86 KB, 612x612, Mini-14GB 5.56x45mm.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you like centered or angled guns for Doom?

>> No.3322183 [DELETED] 
File: 4 KB, 300x300, .gif [View same] [iqdb] [saucenao] [google] [report]

> tfw when STILL no Megaman 8bit Deathmatch despite multiple requests and obvious need for it to be there

Why bother with FAQ then, moron?

>> No.3322186

Usually the Memento Moris. I'm a boring person.

>> No.3322187

Depends on the weapon power level.

Also if it has a custom palette just for it or not
Probably Scythe 2 or BTSX

>> No.3322189

after testing it on doom2? probably some oblige thing

>> No.3322191

I always gravitate towards either Scythe 1, Memento Mori 2 or just plain ol' Doom 2.

>> No.3322192 [DELETED] 

I take it a certain someone is using a different mod for their bait instead

>> No.3322194

why not both?

yes I know many people are autistic and prefer one or the other with no mix/matching

>> No.3322195

I'm not picky. Either or.

>> No.3322196

Centered of course.
Far better for lining up shots.
I hope you don't actually play with the crosshair on, anon.

>> No.3322197

I find myself liking centered more for Doom.

Really, as long as it's not a mix of angled and centered guns, because that looks so shoddy and slapdash.

>> No.3322198
File: 266 KB, 800x600, Screenshot_Doom_20160610_214145.png [View same] [iqdb] [saucenao] [google] [report]

You can't tell me what to do.

>> No.3322201

If you're use to Quake, centered or bust.

>> No.3322206

Centered works for Quake.
I like having angled guns in games like Half-Life.

>> No.3322214

So... Is it true that original DooM is unbeatable without cheats? In which case what do they have to mod to make ROMs that you find on the internet that are beatable?

>> No.3322216

I've beaten doom before, but no one believes me

>> No.3322217

what do you mean senpai

>> No.3322220

The Ultimate Doom is my first choice, followed by BTSX and Jenesis.

>> No.3322223

It's a meme

>> No.3322232

I've heard of a friend's dad that beat the original Doom. I still can't believe it myself.

>> No.3322237 [DELETED] 

>Why bother with FAQ then, moron?

Great attitude, you'll surely change people's mindset with it.

>> No.3322238


>> No.3322240

Doom can be beaten given enough time.
Unless you are talking about the Ultra Violence bullshit fucking john romita

>> No.3322242 [DELETED] 

If insecure dumb cunts like yourself are behind the doom pic, we have nothing to hope for anyway.

>> No.3322243 [DELETED] 



>> No.3322248 [DELETED] 

>tfw when STILL no Megaman 8bit Deathmatch despite multiple requests and obvious need for it to be there
Yeah, all made by you, I've only seen it brought it when you're around.

>> No.3322250 [DELETED] 

> when you're around
What does this even mean? You seem a bit paranoid.

>> No.3322257 [DELETED] 

>You seem a bit paranoid.

You just assumed recently that I was the one in charge of updating the infopic, my friend

>> No.3322261 [DELETED] 

I didn't, just hoped not.

>> No.3322264

Is it just me or is 'Thy Flesh Consumed' hard as fuck on the last two difficulty levels?

>> No.3322267

It was an episode released after Doom 2 and after people complained that Doom 1/2 were too easy on UV. It was made for veteran Doomers of the time, alongside Plutonia Experiment and TNT.

>> No.3322268 [DELETED] 

>I didn't

Yes >>3322242 you did

>If insecure dumb cunts like yourself are behind the doom pic, we have nothing to hope for anyway.

If you so desperately want a name, go and blame Terminus.

>> No.3322269

TFC was made to be harder in general.
E4M1 an E4M2 are very tight on health.

>> No.3322271

Perfect Hatred is Romero's worst level by far.

>> No.3322276


>difficult = worst

This isn't even a meme because memes usually have a bit of humor in them.

This stupid concept needs to die.

>> No.3322279

Don't be the kind of cunt that calls opinions they don't agree with "memes", please.

>> No.3322280


That's exactly what I said

>This isn't even a meme

>> No.3322281

>This stupid concept needs to die.


>> No.3322286

Ah, soon done with this map.

And already having ideas for new one.
Ice/snow-themed hell, 'Judecca' or one of the other three fellows.
Or castle on mountains, inhabited by hitscanners/revs only

>> No.3322292


Kneejerk, much?

>> No.3322306

Is there a command in Quake that shows me the names of all the maps inside a mod folder? Some older map sets don't have a start map.

>> No.3322318

I don't think it's his worst level but I don't think it's that fun to play, the layout feels kind of uninspired.

>> No.3322324

Sunlust if it works.

>> No.3322325

Outside of E1 (done mostly with Hall), his levels aren't great.

>> No.3322331

Perfect Hatred isn't so bad on a pistol start

>> No.3322349

thanks for contributing to the thread.

>> No.3322373
File: 305 KB, 581x542, tootvenent.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone ACTUALLY play on nightmare or is it just a joke/for co op?

>> No.3322379


Nightmare is a joke difficulty in the original game. It's just for show or just a speedrunning challenge difficulty. Nothing else.

>> No.3322380

Nightmare was added to the game as a joke. Mainly because people said UV was too easy.

>> No.3322383


That's what I thought, I was just wondering if there were some "nightmare elitists" that exclusively torture themselves with it because they're "hardcore".

>> No.3322384

>people said UV was too easy.

People were hardcore back then

>> No.3322385

I prefer angled because you can make much cooler sprites with it. Gives a better sense of the weapon's shape.

But it should be a relatively narrow angle with the weapon rather close to the center. Can't stand when it looks like the shotgun in hl2, way fucking off to the side at a crazy angle.

>> No.3322389

>I was just wondering if there were some "nightmare elitists" that exclusively torture themselves with it because they're "hardcore".
those people play UV +fast. On some levels/mapsets it's fairly enjoyable imho

>> No.3322397


That make sense. I mean it's not bullshit it's just even faster. Respawning enemies is NOT good for doom.

>> No.3322445

I almost always have respawning monsters in coop servers, with respawning items. That way if you show up late you still have something to do.

Sometimes need to drop the difficulty though.

>> No.3322483

guys why is Scythe so damn good

>> No.3322498

ijon, is commonfuncs something you would consider adding other functions to even if you don't use them?
I ask cause I feel silly having separate files for other things.
It's mainly things like asin or sec, and potentially some math const definitions (like e, pi, etc) which while you can of course do now it's easier to read asin instead of the long atan2 definition.

Would adding things like fake pointers be something you would be interested in if it requires two map scope arrays?

Also while looking up the definition for asin just now cause curious, I think I figured out what caused the law of sines version of projectile intercept to not work. That will teach me for trusting a google book about ruby for atan2 definitions.

>> No.3322501

imagine someone that uses exclusively keyboard saying that UV is too easy

>> No.3322506

Short and sweet maps fit Doom better than longer more complex maps if you ask me.

>> No.3322510

Oh, wait, no.
It's because I was using definition where atan2(y,x) like C and Java but acs VectorAngle(x,y) like Basic. Fuck me I feel dumb for overlooking something so simple.

>> No.3322513

Scythe 1 maps are very snacky. Simple gimmicks with well done short levels equals good fun.

>> No.3322514
File: 122 KB, 400x378, 89e064a7321540a2436a21289c518bdd66ae1424.png [View same] [iqdb] [saucenao] [google] [report]

Agreed. I made a pretty big map for DUMP 3. After being away from it for two weeks and going back to change things, I get bored to death playing the full 25 - 30 minute UV-max run.

The next map I make should only take 10 minutes for me to max in beta at most. No more 25 minute maxes, at least until I get the urge to make a slaughter map.

>> No.3322516

Wait, no, I had it correct and arcsin was not the issue.

>> No.3322517

vanilla doom's uv isn't like the uv of today's maps though

>> No.3322526

>speedrunning challenge difficulty

Speedrunning the game on Nightmare is a necessity, not a challenge. Survival mode would be a good fit.

>> No.3322549

try playing -skill 1 -fast -respawn

I call it "lightmare"

>> No.3322561

>>3322096 #
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.3322569

I always play Doom with keyboard only.
Keyboard+Mouse doesn't work well in those old FPS games where moving the mouse up makes you move forward.

>> No.3322571
File: 239 KB, 520x527, 1447733291360.png [View same] [iqdb] [saucenao] [google] [report]


>the secret requires you to shoot the wall

>> No.3322572
File: 19 KB, 443x472, 10599563_10100245781090044_5898224917449164579_n.jpg [View same] [iqdb] [saucenao] [google] [report]

you know you can turn that off, right? vertical mouse movement?

hell, playing doom with mouse and keys with vertical mouse movement disabled was commonplace back in the day

>> No.3322579
File: 99 KB, 640x400, Doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3322580

download novert.com and put it in your doom directory and your autoexec if you're using dosbox

>> No.3322583

>there's a little button inside a little crack in the wall that you shoot
>there's a secret

God I love Breach.

>> No.3322584

>flip a switch
>a door opens
>secret with some health & armor bounses
>3 chaingunners & a hellknight spawn as soon as you walk out

>> No.3322589
File: 107 KB, 640x400, Setup.jpg [View same] [iqdb] [saucenao] [google] [report]

No such option in the external setup.exe either.

>> No.3322590

learn to read you retard >>3322580

back in the day you'd load novert and doom at the same time to disable vertical mouse movement in-game

>> No.3322608

I know this feel. Don't know why, but I always feel the need to make sure every map I work on has 3 keys and end up never finishing it.

>> No.3322609
File: 196 KB, 557x605, 1463400760723.png [View same] [iqdb] [saucenao] [google] [report]

>the wall actually has an explosion effect when hit with a rocket to reveal the secret

>> No.3322610
File: 2.15 MB, 640x360, stairland.webm [View same] [iqdb] [saucenao] [google] [report]

Would anyone have a use for this? I haven't released something like code before. Where would I put it?

>> No.3322614

If you guys want to download the BE wads, I put up an archive here: http://static.best-ever.org/be_wads.tar.gz

It's 155gb compressed, 187gb decompressed.

>> No.3322615

We Catacomb 3-D now?

>> No.3322620
File: 332 KB, 396x418, 1445024434479.png [View same] [iqdb] [saucenao] [google] [report]

>the secret reveals two barons and three archviles

>> No.3322626

>tfw no gameplay mod based on megaman 8 bit deathmatch

>> No.3322627

I need a "You are a pleb if you have never played" WAD masterlist. No new enemies preferably, just good ol' quality maps and megawads.

>> No.3322637


>> No.3322704

we don't have that. our doctrine is "if you haven't played any, consult the SO YOU WANT TO PLAY SOME FUCKING DOOM v.6 list or ask & we'll recommend some"

>> No.3322717

Out of curiosity, what do you guys think of the new DOOM?

>> No.3322721

There are, they're just all multiplayer.

It would be pretty neat to see a real singleplayer campaign if it was done right though. The current one isn't really worth playing much because it's all botmatches, like Quake 3 but with bosses here and there.

>> No.3322723

It was pretty good. I expected much worse.

>> No.3322724

is pretty good, could be better, but it actually feels like a doom game most of the time, unlike doom 3

>> No.3322728 [DELETED] 

>> if
You are so retarded you can't read.

>> No.3322734
File: 267 KB, 444x358, togami.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys

Stop responding to the troll who keeps spamming "why isn't [mod here] in the guide"

>> No.3322738

Nightmare is unbeatable by design, it was added for tryhard faggots (of which I am proud to be one), and even has a disclaimer like "u sure? it's not even remotely fair".

>> No.3322745 [DELETED] 

> implying it's a single person
Nigger you're retarded. BD and MM8BDM do belong as at least brief mentions in historical shit.

>> No.3322748

campaign is solid as fuck

snapmap and MP are a crock of shit as of now but the
centered weapons, hell props/level playlist/SP campaign creator for SM and FFA mode being confirmed for MP they promised they would release for free in summer kinda make me unsure whether to give them a try or not, sounds bready gud tho

the fact that they literally told certain affinity to fuck off with their shit is good too

>> No.3322751 [DELETED] 

that's a lot of unwarranted validation for your shitposting, buddy

>> No.3322752

>centered weapons
Sauce please

also who is affinity?

>> No.3322757

certain affinity.

a.k.a the cum-eating shitlords who made D44M's base multiplayer and the worst versions of halo and COD MP as well.

>> No.3322759
File: 3.43 MB, 2560x1440, quake058.png [View same] [iqdb] [saucenao] [google] [report]

New map-pack for Quake 2 (WIP IN PROGRESS):


Direct downlode links:

>> No.3322762

ahh, so basically id has taken control of the multiplayer now to actually try and make it good, awesome, also Centered weapons should prove handy for that weapon spriting guy, ideally all weapons should be able to be centered, right handed or left handed

>> No.3322763

In Quakespasm, you can use the "maps" command.

>> No.3322765

I forgot to mention that the names of the maps are:

http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)

http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

>> No.3322770
File: 3.55 MB, 2560x1440, quake056.png [View same] [iqdb] [saucenao] [google] [report]

One more screenshot for good measure. :3c

>> No.3322774

aight, looks neat. I'm in

how the shit do i play custom maps in quake II, though

im guessing i just drop the bsp files in a maps folder in my ID1 folder and boot them from the console like i did with Q1?

>> No.3322775
File: 3.31 MB, 2560x1440, quake062.png [View same] [iqdb] [saucenao] [google] [report]

And just one more.

>> No.3322776 [DELETED] 

Why do you care about this shit so much, go away

>> No.3322782 [DELETED] 

but I fucking love shitting on puny 'w-what is hiding my power level' autists.

>> No.3322784

Put the maps in the baseq2\maps-folder, and then from the console go "skill 0" and "map olde1".

You have to have skill 0 or else you will most likely die from the fall.

>> No.3322785

>E1 (done mostly with Hall)

What are you talking about? The only level in E1 that was started by Hall and completed by Romero was E1M4. Most of Hall's partial work can be found in E2.

That's not Gotcha!

>> No.3322794 [DELETED] 

One can say exactly the same about your favorite mod. If you even have one, that is, you shitposting newfag.

>> No.3322803 [DELETED] 

One can say exactly the same about your favorite mod. If you even have one, that is.

>> No.3322805 [DELETED] 

Yet the rest of us don't push for our own favourite mods to be on the list for no real reason.

>> No.3322806

Thank you for saying this, I thought I was the last human on earth for thinking this.

oh my god arch-viles on Map01 etc.

I don't mean to be an elitist but I can tell by post content who primarily plays mods and who exclusively plays on Gzdoom. The kind of people who loosen the tie and go wild by having their "vanilla but better" experiences.

I honestly have an opinion that everyone who thinks Doom 1 is intense and difficult is memeing, or marketing, or band-wagoning trying to convince you they played Doom "back in the day". It's these people who have troubles with Plutonia and E4 and think Scythe turns to shit by the third act.

I'm starting to feel like an Oldfag and my first time playing doom was the shitty GBA port.

>> No.3322807

>>secret with some health & armor bounses

this makes me fucking furious. as much as i love hell ground, the first secret room in the final map is an insult.

don't put basic items at the beginning of your map behind an easily skippable secret switch

>> No.3322810 [DELETED] 
File: 238 KB, 1284x980, 1450222433564.jpg [View same] [iqdb] [saucenao] [google] [report]

bantz = unhandled

>> No.3322817
File: 27 KB, 480x270, 13533163_10153701075493616_7252610734357327972_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>sauce please?

>> No.3322818 [DELETED] 
File: 14 KB, 755x172, 1.png [View same] [iqdb] [saucenao] [google] [report]

Why did you delete that post?

>> No.3322820 [DELETED] 

>you shitposting newfag

What did he mean by this?

>> No.3322821 [DELETED] 

>shitposting newfag
what did he mean by this?

>> No.3322824


Was it so hard for them to put that option when the game was released? Jesus man

I hope the dude who made those cool D4 weapon rips that everyone is using right now is willing to do all the weapons again in centered mode

>> No.3322825

>Was it so hard for them to put that option when the game was released?

Considering they're doing it after the fact, quite likely.
I'm thinking they wanted to do it originally, but Beth wouldn't let them due to it being "different" from other FPSes now.

>> No.3322826 [DELETED] 

looks like you were right.

>> No.3322831

centered weapons looks awful for next gen games

>> No.3322848

it's a good thing they don't look like absolute shit in Doom 4, then.

>> No.3322849

Anon, it's the current gen.

>> No.3322856

fingers crossed the centered weapons have animations akin to the classic guns

NU SSG with oldshcool reload

>> No.3322873

ain't the full list, though


>> No.3322907

>everyone who thinks Doom 1 is intense and difficult is memeing

The only difficult part at all with Doom 1 is parts of ep4, and it's hardly the most difficult official maps, they just jew you on health a bunch.

>> No.3322917

do whatever you want with it

my original intention thee years ago was for people to submit a bunch of functions to it, but then no one did that

probably because I posted it on the zan forums

>> No.3322935
File: 5 KB, 123x60, Doom Logo.png [View same] [iqdb] [saucenao] [google] [report]

I tried it on Hurt Me Plenty for about 2 maps on XBONE, so disclaimer.

The map design is thus:
>encounter a wide area with some enemies
>you cannot leave or move on until they are dead
>not all of them are there at the beginning; they're spawned in
>kill them all
>move on through a linear area

There are 2 big differences between the original and the new you should be paying attention to.

>linear design
>enemies spawn in

In the original doom, players who planned ahead and managed resources with foresight and situational awareness were rewarded.
Now, there is no going back for supplies, instead you can supplement health with glory kills. And more importantly, since enemies can spawn behind you, your combat situational awareness you used in the original Doom is useless here.
So the game takes tools that smart players could use away, and gives stupid tools that require no thinking in return.

So it's fun for awhile, but gets boring fast.

>> No.3322936

pick none

>> No.3322956
File: 158 KB, 947x594, aquaregia.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, finished ( kinda ) another one of these buggers. If anyone wants to grab it and test it?


Aqua Regia.
Probably not that great overall, since I kinda didn't get as much out of the aesthetic style as I thought I could. But still.
I would like to note that there is some ammo-scarcity, so you might want to use the berserker pack that you find in arena. I like the concept of finale, but it might be rather unbalanced, especially with infinite-height actors.

Lower all the pillars at once.
I dare you.

>> No.3322969

post quake music


>> No.3322974

commonfuncs + acs.net cover most of what one would need anyway.

Only things missing for my needs are shit that relates to hudmessages and the interplay between them and sethudsize and sethudcliprect. That stuff can be really maddening to work with, even as a non-programmer I'm pretty sure everything related to messages in zdoom is implemented in a terrible way.

>> No.3322976
File: 767 KB, 320x240, 1379782307474.gif [View same] [iqdb] [saucenao] [google] [report]

Where do I go to talk about Hideous Destructor mechanics and multiplayer

>> No.3322980

So, no mention of the System Shock: Remastered kickstarter yet?

The pre-alpha feels good IMO, a bit floaty though.

>> No.3322984

Well I mean more like will it be integrated into the "main" (read: your) version, since it does no good for anyone but me if mine has these functions but is based on an outdated version of your version (which will happen, if I'm being honest with myself) and anyone that wants those functions has to find and merge the two files.

I have been kicking around the idea of creating an expanded acs function pack that would basically be an alternative to alternative compilers. Most of the stuff would just be functions from other languages. Possibly even some stuff that would require a couple of variables and scripts like fake pointers (that you could also use as fake variables if you needed to, since that's what they really are) and fake arrays (well, fake unbound arrays that you can create within a script) but that might be outside of the scope of something like that.

Is there a reliable method of getting ahold of you online other than on here?

>> No.3322987

I'd strongly recommend you play on Nightmare. That's where the mechanics really come to life, including needing to consider your resources, choosing the weapon best suited for each enemy, and being conscious of enemy placement.

You're right that enemies can spawn from anywhere, but every enemy that's not melee-only has projectile attacks that will generally miss if you just keep moving and stay away from clearly dangerous spots.

It's definitely not classic Doom in terms of tactical decisions, but it has a lot more verve and interesting play than other "neo-old-school" shooters like Painkiller, Hard Reset, Serious Sam, Shadow Warrior, etc.

>> No.3322991

I looked at acs.net and it seems like there's some extraneous or silly stuff in there.

>> No.3322993

>those system requirements for a game with tiny, static and simple as fuck rooms

Sasuga Unity

>> No.3322996
File: 162 KB, 845x634, aaaatower.jpg [View same] [iqdb] [saucenao] [google] [report]

Aaand first problem.

Goddamn, setting up fake water regions is a bitch. The final room broke a bit graphically, but now it's fixed.


>> No.3323000

shit looks grand

>> No.3323005

The Unity engine can run on toasters and phones. They're doing something else wrong.

>> No.3323007

Sure, but the string handling stuff is pretty invaluable to me at least. ParseInt() is great for storing shit in the language lump for example (dialogue data in my case)

>> No.3323019
File: 3.07 MB, 720x540, meat.gif [View same] [iqdb] [saucenao] [google] [report]


Jesus fuck

>> No.3323023 [SPOILER] 
File: 256 KB, 658x604, 1467148848742.gif [View same] [iqdb] [saucenao] [google] [report]

You know what it is

>> No.3323024

t...thanks doc

>> No.3323027


It's gonna be bad. That French feminist faggot who made resources for Wrack is doing the animations for the system shock remake.

Abandon all hope

>> No.3323036
File: 2.49 MB, 640x360, HaeLinGoesFast.webm [View same] [iqdb] [saucenao] [google] [report]

Tried to see if this was compatible with DemonSteele, or more notably, activating Hae-Lin's ground dodge. It works, sometimes...with the correct load order...it thinks she's in the air and does the slower air dodge otherwise.

>> No.3323037
File: 247 KB, 1280x960, 1455522397206.jpg [View same] [iqdb] [saucenao] [google] [report]







>> No.3323040


>Unironically gauging a game's quality by the artist's political opinions or their prior/future work

You should probably leave this thread since Tom Hall is a feminist and half of the original Id team are now making 50 cent mobile games

>> No.3323045

Funny how american mcgee and romero are diametrically opposed politically but always seemed to get along

>> No.3323049
File: 22 KB, 400x300, 1344536580531.jpg [View same] [iqdb] [saucenao] [google] [report]

how do i open ACS files?

>> No.3323053
File: 235 KB, 1440x900, no mods or edits only snapmap.jpg [View same] [iqdb] [saucenao] [google] [report]

Good shit.
Shame about the lack of modding.

>> No.3323054


Looks interesting.
I say release it.

>> No.3323058

Yeah and id has lost their touch.
Max is an incompetent big headed faggot. His animation work has never been good, and I doubt you're gonna try to convince me that Wrack was worthwhile, because it fucking wasn't

I'm gauging the quality of the system shock remake on the grounds of the team being too stupid to notice how mediocre Max's work is. The feminism bullshit is just some personal bias I have against the guy frothing up. Setting that aside, the animations that guy have made are mostly limp with no impact

>> No.3323059

The source code will usually be in a separate folder as a plain text file

>> No.3323064
File: 96 KB, 245x245, 1424974045125.png [View same] [iqdb] [saucenao] [google] [report]

>map opens with no enemies to be seen anywhere
>have to shoot a switch to proceed

>> No.3323069

thanks doc

>> No.3323070

that's just the worst

>absolutely no sneaking past anything you fuckers

>> No.3323074

>multiple MOOOs in the distance

>> No.3323076
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


>it looks so similar to the classic pistol



>> No.3323078


Have you seen the shotgun animation posted on twitter

I can't post it here because twitter is fucking retarded and arbitrarily doesn't allow you to save gifs

>> No.3323080

>have to shoot
At least you can position yourself a bit. It's worse when you have to press it and the mapper can be a huge asshole since there's only one place you can be when the switch is triggered.

>> No.3323082

I'm looking inside SmoothDoom-weaponsonly.pk3 because I've been meaning to add some random gimmicky shit I've been trying to get around to implementing for quite some time.

All I can find is some files with the .source extension inside the storage folder but I can't figure a way to open that either.

>> No.3323083

You can, just go through the page's source until you find the proper URL for the gif

>> No.3323084


I just did, it looks fucking great.

>> No.3323085


Maybe try extracting the .source files, then open them with a text editor like Notepad.

>> No.3323089

please create a torrent.

>> No.3323090

Give me all your comedic weapon animations.

>> No.3323091
File: 516 KB, 1278x730, 1403575233504.png [View same] [iqdb] [saucenao] [google] [report]

nu-id isn't allowed to be this fucking based holy shit.

>> No.3323092


>> No.3323093

danke doktor

>> No.3323094

Oh just right click > read as text file in slade

>> No.3323098

Got it! I'm such a retard holy shit

Gracias relativos

>> No.3323101
File: 22 KB, 240x281, johnromero.jpg [View same] [iqdb] [saucenao] [google] [report]

what if i said

that John Romero is a little bitch

>> No.3323102


>> No.3323109

I'm not really sure if this is the best place to ask, but are there any mods for Doom 3 that make it actually enjoyable at all?

>> No.3323113
File: 218 KB, 1166x863, yado.jpg [View same] [iqdb] [saucenao] [google] [report]

Time for bad bossfights

>> No.3323114

>everyone who thinks Doom 1 is intense and difficult is memeing, or marketing, or band-wagoning trying to convince you they played Doom "back in the day"

Doom 1 was much more difficult than earlier FPS games like Hovertank 3D, the Catacomb series or Wolfenstein 3D.

>> No.3323117

Will the boom episode 1 project ever be completed?

>> No.3323118


>> No.3323124
File: 167 KB, 400x359, megaspherical.png [View same] [iqdb] [saucenao] [google] [report]

I'd argue that it's easier than Wolfenstein
>wolf3d uses large mazes over the marginally more realistic and easier to navigate locations of doom
>there is way more RNG bullshit for damage
>you actually take more damage from offscreen enemies than onscreen
>infighting doesn't exist
>the vast majority of enemies are hitscan

>> No.3323126

>he's never played on Death Incarnate
I'll wait.

>> No.3323132
File: 68 KB, 240x240, 1413778103685.png [View same] [iqdb] [saucenao] [google] [report]

>LISA meets Doom

aw yisss

>> No.3323138

All enemies in Wolfenstein 3D have long reaction times before they start shooting and they announce themself when they see you, well except the mutants who are only in episode 2 and a few missions in Spear of Destiny. If you hear an enemy but don't see him then you can simply run out of the room and you will not take any damage.
Enemies just flinch while you hit them instead of shooting back.
And at last (excluding the dogs) all enemies drop more ammo than you need to kill them so you have practically infinite ammo.

>> No.3323140

Tries to carry on Doom legacy even though it was completely unnecessary.

Basically our community is able to keep this game alive through our own custom content that Carmack himself made sure was easily accessible. Doom2016 seems to be a lazy experiment in bringing that modding community to consoles, although I don't think there was a perfect enough storm for that to happen, I think not enough devs have that same care for the players input as Carmack did. All they really did was use the Halo Forge concept and applied it to a Arena fps with modern day UNIT SLOTTING™.

As a consequence, the game ends up being a game people will say "its good" but will use that high-pitched voice that tells you its mediocre and not really worth the time. There isn't really speedrunning potential, when the initial charm and normie-tier "oh my god retro level" goes away, it loses replay value.

I don't think its a bad thing this Doom happened though, I would rather have devs at least try, than cop-out with modern-military trash. So hopefully this popuralizes this kind of direction, and people can improve on it beyond the whole "look guys nostalgia" STRAFE™ gimmick.

P.S I can't believe the reason the Strafe dev is using random maps is because he got bored of knowing where everything was in Quake. That game like Doom has 1000s of levels worth playing. Unless you have Hyperthymesia... Hell of a game you want to recreate: a game with levels you get bored playing, great design direction guy.

>> No.3323145

It's dead, no OP bothers to remove it.

>> No.3323150 [DELETED] 
File: 79 KB, 704x533, Map21.jpg [View same] [iqdb] [saucenao] [google] [report]




>> No.3323151
File: 72 KB, 640x480, vrack2b.png [View same] [iqdb] [saucenao] [google] [report]

In levelsets and megawads, sure, but there's something to be said for sprawling single level wads.
Vrack2 is still one of my favorite wads period

>> No.3323156

>Sorry, that page doesn’t exist!

>> No.3323157

he asked what did you think was good of the new game in your eyes, now what blurred and contrived point of view you have on 'console modding' or whatever the shit it is you're rambling about.

>> No.3323158

n i g g e r

>> No.3323162
File: 105 KB, 840x523, final_encounter.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, feeling same thing.
I think I have problems of compressing/condensing my levels. I keep making them so long even when I try to keep them short.

>> No.3323168

Well shit. I just want another /vr/ speedmapping project.

>> No.3323179

classic-esque pump animations

>> No.3323186

Am I the only one who thinks the weapons are bit too high?

>> No.3323190

I like it anon. It's not the campaign DLC I'd like, but it's still good content.

>> No.3323196

me too, I'm itching to pump something out, I already made 3 e1 techbases

>> No.3323208

any place I can get your other maps? I know some are in DUMP but you have to be uploading these somewhere right?

>> No.3323210

I dunno, some of my favourite maps tend to be big nonlinear maps.

That said, there certainly is an appeal to short maps too. Doom 1 E1 is proof of that.

>> No.3323216

>Blood source code never


>> No.3323225


>> No.3323232

So has Love Live avatars become a meme at doomworld, or?

>> No.3323241

>id has lost their touch.

Actually, firing Carmack seems to have done pretty good for them. Wolf: TNO/TOB have been widely praised, and Doom 2k16 turned out a hell of a lot better than anybody expected from Bethesda's mismanaging of the marketing.

>> No.3323242
File: 2.23 MB, 200x150, 1458931379009.gif [View same] [iqdb] [saucenao] [google] [report]

>LISA wad

>> No.3323245

Not really.
I can link them, though.

https://my.mixtape.moe/irgniv.zip ( Lambda )
https://my.mixtape.moe/xmtmzm.zip ( Electron )
https://dl.dropboxusercontent.com/u/52769410/Doomstuff/Felt.zip ( Felt )

>> No.3323250
File: 97 KB, 748x415, colourfuldeath.jpg [View same] [iqdb] [saucenao] [google] [report]

I have made a terrible mistake.

>> No.3323251
File: 3 KB, 140x55, 64SWA0.png [View same] [iqdb] [saucenao] [google] [report]

>>3323098 (me)
alright so, I might just shut up and give up and hand this off to someone else with actual knowledge of what to do, BUT.

Let's say I got the 64 hands frames done for Smooth Doom.

How would I go about implementing them into the mod? Cause I know for a fact that ACS trickery is involved but I don't have the necessary know-hows. Any ideas? Or most specifically, anyone willing to post some kind of tutorial or have any knowledge of what to do?

>> No.3323252

If you were a turbo nerd with internet access yeah maybe

>> No.3323254


Very few people know how to make decent angled sprites anyway.

>> No.3323261

I blame that mainly on the fact that most games with the option don't have unique animations for it. So it looks awkward more than anything.

>> No.3323262


it's zdoom only. multiplayer is like masturbating with sandpaper on zdoom.

>> No.3323263

What are your best Doom 3 mods?
I really want to enjoy it but it just seems so lifeless in so many aspects, is there anything you guys would recommend to fix it up?

>> No.3323268

uninstall wizard

>> No.3323269

Sikkmodd, I guess?

there's a mod that adds randomly spawning enemies in a level each time you play, can't remember the name for the life of me though.

>> No.3323275
File: 462 KB, 1280x720, Screenshot_Doom_20160629_095700.png [View same] [iqdb] [saucenao] [google] [report]

Where, though? Anyway seems that will still be a while as I'm still finding bugs.
For whatever reason some of the map teleporters in DUMP 2 start the player view in the floor, breaking the default player information gathering at the start of my camera script. Using idclev doesn't have this issue.

I tried putting a delay at the start of the script, but that doesn't always work and gives the player time to crouch and break the info gathering (specifically, the player's viewheight). I wish I could delay the script until the map's fully loaded or whatever's going on. Might have to get default player information a different way.

>> No.3323278

Also what naming scheme does commonFuncs use for things that aren't acs exclusive? It's python, right?

>> No.3323280


Not for awhile, I'm only just now getting to extracting LISA's textures. The Yado dummy was just a test.

Once I have a respectable pool of textures, my first task will be recreating the gym.


>> No.3323285

Loop player view height checks and use the highest value?
Or just check forever? Wouldn't you need to do that if they crouch later?

>> No.3323304

>I honestly have an opinion that everyone who thinks Doom 1 is intense and difficult is memeing, or marketing, or band-wagoning trying to convince you they played Doom "back in the day". It's these people who have troubles with Plutonia and E4 and think Scythe turns to shit by the third act.

Yeah, 100% agreed here. It absolutely shits me when I see the "fans" who go on about how "bullshit and unfair" Plutonia is. Always turns out to be someone who simply lacks the skills and experience to overcome its challenges.

>> No.3323307

I'm getting the default height so the camera knows what to smooth to, the smoothing works fine when crouching as crouching is a multiplication of your viewheight property.

>> No.3323314

Well then just loop for a bit and use highest value.

>> No.3323315
File: 51 KB, 735x553, 1440971692225.jpg [View same] [iqdb] [saucenao] [google] [report]


Rando did nothing wrong

>> No.3323318
File: 263 KB, 385x550, 1429694820138.png [View same] [iqdb] [saucenao] [google] [report]

please respond

I seriously wanna get this done ;-;

>> No.3323320

considering joining DUMP next time, then

or just, y'know, map for yourself

>> No.3323323
File: 1.48 MB, 500x281, ke-4.gif [View same] [iqdb] [saucenao] [google] [report]

Anime girls are love, anime girls are life, Love Live is shit

>> No.3323324

I'm the one who made Engineering Deck and I have two maps for the project that are almost finished.

But from what I've seen, there was lack of motivation from everyone and I was afraid I was left alone or something, so I've been waiting if the organizer shows up or something but the wait has been too long.

>> No.3323327

I'll try that, I'm just unsure what's causing this bug, I'm not getting it with Hexen's hub travel, I'm also worried if it will still bug out on slow computers (not sure if tics still go by while it's loading). Thanks though.

>> No.3323348
File: 100 KB, 800x800, 1422244497364.jpg [View same] [iqdb] [saucenao] [google] [report]

But I've already made a dump map, I was talking about something specifically /vr/. I guess there really isn't enough interest to complete another community project here.

>> No.3323349

not good with handling myself, need a set of rules or I get too ambitious and way in over my head.

>> No.3323350


Follow your passions and do something that you think would be neat. Pirate Doom started off as a couple of forumgoers scribbling eyepatches onto cacodemons, and then it turned into a genuinely fun TC.

>> No.3323383


Saw another anon doing it, I decided to do my own take. Enjoy.

>> No.3323397

well that was silly

>> No.3323402

I have an emergency.

I need to make a dumb joke-game in the period of about a month. Doesn't have to be long, and doesn't have to be high-quality.
I have little to no experience with mapping outside of Quake 3.

Should I use eduke 32 or Doom for easiest learning curve/results ratio?

>> No.3323404


you can learn DECORATE in a couple days
you can still be wrestling with CON after a year

>> No.3323405

>I'm also worried if it will still bug out on slow computers (not sure if tics still go by while it's loading).
Don't worry, this isn't a concern.

>> No.3323407

It should just be decorate if what you're wanting to do is weapons. Look up wildweasel's gunlabs and the ZDoom wiki.

>> No.3323408
File: 46 KB, 480x480, 1459564637159.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone please recommend me an arena reelism-like monster waves wad?

>> No.3323415

Thanks, I'll take a look.

Is Doom Builder still the best level editor for it?

>> No.3323418


GZDoom Builder is the level editor of choice nowadays. Despite the name, you can make levels compatible with other source ports.

>> No.3323431

I never made a map. This may be a dumb question but I'll ask anyway: If I choose "GZDoom: Doom 2 (UDMF)", will my map be only playable in GZDoom?

>> No.3323436

Yeahhhh I think I just found out what the problem is, the smooth camera script is running between maps, comparing the Zheight of the player when in the teleporter to their Zheight at the start of the new map, and attempting to smooth it out, making the player tall on maps with a low starting Z height and a midget on maps with a high starting Z height.
Then the script re-runs as it's entered a new map (it's an ENTER script), and gathers incorrect info due to it having already altered the player's height.


>> No.3323452


In UDMF, the map should be playable in other source ports as long as you stay away from (G)ZDoom features and ZDoom-isms (aka mapping errors that ZDoom smooths over but other source ports don't).

>> No.3323457 [DELETED] 

Do any of you guys know why GZDoom only gives audio to my right ear out of my G930 headset?

>> No.3323461

No, but if you use any gzdoom specific features, it'll be weird.

>> No.3323470

Only thing close that I know of is the "what the fuck" atmosphere of the Unholy Bosses mod for MM8BDM, but it's one boss instead of a wave in most cases. Sometimes there's multiple bosses or some kind of event.

Honestly though, any goodness comes from seeing the whole game get fucked up by an out of nowhere item or something instead of the actual fight.

>> No.3323479

Thanks Anon, I'll check that one.

>> No.3323491

Thanks Doc

>> No.3323560

Long time coming, but thanks anon.

>> No.3323564

Good stuff

>> No.3323573

Cute :3

>> No.3323574
File: 130 KB, 1266x708, lisa.jpg [View same] [iqdb] [saucenao] [google] [report]

ft. too much sector_setfade

>> No.3323580

This looks great! Are you planning to convert lisa to the doom engine?

>> No.3323582 [SPOILER] 
File: 71 KB, 640x533, 1467170650113.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3323585
File: 1.03 MB, 248x193, 1448256822969.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.3323586

Do you think it would feel good to, you know?

>> No.3323587

Does caco have pusspuss?

>> No.3323590
File: 51 KB, 1266x708, 1467170342297.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3323593

>Doom2016 seems to be a lazy experiment in bringing that modding community to console
I don't think that was the point. I'm pretty damn sure Bethesda knows their modding tools are lackluster compared to their other modbox games.

Kind of stupid, but it's just one reason why Doom 1/2 will outlive 4.

>> No.3323596

Fucking amazing.

>> No.3323612

so i've been playing the original doom games lately, and i've learned two things: one, i kinda suck at doom, and two, doom 2's stage design is all over the place. the middle few maps being boring is something i already knew, but did a cyberdemon and a spider mastermind just infight each other to death in map20? and what in fresh fuck was barrels o' fun?

>> No.3323615

Monster infighting is a thing in both games, yeah. They'll full on kill each other even.

>> No.3323616

>i kinda suck at doom

Even with the mouse?

>> No.3323619

>barrels o' fun
nigga just listen to alice in chains and blow dem barrels up

>> No.3323620
File: 211 KB, 1265x705, lisa2.jpg [View same] [iqdb] [saucenao] [google] [report]


No firm plans at the moment. My original idea was a single Olathe-themed level with a Yado bossfight at the end, but when I saw just how many textures and enemies LISA's assets provided I figured I could maybe try my hand at something larger. So far I haven't done much but make a few setpieces and import a ton of textures.

>> No.3323624

I should have just followed this >>3316185 wise anon's instructions to begin with instead of thinking I didn't need to go that far. Spawning and despawning the player's actor class works great.

>> No.3323637
File: 43 KB, 479x730, ranger.jpg [View same] [iqdb] [saucenao] [google] [report]

How can my Ranger be this cute.

>> No.3323640

By being an animu girl.

>> No.3323645
File: 261 KB, 1336x752, literally_first_doom_wad.jpg [View same] [iqdb] [saucenao] [google] [report]

You weren't kidding, this is pretty straightforward and easy.

Now I have to figure out how to insert custom sprites, use DECORATE to replace common monsters with them, and then find out some way to distribute the whole thing to where it looks like a standalone game like Adventures of Square instead of a wad for GZDoom.

But I still got a month, so I'm not too worried. I just gotta make this infinite plane I made smaller, now.

>> No.3323653


>> No.3323658
File: 294 KB, 1920x1080, 20160629022210_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Rate these unfiltered textures boys

Pesonally I think they look like shit, but I know half of you will jizz all other them

>> No.3323660
File: 109 KB, 1401x788, The mazmon of AAA developers.jpg [View same] [iqdb] [saucenao] [google] [report]

Right handed with elephantiasis, too far up on the screen. No one at id understands what looks good anymore.

What's with the trend of making everything and everyone a swollen mass anyway? Not just Doom 4, the new Quake Champions as well.

No, it's just that most people have no visual literacy. Not to imply that it's anything unique to Doom 4 players, Doom has had terrible custom sprites that people fawn over for decades.

>> No.3323663

>Was it so hard for them to put that option when the game was released?
Maybe the thought just didn't occur to them?

Well it could be that too

>> No.3323664

The wall on its own looks great, maybe 8/10. Combined with the comparatively high-res weapons... bad/10.

>> No.3323665

I'm going to jizz all over it because I like the unfiltered texture look.

I want to see the blocks.

>> No.3323670

That's not a girl Ranger. That's just an anime girl cosplaying as Ranger.

>> No.3323674

they are trying to make them look wide and intimidating

>> No.3323679

Carmack probably saved Doom 4 though, given that he made it a point to scrap the cowwadoodie build, making sure we actually got the game we have now.

>> No.3323681

in fairness it doesn't look like Bethesda needed a lot of convincing

>> No.3323691

What's y'all's opinion of the GBA port?

I just managed to snag it for $25 and I'm waiting for it to ship.

>> No.3323692

it's not the filtered textures
it's the mismatching texture resolutions

>> No.3323698

>but I know half of you will jizz all other them
nah, mismatching resolutions look like shit

>> No.3323702


It's not a girl ranger unless it's FUCKING PISSED

>> No.3323707


>> No.3323708

>Sword and not axe
Cute art though.

>> No.3323709

>What's with the trend of making everything and everyone a swollen mass anyway?
Blame Gears of War.

>> No.3323710

Of Doom? Supposedly pretty good given the console. Doom 2 also supposedly was done even better.

>> No.3323716

That's good to hear.

I'd get Doom II GBA, but I usually never see it under $50.
I snatched up Doom GBA since $25 was the lowest price I've seen for it.

>> No.3323717
File: 45 KB, 441x336, THICK.png [View same] [iqdb] [saucenao] [google] [report]

HDoom's mancubus is the best thing to ever happen to me. Next update can't come soon enough.

>> No.3323719
File: 44 KB, 479x260, tin grin.jpg [View same] [iqdb] [saucenao] [google] [report]

>spider mastermind

>> No.3323721
File: 2 KB, 240x110, knife.png [View same] [iqdb] [saucenao] [google] [report]

>Doom has had terrible custom sprites that people fawn over for decades.

Every time a mod has this knife weapon with this horrible looking hand I drop it imediately.

>> No.3323727
File: 9 KB, 196x132, gain elemental.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone know of slower paced gameplay mods like Shut up and Bleed and Hideous Destructor?

>> No.3323729
File: 527 KB, 858x1000, ef3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3323730

I enjoyed playing it in bed years ago as a portable Doom in your hand. The final map being Fortress of Mystery is kinda sucky, but you do get Jaguar Doom's Hell Keep, which is a cool little exclusive map.

>> No.3323732

Try to play with only the chainsaw as much as you can.

>> No.3323734
File: 11 KB, 390x470, 1464666965139.png [View same] [iqdb] [saucenao] [google] [report]

>gain elemental

>> No.3323735

The mod I always use when I play Doom 3 is Sikkmod. Makes everything look a bit nicer and makes guns feel better.

>> No.3323742

For what it is, it's pretty decent.
Sure, it has it's faults, but it IS still Doom.

The first one has a bunch of cut levels and no spider or cyber.

The second one actually doesn't really cut out anything and it's pretty amazing that it all fits in there, at most, a few of the larger maps are slightly trimmed for size, two of the largest maps are split up into two-parters rather than having them utterly butchered.

A backside is that the AI in the second one is now very near sighted and literally won't recognize your existence beyond 50ft, so if you see an arch-vile in the distance, you can back off until he stops perceiving you and just plink away at him until he dies, because he won't move or respond unless you're close enough.

Both ports feature good music, but they also both feature green blood (which I think you could patch out of the .rom if you wanted to/knew how)

>> No.3323743

Does it make all the shotgun's pellets not miss at point blank?

>> No.3323750

From what I remember it makes most weapons feel a bit meatier. If you have it loaded up just give it a shot and see what you think.

>> No.3323756


I guess I'll keep an eye out for Doom II then too.

>> No.3323796

My biggest problem with DUMP 2 was having to travel all the way from the starting point in the hub, eeeevery time you finish a level. I hope DUMP 3 will do something less tedious, especially with there being even *more* maps.

>> No.3323812
File: 99 KB, 1024x768, cannon.jpg [View same] [iqdb] [saucenao] [google] [report]

What's your favorite classic fps weapon?

>> No.3323814

Might be a strange pick, but the Super Nailgun from Quake.

>> No.3323817

Q3A Plasma Gun

Perfect Dark has some of my favorite automatics in video games

>> No.3323818

D44m should've had a centered guns option for shits and giggles.

>> No.3323821

what if i told you that

it's going to have

>> No.3323823

cliched, but the bfg9000 is still up there
not only is it a Big Fucking Gun™, but it has really unique firing mechanics that make it stand out from the crowd

>> No.3323825
File: 188 KB, 170x162, 1271246334065.gif [View same] [iqdb] [saucenao] [google] [report]

I've seen quite a few people talk about how they want the h-doom monsters to look different.
Yet no one has made a mod for hdoom that accomplishes this.

Have we degenerated into an endless loop of infinitely waiting for someone else to do it, to the point where the best person for the job is ultimately waiting for another person to do it.

>> No.3323827


Nobody wants to learn how to draw.

>> No.3323829

>a lot of people want something
>nobody does it

Nobody should be surprised.

>> No.3323830

Yeah. I read through the thread after making that dumb post.

>> No.3323836

Concussion Rifle from Dark Forces 1 and 2

>> No.3323848

The Turok series has too many to decide on.

>> No.3323868

The reason we hate filtering in Doom or most 90's shooters is because its textures and sprites are too low res for them to have any desirable effect. It just makes everything look blurry or smudged.

Filters in modern games work because the textures are usually a high enough res for filters to actually successfully hide the pixelated look of them while still keeping the original look intact.

>> No.3323873

>bawwww it doesn't meet my retarded borderline perfection obsessed requirements so it looks shit fuck u id
>but it doesnt matter because nothing the community makes does either
if only upvotes were money, huh

>> No.3323884


maybe too late but you need a sourceport bro, there you can turn the feature off easily in the master menu

>> No.3323890


His question was already answered a while ago.

>> No.3323892
File: 362 KB, 1920x1080, shock.jpg [View same] [iqdb] [saucenao] [google] [report]

>The wall on its own looks great, maybe 8/10. Combined with the comparatively high-res weapons... bad/10.
Oh you've no idea m8. They got shit that makes unity 5 crack at the seams like global illumniation and volumetric particles, but hug any wall and it'll be blocky as hell.

Still, looking forward to them not quite completely fucking this up.

>> No.3323897
File: 194 KB, 1920x1080, 20160629024131_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>Still, looking forward to them not quite completely fucking this up.
Wait, there's supposed to be a severed head up there, but there isn't in the remake. Into the trash it goes.

>> No.3323902

What are those boxes? Quick-use slots, and only four of them?

>> No.3323909
File: 141 KB, 1920x1080, OG interface.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, and neither grenades nor batteries work in the demo. I'd say it's an improvement, but you know how luddites are.

>> No.3323925

anything like russian overkill? nuts.wad
other than that, i take it for a spin on the original levels

>> No.3323974

I like it, but I have my criticisms too. I don't want to judge it too much though because I'm playing it on ps4 rather than PC.

my biggest problem is really that the levels feel like tubes connecting arena fights in locked rooms...other than that, it's decent.

>> No.3323975

But why just four slots? Why not 10 or so like in Deus Ex? SS1 has a shitload more weapons, grenade types and medical items so having plenty of quick use slots would be even more important in its case. SS1's ever-present inventory helped you keep track of all that shit without having to sacrifice control and situational awareness. Quick use slots could fulfill that role and abbreviate the player's inventory like they did in Deus Ex but not by having only four items on display at a time, especially not in SS1 where there are many more types of items.

>> No.3324005
File: 313 KB, 701x358, kraPSHOOM chkchhhk.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3324009

What game is this?

>> No.3324014

>ut why just four slots? Why not 10 or so like in Deus Ex?
Because weapons are separate (you get 2 slots for those, oh my). Sshock 1 doesn't have that many items and most are situational anyway. Why 4 though? D-pad having 4 distinct buttons would be my guess.

Also adds to tension I guess, switching those up in combat (original game has no reload button, you have to click on your guns to load them)


>> No.3324023

The body temperature of a demon would probably be too far out of a humans comfort zone to be pleasurable

>> No.3324027

Dynamite from Blood

>> No.3324072

sawn-off shotgun from blood
>caleb's dilf hands

>> No.3324086

What is up with those fingers

>> No.3324112
File: 538 KB, 1600x859, ss+(2016-06-29+at+06.40.58).png [View same] [iqdb] [saucenao] [google] [report]

>say it'd be done in a couple days
>mods i wanted to check out for potential inclusion either turned out shite, are super-early WIPs, or aren't out yet
>had to do a lot of rearranging and rewriting existing text
>planned additional section (So You Want To Mod Some Fucking Doom) probably would be better as its own infographic rather than a little blurb


Looks like it's gonna be a couple more days. Sorry about the delay.

>> No.3324115

No rush, take as much time as you need.

>> No.3324116

no worries
thanks for your hard work

>> No.3324119

Don't forget about Mega Man 8-bit Deathmatch please. It's a great game.

>> No.3324125

do you have going down in there

>> No.3324127

If it isn't, it definitely should be.

>> No.3324131

try asking about it a couple more times, maybe then it'll have a chance :^)

>> No.3324136

you even had your posts deleted because you're such an annoying fuck, how have not gotten the hint yet

>> No.3324140

>spriting is easy

>> No.3324143 [DELETED] 

> samefagging that desperately
Yeah, try getting a life maybe?

>> No.3324150

>to the point where the best person for the job is ultimately waiting for another person to do it.
Most of the better qualified people have a million projects, and seem to be starting more projects as more things come up.

>> No.3324164 [DELETED] 

>it can't be that two different people are calling me out on my bullshit! it MUST be the same person!
nah, get fukt

>> No.3324167 [DELETED] 

>Yeah, try getting a life maybe?
Have you looked in a mirror recently?

>> No.3324169 [DELETED] 

Ahaha what a faggot

>> No.3324170 [DELETED] 

Muh samefag

>> No.3324173

>>planned additional section (So You Want To Mod Some Fucking Doom) probably would be better as its own infographic rather than a little blurb
Since you're making a separate infographic for mods, I agree with this anon >>3324119.

I think you should make another infographic, "So You Want To Play Some MM8BDM", which would of course be completely separate from the two Doom infographics.

On a more serious note, have you considered creating a text file with DL links for the files listed in the infographic and embedding it into the image?

>> No.3324174 [DELETED] 

all me

>> No.3324176 [DELETED] 

Teach me how to post 6 seconds apart senpai

>> No.3324180 [DELETED] 

firefox and IE at the same time

>> No.3324185 [DELETED] 


>> No.3324190 [DELETED] 

I don't even give two shits about MUH MEGAMAN BELONGS IN THE PIC, but you're trying way too hard dude. Like WAAAAY too hard.

>> No.3324214
File: 1.75 MB, 1920x1080, Screenshot_Doom_20160629_163020.png [View same] [iqdb] [saucenao] [google] [report]

i think i just made art

>> No.3324216
File: 291 KB, 2520x1080, evo_heavy.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3324227
File: 91 KB, 550x367, LE Art.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3324231
File: 401 KB, 1272x950, lustercuck.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, what a clusterfuck that was.

>> No.3324236

buying a 480 today

Hopefully I'll get more than 1 frame in 100krev.wad, now

>> No.3324251
File: 265 KB, 325x353, 1434207094309.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3324259 [DELETED] 

It's at least two people. Look at the post times.

>> No.3324267

Use PrBoom+, you dummy

>> No.3324272

thanks for the chuckle anon

>> No.3324278

Pain Elementals have such beautiful hands.

>> No.3324281

Joe-Ilya is a rude ass asshole. Every time I have to go on DW he's being a huge cunt in any given thread. What's this guy's problem?

>> No.3324294

I did

Once 90% of the boners are dead, my fps goes to like 60

i usually get 300+ fps in prb

>> No.3324303

Something making PrBoom+ lag like that? That must be some intensive stuff. Even nuts.wad can be run totally fine in PrBoom+.

>> No.3324305

I tried pr and glboom, zandronum, gzdoom, odamex.... All of em lagged on 100krev

>> No.3324319 [DELETED] 

> what is passcode
> what is different browsers

>> No.3324324 [DELETED] 

>what is accepting you're wrong

>> No.3324334 [DELETED] 

lol you're STILL going. at least that "hurr can u beat doom" meme forcer produced something kinda funny

>> No.3324340

Hall also worked on E1M3, E1M6, E1M7 and E1M8.

>> No.3324357

lol good luck with that. the problem is that the game has to chew through a retarded number of monster AI checks, not the graphics

>> No.3324359

Where can I find a list of acs functions for ZDaemon? Does ZDaemon allow you to make your own like ZDoom?

>> No.3324364

hahahahaha modding zdaemon hahahahaha

>> No.3324365 [DELETED] 

I thought you were joking about >>3324180 but apparently you're actually retarded.

Post limit on 4chan is based on ip, not cookies. 4chan passes don't remove posting delay, just the captcha.

>> No.3324367

The Wario of demons.

>> No.3324369
File: 301 KB, 520x678, a68.png [View same] [iqdb] [saucenao] [google] [report]

>Benellus has spawned.

>> No.3324370

Isn't it more populated than zandronum since BE went under?

>> No.3324372

Zand hasn't been deserted last I checked, but I haven't been able to compare it to the others.

>> No.3324375

I'm not saying anything about the population. I'm saying it's based on a 15-16 year old version of zdoom.

>> No.3324378

I just don't know that much about acs.

The people in this thread talk about acs and code and math and it all goes over my head and I get depressed cause I thought I knew a lot but apparently I don't and I don't think I ever will.

But if I start modding for ZDaemon I bet I will be the best acs coder there.

>> No.3324379
File: 980 KB, 335x348, 1456085279711.gif [View same] [iqdb] [saucenao] [google] [report]

>But if I start modding for ZDaemon I bet I will be the best acs coder there.

>> No.3324380

Well, he's not wrong.

>> No.3324381
File: 663 KB, 1920x1080, gzdoom 2016-06-24 18-48-57-21.png [View same] [iqdb] [saucenao] [google] [report]

>He spawns on the first map

>> No.3324398 [DELETED] 

I based my joke on his, but clearly you can't use any sort of subtlety (which it even wasn't) here.

>> No.3324414

what happened to best ever

>> No.3324416

Main admin killed it because of drama.

>> No.3324418

damn, is there an easy list of wads like it was on BE anywhere?

>> No.3324440

What the Fuck is this, brutal doom meets Russian overkill?

>> No.3324442

Vanillafag here, is it modded Doom really that much better than the base game? The base game seems perfect.

>> No.3324449

What wad is this from?

>> No.3324450

It all comes down to preference.

>> No.3324451

This, some like the pure simplicity, some one a more frantic game, others want a more plodding survival horror, others still want all the gore, and so much more

>> No.3324453

What does /doom/ think of reloading weapons?

>> No.3324459

As long as reloading the weapon doesn't waste the current ammo, I'm fine with it.

>> No.3324464

See, this is the thing that I feel purists don't really understand. A lot of the large Doom mods shouldn't be considered in relation to Doom at all-they just aren't meant to be Doom. I've always seen it as that the mod makers love retro FPSes, and wish to make their own. Doom modding simply provides a good base to work.

Which is why I don't understand why some of the more extreme and vocal purists rubbish mods for not being Doom.

>> No.3324470

if it's not a factor in gameplay, why have it at all?
magazine based reloading is a good way to balance how much damage a weapon is capable of doing without affecting it's damage per shot or damage per second
in other words: it's my fallback excuse to make guns more powerful

>> No.3324471

I just think reloading feels kinda satisfying sometimes.

>> No.3324474

Just looking for some opinions because I know many people dislike reloading, I personally live it when it has a well done animation and a good sound effect

>> No.3324480

As long as reloading wastes the current ammo, I'm fine with it.

>> No.3324482
File: 459 KB, 807x1400, 1426730211613.jpg [View same] [iqdb] [saucenao] [google] [report]

G/ZDoom modding does have a ton of OC. Worth digging around definitely.

Zandronum stuff despite running on a slightly outdated version of ZDoom is kinda its own ballgame. Dunno if it's just me, but some of the popular stuff there is kinda shitty.

Colorful Hell. It adds ROYGBIV demons for extra randomized variance, with each color representing a gimmick and they're all definitely stronger than regular demons. Then there's also black and white demons which are rarer and so much more dangerous that you're given an announcement of their presence on map start.

I have no idea how rare Benellus is, but him appearing on the first level is an example of what fuckery can happen. Honestly not a fan of the mod overall because while it's pretty clear that it's designed to be ran with weapon or gameplay mods, some of it is a bit much.

The mapset is obviously one generated from OBLIGE, made obvious with the signs.

>> No.3324483

Trailblazer 1.3 + Colourful Hell on Sunlust map 18.

>> No.3324486

Vanilla ice cream is great, liked by everyone, and the standard for ice cream.
However some people like mint, or chocolate, or cookies.
Some just add sprinkles, some pour strawberry syrup all over it and splatter everywhere.
Some add caramel and some coat it on chocolate.
Some like banana split, or a plastic cone, or a stick instead of a cone.
Some like a bigger serve, or ice cream sandwich.

Maybe you are missing out something great or maybe it's not worth it. You can try other stuff and vanilla will always be there.

And then there's the people that just eat frozen yoghurt and say it is the dessert that ice cream was meant to be.

>> No.3324495

What exactly happened with Best-Ever? Everybody talks about some drama happening but I can't actually find anything that says what happened.

>> No.3324503 [DELETED] 

There's no joke there though, it's just repeating the same thing. Maybe you should get better jokes than pretending to be retarded.

>> No.3324509

It doesn't make sense to throw away the mag entirely though. Or that you couldn't pick up a mostly full mag off the ground.

People seem to hate realistic reloading, even if they like mag based reloading. I remember when space pirate implemented it and people threw a shitfit over it and literally couldn't understand how it worked and bitched until it got taken out.

>> No.3324512

Oh, that burn, as for me ill never call frozen yogurt a replacement for vanilla ice cream, but I can still prefer it

>> No.3324513
File: 122 KB, 1282x1028, RIP Best-Ever.png [View same] [iqdb] [saucenao] [google] [report]

>And then there's the people that just eat frozen yoghurt and say it is the dessert that ice cream was meant to be.

Fucking ace, I'm so going to steal this.

I understood as far as Jenova clearing the banlist and mentioning that he spent $4000 US or something on hosting the service. Then something probably dumb happened that made him cal it quits entirely.

Here's some of the final stats.

>> No.3324519 [DELETED] 


>> No.3324521

Ethereal Crossbow from Heretic

Flak Cannon from Unreal Tournament

>> No.3324530

tl;dr he had a bitchfit over Zand admins and left.

It died in a confusing explosion of stupidity and shit.

>> No.3324578

>Hall also worked on E1M3, E1M6, E1M7

No he didn't.


This is true.

>> No.3324591
File: 149 KB, 845x634, aaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3324598

UT Flak Cannon

>> No.3324602
File: 147 KB, 841x630, aaaa.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3324606

Not him, but as long as Gameplay Mods don't include their own maps, they are ALWAYS going to be compared with stock Doom by purists.

Not saying they need maps. But purists are simply not going to stop the comparisons, because they are OCD about map balance, which is generally why they don't like gameplay mods.

>> No.3324651

well don't just stand there taking screenshots

>> No.3324680
File: 473 KB, 1500x1259, reloading.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it's nice to have because it makes a weapon feel more real and thought out, it makes gameplay more immersive, and I like working it into my strategy, I pop out from behind a pillar or a corner and get fighting, then dive for new cover to reload.

Thing is though, I want reloading to be fast and efficient, and it's nice if you can interrupt it.

>it's my fallback excuse to make guns more powerful
This too, if you have a 7.62mm battle rifle, there would be little reason to have a 7.62mm GPMG if they do the same damage and have a similar rate of fire, capacity and reload speed is one good way to make them distinct from one another.

>It doesn't make sense to throw away the mag entirely though
It does make sense in an emergency, a tactical reload.

However, it would be nice if you could pick up dropped magazines from the ground when you have a "drop magazine" style reload.

I think it'd be tricky to keep track of though, code wise, at least if you count reloads by individual magazines instead of loose ammunition.
You could use round by round reloading, but then that'd kind of defeat the point of dropping a half loaded mag, you could just automatically assume in your head that your player character picks up the mag or drops it in a drop pouch for later, kind of like how you'd assume that the player character refills mags and stuff between levels.

>> No.3324693

yes but being forced to waste revolver bullets and to reload it with a speedloader is bullshit

>> No.3324694

>I think it'd be tricky to keep track of though, code wise, at least if you count reloads by individual magazines instead of loose ammunition.You could use round by round reloading, but then that'd kind of defeat the point of dropping a half loaded mag, you could just automatically assume in your head that your player character picks up the mag or drops it in a drop pouch for later, kind of like how you'd assume that the player character refills mags and stuff between levels.
space pirate did this and everyone hated it

>> No.3324702

>frozen yoghurt
pow, right in the childhood

>> No.3324707

maybe it didn't do it right?

>> No.3324712

I don't recall this particular Quake track.

>> No.3324714

Did what? Keep track of ammo in dropped mags?

It just kept all your ammo in a pool, right? What would be the point of that then?

>> No.3324726

A personally think that Smooth Doom and especially PK Sound Mod improve upon the vanilla experience, but otherwise gameplay mods are simply fun for the sake of variation. Some mapsets and gameplay mods mesh together really well in theme or gameplay.

No gameplay mods are as *balanced* as the original game, but they're often extremely entertaining.

desu the only icecream I like is vanilla as an accessory to hot pie or hot chocolate cake

>> No.3324742


>> No.3324745

It had/has actual real-world magazines that behaved properly, enabled with a menu option. They consolidated between levels. The only difference from real-world mags is they didn't chamber a round separate from the mag.

This didn't get removed like I thought, just changed from default mag setting to one that had to be selected. The default was magic reloading like most things. I did correctly recall the amount of bitching:
It starts about there or soon after.

>> No.3324805

how does Sam hold a large collection of cannonball ammo?

>> No.3324809


In his pockets.

>> No.3324838

hammerspace, baka

>> No.3324849

are you serious?

>> No.3324873

Futuristic Hammer Space.

>> No.3324891
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google] [report]

DUMP weapons when?

>> No.3324904
File: 148 KB, 718x689, gave_into_desires.jpg [View same] [iqdb] [saucenao] [google] [report]

Oops I gave into my desires again.
5th map coming, castle on mountain. Since last map did not have a single hitscanner, now it is time to reverse the trend.

I was thinking of using Tower of Sarlac from Blackthorne as music, but can't find a midi. Boo.

>> No.3324919

is there going to be cliff ascending a'la DVII map(can't remember) eagle's nest

>> No.3324920

You can always play this.

>> No.3324930

Nah. There might be some, but not to same extend. It is more focused on castle.

>> No.3324940
File: 129 KB, 900x692, 1455750021699-2.gif [View same] [iqdb] [saucenao] [google] [report]


Yholl's working on compiling them.
I'll yell at him later today and ask how they're coming along.

>Since you're making a separate infographic for mods

I know you're kidding on the square, but I'm not, at least not yet. I had a section talking about Slade/GZDoombuilder, but it was taking up far too much space and it would probably be better for its own thing.
Maybe I'll make something like that down the line, Lord knows I've been saying I've been wanting to for quite a while.

>On a more serious note, have you considered creating a text file with DL links for the files listed in the infographic and embedding it into the image?
I'm not really sure of how to do that embedding wizardry, and with that SYWTPSFD download megapack I thought it wasn't needed.
I could, though, if someone would be willing to give me a tl;dr of how.


Not yet, but I could try to squeeze it on there.

>> No.3324941
File: 19 KB, 530x330, are you serious.jpg [View same] [iqdb] [saucenao] [google] [report]

In his pockets, stupid.

>> No.3324946

this is the last thing you see before you die

>> No.3324948
File: 236 KB, 1280x720, how to give vr a heart attack v2.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck i forgot the pic

>> No.3324949

A very underwhelming end indeed.

>> No.3324953
File: 158 KB, 1280x1024, 20160629154402_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished DOPA on Hard. That last level was a fucking monster. Like 8 Shamblers, 5 of them literally one after the other in a line. I think I ended with like 10 health and no ammo at all.

DOPA's design is a pretty good example of taking iD's map design philosophies and just making them better. There's a solid sense of progression and tricky fights with a big focus on ambushes, and ammo is surprisingly tight. Twice I had to lead enemies into traps to kill them to save ammo, and I had to exploit monster infighting to get past the last Shambler before the finale in E5End.

My only problem is how much they seem to enjoy instant death traps, especially ones where it seems extremely unlikely that someone could figure out what's going on before they get killed. It's one thing to restart a level from the top when I fuck up a fight - it's another when I press a button, fall down a pit, and a giant spike block runs me over in a few seconds.

That finishes my week-or-so binge of Quake 1, both expansions, and this new episode. I have a deeper respect now for Quake's single player, though I think I still prefer Doom in the end.


Scourge > DOPA > Dissolution > Quake

>> No.3324972
File: 271 KB, 706x507, 1448483569547.png [View same] [iqdb] [saucenao] [google] [report]

>Going Down
>suddenly Deep Trouble

Cyriak you're a lunatic

>> No.3324975

it only gets better with maps like buried alive

>> No.3324976

200 megahurtz

>> No.3325031

Maybe because I don't play enough maps, but what sort of traps don't you see used often?

I'd like to see more walls giving away from gun fire to reveal more monsters, or clearly marked floor that you have to traverse unless you trigger a trap.

>> No.3325035



>> No.3325036

avoidable traps huh, it does seem to be very common to have every trap be something you MUST deal with.

>> No.3325039

>how does Sam hold a large collection of cannonball ammo?
He sandwiches them between his massive balls, obviously

>> No.3325045

Yeah avoidable ones, but there is something to take your mind off them before you notice them that would rush you to oversee what markings denote what you can do so you are in a rush shooting or maneuvering to notice off the bat.

>> No.3325047

> Sam's got more balls than Duke

>> No.3325048

>maybe it didn't do it right?

I've seen realistic reloading done right in one game:

The Zone of Alienation mod for STALKER SoC.

You'd have to manually reload the mags yourself, round by round, and it had a whole millieu of mag reloading animations and everything.

Thing is though, shit like that only works in games like STALKER -- games with downtime areas like the Bar, games that make inventory management part of the game, etc.

It's not going to be fun in doom because doom isn't a tac shooter with a streamlined inventory management system and hours of "exploration" downtime. Basically, doom is too fast paced for that sort of thing -- you only add inventory management in games where walking between objectives over open land is a thing.

>> No.3325062
File: 214 KB, 1280x720, ziggurat.jpg [View same] [iqdb] [saucenao] [google] [report]

REALLY, Croteam?

>> No.3325064

Truly ahead of their times.

>> No.3325067

What's the problem?

>> No.3325071

Its some shitty /tv/ meme.

>> No.3325075
File: 84 KB, 900x750, GL_TEXTUREMODE_NEAREST.gif [View same] [iqdb] [saucenao] [google] [report]

>Disshitution of Eternity
>better than stock Quake

You get the fuck out right now and don't come back until you fix your shit taste.

>> No.3325079

I'm with this guy
Fuck Mission Pack 2
Fuck it in the ass.

>> No.3325080

It's actually a /v/ meme, one of the most legitimately fun and less abused ones.

>> No.3325116

I thought that was a butt illusion by the thumbnail

>> No.3325138

>REALLY, Croteam?
memes aside, jumping puzzles are what killed no respawns co-op sessions for me

and TFE is too easy even with just 2 sams running around

>> No.3325145


I feel like I'm missing something. Where's the meme in this?

>> No.3325151

>We did it Jill, we blew up the mansion and got rid of the Resident Evil HD REMASTER™

>> No.3325159

ah, now i get it
that's pretty good

>> No.3325162

I need btsx e3, I need it to live.

>> No.3325172


Isn't adding an unnecessary ™ a pretty common gag?

>> No.3325173

no no no
you don't understand
everything has to be referred to as memes nowadays

>> No.3325176

Honestly, I think now that I "get" how Quake works, I might like the original episodes more now if I replayed them. The mechanics didn't end up clicking for me until I started playing the expansions. That said, the mission packs had more Doom-like level design compared to the boxes-and-hallways of stock Quake, especially Scourge.

DoE's "secondary ammo" makes the game piss easy, and they dump so much on you that nothing is a real threat.

>> No.3325178

that's not the meme

>> No.3325182

>stock Quake

Did you play past nothing but the first level of each episode? If anything boxes and hallways is Doom's thing, Quake is way, way more intricate with its levels. That's what made Machinegames' expansion feel so shitty to me, so many tiny, cramped hallways that restrict player movement and are out of place compared to the base game and expansions.

>> No.3325185
File: 33 KB, 225x220, 123d750a347a07bd32c41d9a284c75026162716a.png [View same] [iqdb] [saucenao] [google] [report]

>After updating GZDoom Builder it suddenly can't find commonFuncs.h no matter where I put it in the Compilers folders
This is frustrating, does anyone know why the script editor's doing this?

>> No.3325208
File: 26 KB, 299x486, figggs.png [View same] [iqdb] [saucenao] [google] [report]

Well, fuck, the first attempt was shit, but perhaps I'll be more successful with this.
It'll probably become much more different from this later on - parrot stickers to anyone who knows the castle this is based on.

>> No.3325214
File: 49 KB, 480x480, tumblr_noofbkL0IV1r7ikamo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>Quake Champs confirmed to have strafe jumping
>id is obviously AAA
>if QC is successful enough, other AAA devs might try to copy QC to the point where it becomes a trend
>arena fps games with strafejumping becoming a trend

I want this to happen so bad

>> No.3325215

>turns out you have to add it to a .cfg file now Okay sure whatever MaxED.

>> No.3325216

so history repeating itself?

>> No.3325221

the best kind of fuckin' history

>> No.3325224

Quake is certainly layered in the sense of its true 3D allowing for multiple z-axis levels that you can move between, but Doom just has way more variety in its architecture - wide open spaces, curving hallways, and even dramatic shifts in the level itself, like the walls coming down after killing the Barons in E1M8 or the level opening up whole new sections that reinterpret the architecture you just went through in E3M9. Say what you will about how bad many of the levels in Doom 2 were, but the sheer weirdness of the architecture in, say, MAP16, gave real personality to them.

Comparatively, Quake just feels like taking a few Wolfenstein 3D levels, smashing them together, and then varying them in 3D space so you're going up and down between them. They just didn't feel very different and none stood out to me, and that's not just because they're all brown.

>> No.3325238

I wish I could be this delusional.

>> No.3325239
File: 106 KB, 578x582, 1462381121934.png [View same] [iqdb] [saucenao] [google] [report]

You know, I'd actually rather see some games that take after the Tribes formula, except higher speed and more arena-like maps. Like if skiing worked on walls and ceilings, the maps could have a lot of crazy curved surfaces like a skate park designed by M.C. Escher in which players zip around like motorcyclists in a stunt cage while trying to predict and intercept each other.

>> No.3325250

poor little cacodemon :(
could a cacodemon win against a shambler ?

>> No.3325251


>> No.3325256

Should I just drop this here or make a thread on the ZDoom forums? It uses modified code from Unreal so I'm unsure.

>> No.3325278

ZDoom forums, in the Resources subforum with "[CODE]" in the title will let you reach the widest audience.

>It uses modified code from Unreal so I'm unsure.
Absolutely no problem at all. Generally, you can steal whatever you want from a video game and no one will care (take QStuff Ultra for example, which includes the majority of Quake's assets). Stealing from other modders without credits/permission is a real hot-button issue though.

>> No.3325280

>DOPA's design is a pretty good example of taking iD's map design philosophies and just making them better.

I strongly disagree. When it's not fucking you over with instant death traps like you mentioned, DOPA as an episode felt monotonous and predictable. Its fight designs were very simplistic and unambiguous. There are clear dichotomies between one fight and the next, like it's very explicit when one fight ends and another begins. You could put an autosave checkpoint system in the levels and it would feel right at home.

In id level design, there is ambiguity in fights. There are often situations where an enemy attacks you, but fighting him right then and there may not be the best decision to make. There is ambiguity in gauging how much of a persistent threat an enemy will be if you choose to ignore him. This is especially true for ogres, the most commonly used enemy in Quake. Their elevated positions, the complex level geometry, and the grenade physics keep fighting them from a disadvantageous position difficult. Sometimes you hold off and attack them later and it pays off, sometimes it doesn't and you end up giving yourself a harder time.

In DOPA level design, the best time to kill an enemy is always right when you first see him. That is, if you want to kill him. DOPA's levels also make ignoring enemies easy because they have a very linear progression. 9 times out of 10, if you bypass an enemy, you won't have to fight him again.

Speaking of ogres, one of the subtler things I've noticed about DOPA is its use, or rather, misuse of ogres. Throughout Quake's original levels and in many custom levels, ogres have been commonly used as harassers from above whereas in DOPA, you fight them at ground level all the time.

Rather than taking id design and making them better, DOPA feels like a compromise between id level design and modern FPS level designs which have plenty of compartmentalization.

>> No.3325291
File: 40 KB, 600x401, ifold.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mfw seeing Everything Else and Doom 2016 sections for the first time

>> No.3325293

please elaborate/clarify

>> No.3325294

I actually also borrowed a tiny bit of code from Trailblazer (some of KeksDose's code), but I did credit it, I hope that's okay, not sure if I need permission and I wouldn't know how to contact them (it's very minor code, just a script that restarts the enter script when player respawns/resurrects).

>> No.3325298


The D2016 and EE boards on Doomworld are quite infamous for inane shitposting

>> No.3325303
File: 36 KB, 720x540, 1441736064654.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw DoomzRules posts
>mfw Voros posts
>mfw id.dav posts
>mfw JohnnyTheWolf posts
>mfw Azuruish posts
>mfw Ednerd posts
>mfw TheGamePhilosophe posts
>mfw Joe-Ilya posts
>mfw Caine posts
It's funny, I just remembered the reason behind why I swore to myself to never get close to a public forum ever again.

>> No.3325307

Very few people (if any) that release their code will mind it being borrowed with creditation. The whole community is built upon open source ideals from the moment carmack gave the doom source code away.

And even then, it's just a tiny snippet of code. The "stealing from modders" thing mostly pertains to sprites and other art assets really.

>> No.3325309


did you lift it wholesale?
is it 1 line of code that can't really be written in another way?
if no to either, it's all fine

>> No.3325310
File: 192 KB, 456x628, 1457845581246.jpg [View same] [iqdb] [saucenao] [google] [report]


>It's a Cacockcansukmycok post

Honestly, with the rise of everyone else on that list Joe-Ilya is tame in comparison. Think about that for a moment.

>> No.3325312

you single-handedly called out just the right users who need their autistic asses losered forever.

>> No.3325314

Yes, he did. Check the DOOM alpha 0.4 and alpha 0.5 and their readme files.

>> No.3325321
File: 44 KB, 229x231, 1456708807440.jpg [View same] [iqdb] [saucenao] [google] [report]


The alpha readmes say literally nothing about who designed each level though.

And you're still wrong.

>> No.3325326


a.k.a the mouth breathing full-on autismus who bitched about doom 4 for literal months on end disguising his thinly-veiled shitposting as his opinions, mindlessly spouting how classic doom had 'balance' but never bothered expanding on what precisely makes it so, calling everyone in the forums fanboys, and then went on to handing out a solid 60 bucks for the game just to continue shitting on it?

it's funnier when you think about johnnythewolf being his retarded offspring since he pretty much employs his exact same tactics with little to no difference.

>> No.3325329
File: 197 KB, 1280x1024, 20160627180532_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>In id level design, there is ambiguity in fights. There are often situations where an enemy attacks you, but fighting him right then and there may not be the best decision to make.

It's interesting you said that, because I feel that's very true for Doom, but I never really felt that way in Quake. There are plenty of times in Doom where I choose to book it instead of fight, and usually that's because there's either a really strong enemy or lots of enemies and just not enough ammo or a good enough weapon to make the fight tolerable or even possible. There is a wide enough variety between weak, strong, and heavy enemies and usually so many at one time that, along with considering attack pattern and the level architecture, I'm always in a position of picking and choosing targets and deciding what's worth running from.

In contrast, there are so few enemies at one time in Quake and so many of them take a lot of hits -- the Ogre that you mentioned being the most common takes four super shotgun hits -- that there wasn't really much for me to think about except "do I have the ammo right now to kill this guy?" It almost felt more like Wolfenstein than Doom - upon entering a room, I just quickly scanned for who's the biggest threat and what weapon will kill them fastest, and just let loose, the only real tactical decisions being ammo conservation. I only played on Hard, so I don't know if Nightmare is where that ambiguity really comes in.

I do normally hate that compartmentalization you're talking about in neo "old school" shooters like Serious Sam, Painkiller, etc., and DOPA definitely has "combat sections," like being dropped into a sewer with three Shamblers or being surrounded by enemies the moment you pick up the Quad Damage. But I guess I feel like Quake is just dumber than Doom, and is better suited toward those high-intensity shootouts.

Maybe I'll replay the base game again, or find some highly rated custom maps.

>> No.3325339

Okay, thank you!

I had to modify it to work with ACS, as well as changing/removing values due to how Unreal handles time differently to ZDoom. I'm not sure what you mean by "1 line of code that can't really be written in another way" but I think it's fine.

>> No.3325348
File: 362 KB, 512x384, Screenshot_Doom_20160630_101932.png [View same] [iqdb] [saucenao] [google] [report]

Smooth stairs script (plus example map)
>A bit tired of losing control and slipping around whenever Doomguy comes across even the slightest gradation in the ground, I made this script which attempts to keep the player's feet firmly on the floor and let them be able to fully control their movement. This script also takes control over the player's ViewHeight, giving a smoother stair-travelling experience.

I think this is in a state I'm comfortable with, I can't really find any major bugs that still need fixing, so hooray!

>> No.3325350

not the other guy, but

>neoclassic shooters like serious sam
I think it worked well in TSE, where many of the fights were laid out in fun and imaginative ways. Like the one inside the cylinder with radial gravity, or the bull run.

>> No.3325356


Even the other sections of the forum aren't free, every time MaxRideWizardLord and Winged_Warrior post I want to fucking gouge my throat.

>> No.3325359
File: 482 KB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]

If you're just going to play one custom map, I suggest you make it this one. I find that it holds many of the level and encounter design doctrines in the original levels true, but really pushes the difficulty of encounters and enemy placement to make them really tactical and demand a lot of conscious decision-making from the player.


>> No.3325364

gonna play quake for the first time, was wondering if darkplaces is just a graphical update or if it effects gameplay in other more significant ways

>> No.3325373

Did American McGee have anything to do with the Doom soundtrack?

This really sounds like something from the first Alice game:


>> No.3325374


From my understanding, it has different physics but I'm not aware of what's changed by that.

I'd recommend QuakeSpasm if you want something that's just Quake.

>> No.3325375

First time you should stick to quakespasm imho.

I really darkplaces however. The advanced lighting system it uses looks great on vanilla levels with standard textures/models/whatever

>> No.3325378


The soundtracks to DOOM I and DOOM II were all Bobby Prince.

>> No.3325387

Thanks, I had quakespasm downloaded so I gave it a try and having a blast, so im gonna stick with it until I go for a second playthrough

>> No.3325404

Honestly, I preferred TFE to TSE. First Encounter was more restrained in its enemy hordes, so the moments when it would let loose felt a lot more meaningful. Also, those restraints allowed for more interesting level architecture as opposed to giant blank fields to allow for a hundred kamikaze guys.

By TSE, the game feels like non-stop gigantic hordes of enemies and the level design tanks, instead opting toward those silly gimmicks like you mention. I don't think I've ever actually beaten it.

Thanks. I'll give it a shot.

>> No.3325424

I really like some of the maps in DUMP 2. But I'm also bad at DOOM, too.

>> No.3325435

Look in the new post for the test build.

>> No.3325437

*news post

>> No.3325458

So's Zandronum

>> No.3325460

zdoom's based on a 16 year old version of zdoom too

>> No.3325461
File: 217 KB, 1280x1024, 20160629214501_1.jpg [View same] [iqdb] [saucenao] [google] [report]

That was a lot of fun. I am really pleasantly surprised. Thanks for the recommendation.

>> No.3325464

What is this?

>> No.3325465
File: 323 KB, 1024x512, makekdonia.png [View same] [iqdb] [saucenao] [google] [report]

>That music in DUMP3 SECRET2

Oh you cheeky bastard

>> No.3325467

Isn't Zandronum based off Skulltag? Or was it actually made straight from Zdoom

>> No.3325479

i thought it was a bit of both
first skulltag then started adding zdoom features

>> No.3325482


ZDoom's based on a nearly 19 year old version of DOOM.

>> No.3325504

So, how does this sound for a map gimmick for Doom: Yellow keycards are one-use-only, Zelda-key style, and you have to search around (or destroy a container or something) to earn a new key in order to open doors. There are several of these doors throughout the map.

>> No.3325505
File: 212 KB, 800x833, 1463735982522.jpg [View same] [iqdb] [saucenao] [google] [report]

When playing a map for the first time, what amount of time do you consider too long/too soon to get to the finish? I myself usually get exhausted of a map if it takes any longer than 10 minutes for whatever reason, but hate when a map is shorter than 3 minutes as it feels like a waste of a map slot.

>> No.3325506
File: 383 KB, 759x582, 1386423731093.png [View same] [iqdb] [saucenao] [google] [report]

what is the DTWID equivalent of Quake mapsets

>> No.3325507

Well, Skulltag is old as hell now, isn't it?
I mean, most of ZDoom's code could just be ported over to ZDaemon as well, couldn't it?

>> No.3325512
File: 879 KB, 1920x1080, spasm0001.jpg [View same] [iqdb] [saucenao] [google] [report]

Beyond Belief would be my vote, but it's only one episode. I don't think there's any other set of levels that emulates id's style of Quake levels better than it.

>> No.3325515


I wasn't around when skulltag first came into existence, but it was always based off of zdoom. it's just that the gap between zdoom and skulltag/zandronum's only got wider and wider as time went on. hopefully the gap starts closing more rapidly now, but I don't have much hope

so yeah zandrotag/skulldronum's always been playing catch-up with the latest version of zdoom, just very very slowly

>> No.3325521

Depends on how far it is into the set. For the first couple of maps, I really like being able to finish in five minutes or less, but when I'm balls deep in a megawad, I'm fine with half hour long maps.

>> No.3325531

what about an esoteric big blue map with only cacodemons?

>> No.3325538

> judging maps by time instead of quality

if a map is OK at best, then it's not too bad if it's short
a map can be as long as it fucking wants if it's all good shit all the time

>> No.3325542

Was something lost forever with best-ever, or does TSPG do/have everything it did?

>> No.3325545


Apparently there's a download of the entire archive available, which is like 160 GB or something.

>> No.3325551

>Have a fantastic idea for a map
>nowhere near good enough at mapping to realize it

>> No.3325552

fucking do it

>> No.3325553


>> No.3325556

do it anyway
you'll figure out something
something being new mapping techniques, ideas, workarounds

>> No.3325565


>> No.3325567

horizontally moving platforms
how do i do them
don't have to be 3d floors
quick while i still have this idea

>> No.3325568

do it anyway you triple skeleton

>> No.3325569


This is Doom, anon. You have 23 years of documentation at your disposal, some of the easiest-to-use and most intuitive modding tools ever made, and no shortage of people willing to help you.

Fucking DO IT

>> No.3325571

do it faggot

>> No.3325574

Question then
Can you make elevators in 3D floors?
Like say, you're in the center of an arena, and an elevator lowers you down onto a pyramid style thing, and then if you hit a switch, parts of the pyramid open underneath for a teleporter below the elevator?

>> No.3325579

solid, horizontally moving 3D floors aren't doable in zdoom

the best you're getting is 3D midtexture polyobejcts, which aren't solid looking down through them

it's all weird

>> No.3325582

solid, horizontally moving floors?
last time i tried, only the sides rendered

>> No.3325583

No, not horizontally, vertically. You stand on an elevator, the elevator drops down to the top of a pyramid, and then the sides of the pyramid open for a teleporter underneath the center of the pyramid.

>> No.3325586

>and then the sides of the pyramid open for a teleporter underneath the center of the pyramid.

that's what I was talking about, you can't do that

>> No.3325589

No, they lower into the ground.
It's just the 3D floor elevator I'm concerned about.

Out of curiosity though, how in the assfuck do HeXen's doors work then? They open horizontally, not vertically.

>> No.3325591

they're polyobjects with infinite height

you can't have solid polyobjects with a defined height; the best you can do is 3D midtexture polyobjects, and then you're only going to collide with the midtextures

>> No.3325593

they are 1 sided lines
like solid walls
no going over or under unless you noclip

>> No.3325595




"ohhhhh but it's so haaaaard" FUCK YOU, DO IT ANYWAY
"ohhhhhhhhhh but it takes so long to do" YEAH NO FUCKING SHIT, SO DO IT BIT BY BIT AND GET A LITTLE BIT DONE A DAY AT A TIME

>> No.3325597
File: 53 KB, 554x361, 1465101361826.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sonic Robo Blast 2 faking horizontally-moving 3D floors by dividing them into slices along the direction of movement and having the ends appear and disappear like Mega Man blocks every tic

>> No.3325598
File: 591 KB, 472x524, Fuck son.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3325602
File: 154 KB, 589x632, 1315889016520.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck me quake's enemies can be such insufferable cunts if used correctly

sounds gud

mite give it a try tomorrow afternoon or whatever

cheers anon

>> No.3325603







>> No.3325604


>> No.3325609

See >>3324482 and >>3324483

>> No.3325610
File: 31 KB, 252x235, 1416970451730.png [View same] [iqdb] [saucenao] [google] [report]

Whoops Was meant for >>3325464

>> No.3325614

3D floors can be moved up and down or extended in either direction as all you have to do is mess around with the dummy sector it's referencing.

>> No.3325616

I'm looking at the barrel in that picture and, do I see filtered textures?



>> No.3325619
File: 728 KB, 869x554, 1464836012201.png [View same] [iqdb] [saucenao] [google] [report]

Probably downscaled in an image editor without being put onto nearest or something.

>> No.3325624

upvoted :)

>> No.3325626
File: 98 KB, 600x783, that's one doomed space marine.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3325634

i like your style, anon

>> No.3325637

You got the Rayman edit too I take it

>> No.3325641
File: 355 KB, 2257x1857, Level.png [View same] [iqdb] [saucenao] [google] [report]

Huh. So what I'm talking about would work?
See, here's the idea.
You start in a techbase-y level, which is basically a big circle around a massive arena, and you occasionally have windows down to it, showing that it's absolutely ass full of monsters all pointed to a building in the center. The level eventually leads to a stock the fuck up room with shitloads of ammo and health and armor and that stuff, with a teleporter that leads you to the building in the center.
>Sky started out as gray moon color
>Once you're in the building, it turns blood red
>King of Kings begins playing as the elevator lowers you down into absolute hell
I'm debating either having switches along the sides of the arena to open up the end of level teleport, or just putting it on a timer so it's
>Objective: survive

Please tell me somebody else has made this so I don't have to.

>> No.3325659

There's nothing crazy about his post.

Making excuses gets you nowhere.
Actually putting yourself out there and trying will let you eventually make things the way you wish to.

>> No.3325661

How do I go about smoothing weapon animations using offsets and a small number of frames?

>> No.3325668

Is there a way to force fast monsters to be activated? My map needs it.

>> No.3325678

its the classic trap, fearing the first failure and never trying to avoid experiencing it

>> No.3325682


>> No.3325690

As for the techbase level itself, I kinda want it to be separated into three 'wings,' where in the first, you're basically stuck with a pistol, very little ammo for your shotgun, and a chainsaw, and once you've essentially made it through most of it, a shitload of Archviles spawn in, making you run away to the second wing until you can fight them. The second one would be E2 style corrupted techbase, with some hellish architecture and green marble and shit, with a lot of teases to the arena in the form of wide open areas that monsters teleport into, but here would be where you get all of the weapons and ammo to fight the Archviles with, and once you're done with it, you have to go back through to the first wing to get a key that opens the third up, so by now, the Archviles have brought back all of the enemies you killed, including a lot of skeletons, since before they came at you one at a time in close quarters so you could just chainsaw them, but now they're all in one go. The third wing would then be much slower and based more on basic puzzles to cool you down for the arena it leads to.

>> No.3325691

>its the classic trap, fearing the first failure and never trying to avoid experiencing it
what exactly is at stake here, anons laughing at his inept map? Even if you can't really separate criticism of your work from criticism of YOU (which makes you a tumblr tier tard, but that's beside the point) everyone is anonymous here

Literally nothing to lose, hence nothing to fear. I'd be hard pressed to find a more inane conundrum all things considered.

t. made-a-few-maps-in-hammer-kun

>> No.3325695

brushes and displacements, oh how i miss you

>> No.3325697


>> No.3325698

damn, I'm guessing it's not gonna happen in boom format is it?

>> No.3325702

Keeping map size down by smart brush placements is beyond my skill or patience. Honestly, fuck hammer.

Then again true 3D level design should be simpler than fake 3D, though I've never attempted a doom map.

>> No.3325703

You can give all your monsters a TID and have a script that gives all actors with that TID a custominventory item that does A_ChangeFlag("ALWAYSFAST",1) on pickup? I don't know why ACS can't change actor flags directly but whatever.
If you're talking about vanilla Doom mapping then you'd have to do dehacked stuff I'm afraid.

>> No.3325735 [SPOILER] 
File: 1022 KB, 1920x1080, 1467260374357.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3325738

But I must.

>> No.3325747
File: 104 KB, 1298x338, saberhistory.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3325759
File: 274 KB, 1024x768, grin.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3325760

It's agreed that I don't have the highest of confidence surrounding Quake 3 2.

>> No.3325763
File: 83 KB, 1024x1024, 1464073328401.jpg [View same] [iqdb] [saucenao] [google] [report]


Does anyone else here think DTWID fell a bit short of the mark in what it set out to do? I think D2TWID was much better in that respect except for the fact that 2/3 of the maps were way too fun and well designed

>> No.3325764
File: 405 KB, 917x636, quake_player.jpg [View same] [iqdb] [saucenao] [google] [report]


>Not having a giant fucking axe


>> No.3325794

>The Pit
>The Crusher
Fuck this

>> No.3325801


>giant axe

Come now now anon, we both know the Ranger was given a useless hand axe.

>> No.3325816

i realy wish Ranger had a fuckhuge hammer (like it was planned) instead of a puny ax

>> No.3325827

Overall, I found the levels in DTWID to be too large and complex compared to the original's. DTWID felt like it leaned a bit too much on the exploration side of Doom rather than the action.

>> No.3325831

What is the edgiest Doom mod/map?

>> No.3325836


>> No.3325837


Are there any mods that adds Mjolnir from the mission packs to the base game as a replacement to the axe? If not, how hard would that be to make?

>> No.3325843

Grezzo 2 or any of the many Terrywads.

>> No.3325847

The columbine wad that let you execute people cowering under tables

>> No.3325856

Dorner's Last Stand

>> No.3325865

E2 and E3 of the original werent super actiony to begin with, though.

>> No.3325869


Not the same anon but even taking that into account, I think Doom's overall level design was much tighter and made much more efficient use of space than in DTWID.

>> No.3325874

I think the problem was that DTWID had most of the maps made without a specific slot in mind. So many of the maps are too generic as a result. That said, I do really like what they did with E2.

>> No.3325891

Any thoughts?

>> No.3325896

Its just E1M1 and Megalovania mashed together, its not that special. Then again I've been on Soundcloud for a while now and Megalovania has been mashed up with literally every other song in existence by now. Also I guess 'surprising' mashups don't have much of an effect on me either.

>> No.3325914

it's ambitious alright, do you have any experience mapping?

>> No.3325940

I thought it sounded pretty good.

>> No.3325959
File: 70 KB, 800x473, 1394733500521.png [View same] [iqdb] [saucenao] [google] [report]

I try maek level

>> No.3325985

you do that

>> No.3325993


Good luck, Sakuya.

>> No.3326065

>tfw learning to map for Quake
>tfw 20 years of no documentation, some of the worst and most annoying to use modding tools ever made, and few people still making maps period

>> No.3326071

I liked E2 and E3 of DTWID

E1 was definitely a bit of a let down, though. But that might be because there are many mapsets that did it better beforehand.

>> No.3326076

Isn't Trenchbroom fine? There's also the Quaddicted forums.

>> No.3326089

Trenchbroom is fine but goddamn do I feel sorry for everyone who's spent years learning Radiant and/or Worldcraft. Hammer is the primary reason I never got into mapmaking for Source.

>> No.3326106

I really enjoy it. The weapons feel great and the art design is excellent. Probably the best FPS released in a decade, though I do have my issues with it. The first half of the levels really need more demons in them. The boss fights were neat but after killing them once I'd have liked to see them thrown in with the horde afterwards, even if you take out shit like the cyberdemon's erect pillar lane move or the hell guards' shield.

Music-wise it's amazing. I was skeptical about it at first but it feels great when it kicks in. I'm not a "muh djents" fag and tend to play classical arrangements and rock and roll but it really made me want a 7 string if only to bust out BFG Division. Soundtrack is really simple and crisp in a brilliant way.

>> No.3326121

HL2 was released 10 years ago, so it's still the best FPS in the last decade

>> No.3326124

hl2 was released in 2004

>> No.3326127
File: 86 KB, 440x540, Air you serious.jpg [View same] [iqdb] [saucenao] [google] [report]

>it was
Well, shit.
Modern Warfare then, I guess?

>> No.3326145

>man on /vr/ directly compares hl2 to modern warfare
I'm reporting you to 4chan happenings thread you sick fuck

>> No.3326153

gas urself my mane

>> No.3326168

I'm replaying it now. Man, the weapons feel like crap.

>> No.3326169

i need your help to fight all these fucking skeletons

> http://forum.zdoom.org/viewtopic.php?f=19&t=52695

>> No.3326170

The people who invented the Revenent clones with the stupid strong homing and blue exploding blobs in Quake need a swift kick in the ballsack.

>> No.3326173
File: 76 KB, 653x590, 1463628541543.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3326174

I tried replaying it a year ago and quit within a few hours for the same reason.

>> No.3326179

i wish to submit this to the news post too
because if my last mod got there, this should most definately get there


>> No.3326190

I'm doing it in chunks on a per night basis and am currently up to Anticitizen One. It's pretty clear that they really, REALLY want you to abuse the fucking Gravity Gun.

>All weapons overall feel weak when you fire them
>Ammo for your weakest weapons is both held onto and found in incredible surplus
>Any gun or alt fire worth a shit has its ammo not only rather scarce, but for most you can only carry like 2 extra reloads worth
>Contrast this to HL1 where you can hold absurd amounts of ammo for some weapons
>Convenient physics props everywhere
>Shotgun is awful without double barrel

Without any suit power Freeman is actually not that resilient either in a game full of hitscan, and the pitiful damage from some weapons means you'll likely eat some hits. I've yet to die and are mainly using shotgun + AR2 since their ammo is a tad easier to come by.

>> No.3326192

No, vores are great because you can lead their shots into other enemies to do crowd control for you. I actually can't stand Shamblers, even though those are iconic enemies. Hitscan is awful.

>> No.3326210

early again

New thread >>3326206

>> No.3326407

>Anime poster
Sorry, I didn't know you had autism. Let's put it simple: every map in the alpha version of DOOM was designed by hall. Romero revisited them later on.

>> No.3326482

Graf Zahl:
>Aside from that, the 1.x branch is dead by now. Most of the backwards compatibility functionality is already present in the 2.x branch and there won't be any 1.x updates anymore.

>> No.3326772

>There's nothing crazy about his post.
I bet you hum out loud in public too

>> No.3326789
File: 110 KB, 769x675, 1404916402006.jpg [View same] [iqdb] [saucenao] [google] [report]

>>Ammo for your weakest weapons is both held onto and found in incredible surplus
this is my biggest problem with the game as well.

I'm not meaning this for hyperbolic value, but holy fuck, that gun has to be the deadest, soulless-feeling weapon in FPS history bar none. I can't believe just how did Valve not come to their senses and realize how fucking hollow it is feedback-wise, and how forcing EVERY SINGLE ENEMY and nearly EVERY SINGLE AMMO PICKUP has it laying around -somewhere- wasn't a ass-backwards choice.

>get to road 17
>oh shit its a fucking jeep with the gauss gun strapped on top holy fucking shit that's badass
>open back space
>it's chockfull of fucking infinite SMG ammo boxes

this is fucking meme-worthy.

>> No.3326906

You can fix that with scripts, change the carry values, change the damage values.

I use scripts to make the subgun hurt just as much as the pistol, allow me to carry more ammo for it, and then have a graphics replacement for it.

The pulse rifle is good overall, as is the shotgun, but they only let you carry little ammo for them, just doubling the amount of ammo you can carry for both makes the game a lot more fun.

>> No.3326975

Man, that feels like it was so long ago.

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