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/vr/ - Retro Games


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File: 44 KB, 500x300, doom2title[1].jpg [View same] [iqdb] [saucenao] [google]
345605 No.345605 [Reply] [Original]

Doom thread (prev. >>338260)

Discuss stories and WADS, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help!

We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

>> No.345659

mapbro here, any ideas for maps?

Sorry I've been unreliable as of late, shit's been crazy at my job and I never get time for doom anymore.

>> No.345665
File: 47 KB, 187x154, 20084.png [View same] [iqdb] [saucenao] [google]
345665

>>345349
>>345465
That's a pretty good idea, but before I try that I'll let you use it ingame and see if its current incarnation is annoying.

>>345401
>>345480
Haha, I'll see what I can do.

>>345516
No problem dude. The actual solution turned out to be real easy- only about 10 lines total.

>>345376
Here you go: www.mediafire.com/?4tfowh3id082ukw
Use GZDoom. Zdoom will probably work too but I haven't tried it.

(sorry about taking so long to reply, I was busy exerting my photoshop skillz)

>> No.345697

>>345665
Do a thing for
>>345626

>> No.345708
File: 102 KB, 800x600, Screenshot_Doom_20130403_155637.png [View same] [iqdb] [saucenao] [google]
345708

Repostan from previous thread, since people seemed interested.

>>345385
It's very playable right now, actually! We've got everything major done--weapons, enemies, movement mechanics, etc. The only real big issue left is trying to get a good map for it.

As you can imagine, this mod requires fuckan hyooge maps, and one of us is on Linux and thus can't use DB2 without it crashing every ten minutes, and I've never really mapped before now so I dunno how to shot sectors.
Still, progress is going slowly but surely.

>> No.345757
File: 656 KB, 1280x1024, Screenshot_Doom_20130403_181600.png [View same] [iqdb] [saucenao] [google]
345757

Any obstacle course WADs? Something that experiments with the physics and technologies of the Doom engine?

Pic somewhat related.

>> No.345776

>>345757
Apparently the guy above you is working on one.

>> No.345786

>>345665
Amazing work right there dude, but
>no Zandronum
Come on, this was made for retro deathmatch fights. Step it up!

...You know, I've been thinking, nowadays IDtech1 has become a really extensive engine. All what It'd need is a new renderer tat supports shaders and a map type that would allow more details, and I'm sure it would hold up against today's fpses.

>> No.345792
File: 584 KB, 1600x1200, Screenshot_Doom_20130224_024125.png [View same] [iqdb] [saucenao] [google]
345792

im making a mario 64 overworld deathmatch map

>> No.345801

>>345792
Those are always fun.

>> No.345831

>>345665
that's really good! though might i suggest instead of a circular spread for the supershotgun replacement, it's a + shape?

>> No.345835

>>345792
>not a doom kart map

Should we still be calling it doom kart? There's an older defunct mod called doomkart that was never finished. Anyway. Just a thought.

>> No.345836

Yo, someone join a /vr/ server.
Any of them.

>> No.345838

I have the Doom I/II Collection cd and it has 366 folders of wads and 85 editors. All old as dirt and a fair number of the wads are garbage though.

>> No.345847

I just played with Doomtra a little bit. It froze when I blocked a revenant fireball with my face.

>> No.345860

>>345792
Lookin' sweet man. You're gonna do other levels too?

>> No.345887

Someone make a 1001 nights of doom /vr/ server.

>> No.345936

>>345847
I suppose i should give thoughts on it, too:
The gun sprites make it impossible to tell what weapon you're holding unless you fire, which is a big problem if you're low on ammo. At the very least, put a letter on each gun sprite to separate it from the others.

The spinning fire shot works okay from the standpoint of "does it hit shit reliably when you pull the trigger", but it feels weird to fire. I dunno about others, but I would personally like it better if the projectile did a corkscrew motion instead of an end end-over-end somersault.

I also couldn't change weapons with my mousewheel or the number keys when I picked up a chainsaw. I had to use the dedicated previous weapon key to get off the chainsaw and back to the peashooter.

The SSG is REALLY annoying to use. It doesn't feel natural at all to have to aim off-center in order to hit a target if you're not plugging their ear with your gun barrel.

Other than those points, I fucking love it. It would kick so much ass to see this finished.

>> No.345957

>>345936
you can tell, look at the little screen on the gun

>> No.346002

>>345835
Doomrace?
Grip and Tire?

>> No.346016

>>346002
doomrace master race

>> No.346023

>>346002
Grip and Tire is neat...

I was thinking Ultimate Vroom. Vroom 2: Hell on Wheels.

That sort of nonsense. :-p

>> No.346026

>>346002
Grip and Tire is fucking good.

>> No.346034

Does anyone know where I can get a fuckton of textures? The Doom 2 ones get very restrictive.

>> No.346041

>>346034
realm667's texture stock?

>> No.346043
File: 1.02 MB, 1280x1024, Untitled.jpg [View same] [iqdb] [saucenao] [google]
346043

I need small ideas for a lava-themed joke WAD.

>> No.346059
File: 236 KB, 1406x944, 1358162585147.jpg [View same] [iqdb] [saucenao] [google]
346059

>>345786
You got a point, though making it zandronum compatible shouldn't be too hard I think, though I have never actually tried making a Zandronum mod before.

In fact, here's a quick and dirty (probably) Zandronum compatible* version.
www.mediafire.com/?q9a4uudzc30w6ah

>>345936
You can tell which gun you have equipped by the screen on the gun. It might be a little hard to see if you have your HUD on, though.
Yeah, I'm not really happy with the spinning fire shot, honestly. It feels imbalanced in terms of the damage it does and isn't that fun to use. I might just replace it with the exploding flame from Super C.

>> No.346064

>>346043
"That's a good cup of lava."

"Of great magma-tude"

>> No.346068

>>346043
>Joke wad
I suggest not making a joke wad.

>> No.346079

>>346068
Why not?

>> No.346084

>>345665
;-; I can't use it because I can't into GZdoom.

>> No.346089

>>346043
>joke wad
you are cancer pls go die.

>> No.346096

>>346068
>>346089
Am I missing something? What's wrong with joke WADs?

>> No.346097

>>346079
There's just too many of them. If you're going to make a joke wad, why not just put some real effort in and make it a themed wad?
>>346059
I forgot to mention. This version has a slightly altered super spread gun, that fires in a tight diamond.

>> No.346109

>>346084
Try this version then:
>>346059
It has some toned down effects (no scaling- i'll have to add the pre scaled sprites in later) but is otherwise the same as the original.

>> No.346115

>>346089
>>346068
>>346097
>no fun allowed

>> No.346126

>>346096
A few things.

1) Never funny
2) Map makers assume shit level design is acceptable because it's a joke wad
3) It's really never funny and nothing you can do will make it funny
4) The sheer number of shit joke wads is in the ten thousands now

>> No.346134

>>346115
jokewads are usually really poorly executed. It's not a case of all jokewads are bad, just most. People usually don't spend time making any decent maps for them and just fill them with print(s:"LOLOLOLOL FAG XDDDD");

>> No.346167

>>346109
Ok I got it working.

Now for the laser, can you do one solid line? I notice when strafing and shooting it, it breaks into three shots.

>> No.346187

>>345708
this is a pretty exciting project idea. hopefully you guys get a map made soon.

>> No.346206

>>346043
>need ideas
>joke wad
here's an idea, put your effort into something more serious

>> No.346210

>>345836

Fucking this. We've got 7 servers up and no one's on. What the balls guys¡

>> No.346216
File: 572 KB, 1200x2377, Image4.jpg [View same] [iqdb] [saucenao] [google]
346216

>>345860
i don't think so, it's way too much work. i'm actually making the level accurate by looking at coordinates off the original wireframe using Toads Tool 64 (http://qubedstudios.rustedlogic.net/ToadsTool64.htm).). i even extracted all of the textures. terrain is a bitch in doom.

plus the whole room over room thing kind of limits which levels i can do. im already having trouble putting in the front door to the castle which has an overhang.

>> No.346225

>>346210
You're right. We need more servers.

>> No.346243

>>346216
Well, it looks really good so far, so best of luck to you mate!

>> No.346246

>>346216
Keep up the good work anon!

>> No.346247
File: 364 KB, 588x639, スクリーンショット 2013-03-15 0.30.47.png [View same] [iqdb] [saucenao] [google]
346247

>>346126
I wish there was an actually funny joke wad. I guess Chex Quest comes pretty close to the closest to making me laugh wad. Atleast none of them have been overtly unfunny enough to make you mad though.

>> No.346249

>>346206
If I wanted to make something serious I wouldn't be making a joke wad.

>> No.346256

>>346210

peeps in the /vr/tual bois put their D in demons server

pass is vidya

>> No.346262

>>346256
count me in

>> No.346274

Using zandronum through the IDE, how do I change my name from 'Player'? I've set up what I think is a login on the ZD scoreboard but I keep showing up as player..

>> No.346283

>>346249
Not any of them, but at least put some effort into it. Make it fun, then funny. And put some real humor into it, not just referential sound bytes and stupid shit.

>> No.346289

>>345659
I got a lot of map designs in my head, but I can only draw them out.

>> No.346290

>>346216
Put some "Hidden" flags on those linedefs so they don't show on the automap.

>> No.346303

>>346283
That's what I intended to do.

>> No.346305

Besides Doomkart is there any megawad concepts being worked on?

>> No.346308

>>346305
There's the /vr/ community project, and I've been thinking of starting a big weapon mod myself.

>> No.346317

>>345741
That's how it felt with me and WolfET

I tried going online a while back, found a server that had my old clan (it was cool to be in one at one time, honest) tag as it's title with three people playing. Joined, they said something to each other in Portuguese, and all three left. Leaving me alone with the anti-tank cannons.

>> No.346331

>>346059
I just played it a little more and froze again, this time when I got hit by a mancubus. I noticed both times I froze, I was firing my gun just as I was getting damaged.

Also the exploding flame shot wouldn't be a bad idea. Personally though, I would put the exploding flame shot down as the BFG replacement.

>> No.346340

>>346331
Alright, which gun were you firing?

>> No.346341

>>346308
I kinda wanted to do this, but I'm too fucking stupid to figure out how to tune/alter gun parameters.

In fairness, I tried like... 6 years ago, so I might fare better now. and there's a better library of existing stuff to draw from (rip off) and tune from there.

>> No.346351

>>346340
I forgot to take note of that. It was either the SSG, the flame shot, or the laser.

>> No.346354

so, turns out as I read down the old thread, I've been talking to myself for quite some time.

@DOOM4 I'm totally fine with this. Sgt Mark's taste for insanity, Doom 1/2's pacing (although, if I may humbly suggest, less obtuse puzzle mechanics), John Carmack's nerd wizardry/grafix, and a level editor and resource maker on release.

I would buy the fucking shit out of that.

inb4 MMORPG mechanics/posting to facebook every time you kill a fucking enemy

Although, that being said, I do think Doom could actually benefit from a paired down crafting system or something. Think like, the Quake 1 expansions where they had amped up versions of weapons, for example.

It won't happen. id's dead, and I should just deal with it. But I don't want to.

and, in reference to C&C Renegade being brought up:

Think /vr/ would mind if I made a thread about it and tried to get some servers started up? It's a 2001/2002 game, so it's technically a little too new, but it's excellent, and dead, and roughly the correct age...

Think they'd mind?

>> No.346357

>>346351
Probably the SSG, though

>> No.346364

>>346308
Is the /vr/ project just the /v/ project continued?

>> No.346372

>>346354
Nah, go ahead dude, it's fine. We love the vidya.

>>346364
Pretty much, yeah.

>> No.346393

>>346372
It does seem that way - /vr/ is a lot of bro-tier vidya players from what I've seen. It's like /v/ without the shit, and people actually enjoying games, new and old.

Hope it stays that way

>> No.346414
File: 26 KB, 220x317, 220px-Army_of_Darkness_poster[1].jpg [View same] [iqdb] [saucenao] [google]
346414

Hey y'all. I'm a big Evil Dead fanboy, and a few days ago I found out there's an Army of Darkness wad. It's pretty short (Only 8 levels) but it's really good! Definitely worth a try, so check it out.

It's a little old and uses decorate scripts, so I went ahead and took care of converting all that into a single nice little wad. Here you go guys:

http://www.mediafire.com/?4zm3azcn63zgvfc

>> No.346415

>>346351
>>346357
I can't seem to reproduce it, which port are you using and have you been able to?

>> No.346479

>>346415
I'm using GZDoom. I can't reproduce it on command.

>> No.346483
File: 1.28 MB, 320x180, 1359249564714.gif [View same] [iqdb] [saucenao] [google]
346483

>>346479
Well this sucks

>> No.346485
File: 215 KB, 1366x768, Screenshot_Doom_20130403_145745.jpg [View same] [iqdb] [saucenao] [google]
346485

OMG TEH REI

>> No.346518

>>346305
Reposting from the previous thread:

"Okay, well. You know how fast Doomguy moves, right?
Take that speed and double it. Hell, double his jump height, too. So you're running and jumping through levels at 120+ MPH, and you have a huge variety of parkour moves to leap across walls, off walls, over ledges, and etc. But hey, even if you don't want Parkour, you have the ability to go 'fuck you, physics', and launch yourself even higher in the air or dash even faster with the press of a button.
And if that's not enough, there's a Turbo button that doubles your already-impressive movement capabilities.

All the while, you're racing around maps that are about 3x the size of ZDoom Wars maps, trying to get to the finish while dodging through turret drones and aerial drones firing lasers at you.
Oh, and the other players are shooting at you as well."

>> No.346520

>>346485
that fucking engrish

>> No.346539
File: 1.03 MB, 1542x2514, thereallist2.jpg [View same] [iqdb] [saucenao] [google]
346539

>> No.346545

>>345792
Batandy?

>> No.346559

>>346126
What about the TurboCharged Arcade series?

>> No.346560

>>346485
Go away Weaboriance.

>> No.346565

>>346559
Fucking this.

Aside from the dialogue, those levels were pretty clever.

>> No.346570

>>346518
Speaking of requests:

I have all of Dr. Sleep's Inferno WADs. Can someone here take them and put all the maps into one WAD? I tried it earlier by just renumbering the maps and saving them all to one WAD like that and the textures got all fucked, and the first map somehow kept turning into Doom E1M1.

>> No.346571

>>346414
I'll check it out, I like Evil Dead too.

>> No.346578

>>346354
Would be fun if we could get a /vr/ group to play Renegade with.

>> No.346581

>>346414
DLing now.

>> No.346594

>>345792
Any ideas for the Pipe and canon yet?

>> No.346613

>>346354
>>346578

Renegade has an active community of a few hundred players and the community client has a built-in map downloader now. There are a few servers that are always full and lively.

>> No.346629

>>346613
Oh? That's good to hear, are there any specific sites and all to download the necessary files?

>> No.346636

Thanks /vr/, I hadn't played doom DM in a long fucking time.

>> No.346661

Guys, quick question, so i have like thousands and thousands of wads but most of them are pretty musch useless because i can't sort em.
Any general tips on how to organize and keep track of your pwads?

>> No.346670
File: 666 KB, 1024x576, vlcsnap-2013-03-09-15h24m17s93.png [View same] [iqdb] [saucenao] [google]
346670

>>346414
it says Doom1 at the end should I use Doom1 as the iwad? or is Doom2 fine?

>> No.346685

>>346354
>@DOOM4 I'm totally fine with this. Sgt Mark's taste for insanity, Doom 1/2's pacing (although, if I may humbly suggest, less obtuse puzzle mechanics), John Carmack's nerd wizardry/grafix, and a level editor and resource maker on release.

It would be great but I don't think Sgt Mark's work would mesh well with a 3D space. All of it is so visceral specifically because it's 2D sprites. Models crawling around on the ground would just look cheap.

>> No.346697

>>346043

>Nvidia.wad

>> No.346698

>>346670
If you don't use Doom 1 some extremely weird shit happens. Use Doom 1.

>> No.346706

>>346485
Looks like shit.

Plus I never found EGA any good.

>> No.346709

>>346698
aight

>> No.346715

>>346613
Shit people still play Renegade?

I wonder if any of my old friends still play

>> No.346736

>>346698
I keep getting shot by invisible things and die all the time and then it says I got killed by a zombie. Happens both in doom2.wad and doom.wad. Is it incompatible with Zandro?

>> No.346749

>>346736
Make sure you're playing episode 3
Also this shit is hard as fuck goddamn!

>> No.346756

>>346661
Folders?

>> No.346758

>>346629
>>346715

These people manage the software now:

http://www.tiberiantechnologies.org/

>> No.346802

>>346756
>Having to manually add each folder in doomseeker

I just add the .txt files next to them. If you need to find a wad just grep the text files.

>> No.346831

>>346802
And when you don't have a .txt file because you got them through wadget or something like that?

>> No.346836

>>346831
>wadseeker

>> No.346874

>>346831
Make your own??? Open it up in Slade, see what it does, then add a txt file for it. Like "Coop wad, adds a few maps. Playable in sp too but it's dumb."

>> No.346885

>>346802
...It's not that hard.
Seriously, just make a folder for Music mods, Multiplayer mods, Singleplayer mods, Weapon mods, Heretic mods, HeXen mods, Doom 1 mods, etc, etc, etc...

>> No.346891

>>346874
Thank you.

>> No.346901

>>346758
Thanks pal

>> No.346998
File: 20 KB, 685x589, lel.png [View same] [iqdb] [saucenao] [google]
346998

Let's play Doom roulette.

Go here:
http://www.doomworld.com/idgames/?random

Download and play through the WAD you get. If it's just a weapon mod just play your favorite level and report back with a review.

>> No.347026

So uh, for the whole "Doom Rougelike" thing.

Why don't we just use OMG Weapons?

>> No.347105

>>346998
man, I get the bullshittiest of shit .wads when I do that.

Did it 3 times yesterday and all of them were awful. Maybe after I get done here.

>> No.347153

>>346998
Duplex
http://www.doomworld.com/idgames/index.php?id=14118
A fairly well done single map wad

>> No.347181

>>346998
http://www.doomworld.com/idgames/index.php?id=13886

0/10 it was ok.

>> No.347270

>>346998
http://www.doomworld.com/idgames/index.php?id=14380
I spawned in lava and couldn't win
5/5

>> No.347274
File: 347 KB, 800x600, Screenshot_Doom_20130403_220239.png [View same] [iqdb] [saucenao] [google]
347274

>> No.347342

http://www.mediafire.com/?v8s535eii3xppns
I haven't mapped in a while but made this today, run it in zdoom, thoughts?

>> No.347349

Brutal Doom's AR with its ADS option seems to take all the challenge out of the game.

The AI can't seem to cope with being able to shoot like that.

>> No.347376

>>346998
>http://www.doomworld.com/idgames/?random
>
This is just a single sector with a single wall texture used everywhere. It's simple enough to ensure fast paced DM games, but I found it hard to navigate, as everything looks the same everywhere. It's also very dark (though the author threw in a shitload of light amplification visors to remedy that problem). Simple design is often good for DM, but when it's *this* simple it, sadly, becomes monotonous and boring to play.

No thanks.

>> No.347383

>>347376
Link?

>> No.347389

>>347383
http://www.doomworld.com/idgames/index.php?id=13762

>> No.347494
File: 321 KB, 1600x900, E2M4.png [View same] [iqdb] [saucenao] [google]
347494

Am I the only one who thinks this is the corniest texture ever made?

>> No.347496

>>347274
Im the best motherfucking tour guide.

>> No.347529

>>346998
http://www.doomworld.com/idgames/index.php?id=13829
>all that required wallhumping
>fighting shit in pitch blackness
pretty good wad otherwise, at least better than the flack it gets in the reviews
it was kinda cool seeing all the key doors in front of you from the start, like you're in a pseudo-hub like in crash bandicoot

>> No.347530
File: 87 KB, 588x437, 1358882956459.jpg [View same] [iqdb] [saucenao] [google]
347530

>>346998
>Burzum's Survival Wad
http://www.doomworld.com/idgames/index.php?id=16288

The shittiness of this wad really speaks for itself.

I mean, there are missing textures galore, poor enemy and item placement, lazy architecture...

You start with a fucking cyberdemon right in front of you.

>> No.347547

Are you /vr/ enough to play doom like this?
http://www.youtube.com/watch?v=Wv9oFgQWu8s

>> No.347579

>>347547

But Doom never had to look and sound like that...

>> No.347583
File: 258 KB, 1200x805, 21000.jpg [View same] [iqdb] [saucenao] [google]
347583

>>347547
>menu pic is Necronom IV

11/10 best new WAD where do I download this shit?

>> No.347610

>>347583
Wait nevermind that's not even Necronom IV 0/10 would not fuck.

>> No.347645

Anyone wanna come play some Who Dun It? There's a /vr/-dedicated server running it labelled "/vr/tual bois solve a murder mystery". Pass is "vidya".

>> No.347678

>>347494
I don't know why, but those textures gave me creeps as a kid.

>> No.347705

>EGA Doom
Hell yes. PC Speaker for max nostalgia.
I'll roll a wad here in a sec.

>> No.347728

>>346594
maybe i could make the canon bounce the player to the roof, dunno about the pipe maybe a teleport to somewhere

>> No.347738

>>346998
http://www.doomworld.com/idgames/?id=15647

Oh god...

>> No.347748

>>347738
>[AD] Clan
Attention Deficit Clan

>> No.347785

>>347738
>>347748
I don't get what AD was about. Someone explain?

>> No.347805

>>346998
http://www.doomworld.com/idgames/index.php?id=1713
lodsofzombes

>> No.347806

>>347785
It was a Skulltag clan formed by retards, that nobody on the Skulltag community liked, some of the member like "lord_of_D:" are still around Zandronum being total dumbasses.

>> No.347820

http://www.doomworld.com/idgames/index.php?id=7989

I got this, tried playing it and the map was not there. I guess that's what you get with a 15 year old wad.

>> No.347867

>>347820
It might've been under a different map number. Check it in Slade?

>> No.347890

>>347820
It is there, is MAP12.

>> No.347937

>tfw playing nuts2.wad for the first time

This is actually kind of fun.

>> No.347946

http://www.doomworld.com/idgames/index.php?id=849
very fun until you realize you have to find the exit

>> No.348092

http://www.doomworld.com/idgames/index.php?id=14938
this one disappointed me, it gave the feeling of building up to something and then it's over

>> No.348132

>>346594
>>347728
>canon
Come on guys

>> No.348137
File: 99 KB, 640x480, Screenshot_Doom_20130403_231212.png [View same] [iqdb] [saucenao] [google]
348137

>>347820
Better than expected.

>> No.348171
File: 5 KB, 128x128, profbeast[1].gif [View same] [iqdb] [saucenao] [google]
348171

>Silly professor that's now how biogenetics works!

>> No.348184
File: 815 KB, 1280x1024, Screenshot_Doom_20130403_161951.png [View same] [iqdb] [saucenao] [google]
348184

>>347820
tab12.wad
>12

The TXT file threw me off and made me think it replaced map 01. It's actually map12 (duh).

Based on the historic Alabama Theatre (don't live anywhere near Alabama so dunno how true to form it is) Lots of ammo, health and supplies. A bit easy on the traps and a little unimpressive on the graphics and texture alignments, and nobody should use that no-sliding effect on elevators ever. The theatre area was decently built, though the texturing made it look rather plain.

Overall not bad, I'd give it 8 out of 12 TaBs.

>> No.348208
File: 182 KB, 1366x768, Screenshot_Doom_20130403_213105.png [View same] [iqdb] [saucenao] [google]
348208

>>346998
>http://www.doomworld.com/idgames/index.php?id=11357
Beautiful

>> No.348234
File: 6 KB, 128x128, vishnak[1].gif [View same] [iqdb] [saucenao] [google]
348234

>Please kill me it hurts to live.jpg

>> No.348269
File: 662 KB, 740x858, All i know is suffering.png [View same] [iqdb] [saucenao] [google]
348269

>>348234
i could be worse

>> No.348278

>>347583
Giger mod when

>> No.348294

Okay /vr/tualbros, I've got a couple of questions for ya...

1. Wolfenstein
Is there a doom/wolfenstein mod?
Basically Wolfenstein in Doom's engine?
I'm basically looking for a game with Wolfenstein's
Sound effects
Graphics
Weapons
Enemies
Enemy Behaviors
etc. but in the Doom engine.
So improvements would be in the way the character moves.

Or on the other hand, a mod that's just Map31 type levels (the nazi level in doom II), but with all the wolfenstein enemies, not just the blue SS officers.

2.
Are there any sourceports and/or wads that solve the whole "You can't be directly above anything" problem?
Like for some reason if I'm at the top of a cliff and a pinky is at the bottom, it can bite me from there, and I can't run over it.
Also related, I've noticed there are no platforms directly underneath other platforms in doom.
Like, if a wad has 2 floors, the second floor won't be directly above the first one.
This puts limitations on level design, obviously. You couldn't have a tunnel under a field where people are supposed to walk, for instance.

Thanks, nerds.

>> No.348307

>>348294
There are lots of nazis in the Indiana Jones like Nazis! mod

>> No.348324

>>348294
1. Go look up STWolf

2. GZDoom and its derivatives can do that

>> No.348326

http://www.doomworld.com/idgames/index.php?id=134
would be a fun mod if it wasn't for the fucked-up textures, the cyberdemon outta nowhere and the fact that the exit is within 5 seconds of spawn point

>> No.348327

Does anyone know of a working download for this?
http://www.youtube.com/watch?v=LRrWFZRn0uc
I'd like to give it a whirl, but it's been inactive for years and the author seems to have disappeared from the face of the earth.

>Captcha : tembake this

>> No.348340
File: 2 KB, 128x128, ocelot[1].png [View same] [iqdb] [saucenao] [google]
348340

Revolver Ocelot, anyone?

>>348294
>Is there a doom/wolfenstein mod?

Yes (I THINK it's called WolfDoom, Personally I haven't tried any Wolf TC, but I guess the rest of the guys can help you). And even better, there's a good bunch of Wolfenstein-themed wads, and they don't suck at all.

>> No.348343
File: 58 KB, 640x480, Screenshot_Doom_20130403_233823.png [View same] [iqdb] [saucenao] [google]
348343

>>346998
Mod called Levitic, forgot to save the url
It immediately gave me a chaingun but seems alright

Also, how can you change the screenshot directory?

>> No.348351
File: 268 KB, 1280x1024, Screenshot_Doom_20130403_161312.png [View same] [iqdb] [saucenao] [google]
348351

http://www.doomworld.com/idgames/index.php?id=16785

A big ol' 32 map megawad. Supposedly of good to mediocre quality; there was noticably small amounts of health and ammo available in a relatively large map01. Died on map02. Likely one of the harder map packs unless you are used to really challenging wads. I'll throw this up in a coop server and continue for a bit.

>> No.348378

>>348343
why did I sayy mod, I meant wad

>> No.348385

>>348343
So into zandronum.ini (It may append your windows username to the end, ie: 'Zandronum-Newbie.ini') and Control-F for
'screenshot_dir=' and type in wherever you want it to save screenshots, for example 'C:\Doomshots'.

>> No.348391

>>348294
http://www.afadoomer.com/wolf3d/default.php
I suppose this is the one you're talking about.
As for the second question, use GZDoom or Zandronum for that feature.

>> No.348406
File: 185 KB, 1024x768, Come at me bro.png [View same] [iqdb] [saucenao] [google]
348406

>> No.348415

>>348351
Server's up, Zone of Fear for servername, no pass. Mostly just testing server stability.

>> No.348432

>>348294

Yes, it's called wolfendoom and it's awesome.
The guy even made like 10 extra campaigns on the arctic, ruins, nazi submarines, everywhere

http://www.doomworld.com/wolfendoom/index2.html

Those dl links kind of suck, i might upload my rar file with every wolfendoom wad.

>> No.348435

>>348278
You've just made me think of a Darkseed FPS

>> No.348439

>>348415
>Not Zone of Fear /vr/ for servername
Nigga what are you doing?

>> No.348468

>>346998
(BRUTAL) Sewers.WAD:
It's a replacement for e1m1 of doom 1. It's a near endless maze of brown, repetative textures with a nukage floor. It took me a while to finish, and was absolute shit.
The verdict:
2/10 apply yourself!

>> No.348479

>>348439

This.

Atleast put /vr/ in int so we can filter n' shit.

>> No.348512

>>348415

Zone of /vr/

>> No.348514
File: 425 KB, 800x800, 0eb2de9a26aa2b43aa00e570afe0872eafd98f4e.jpg [View same] [iqdb] [saucenao] [google]
348514

>>348278
>monsters are all different biomechanoids
>rockets are replaced with penises
>the Icon of Sin has tits

YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES

>> No.348527

>>348514
>rockets replaced with penises
>chainsaw replaced with the dildozer

>> No.348530

>>348439
relaunched the server. Turns out the map difficulty isn't so bad, though ammo and health are still a bit scarce.

>> No.348542

http://www.doomworld.com/idgames/index.php?id=16043
well this is a pretty boring map, nothing to do except hunt for the blue skuaaaAAAAAAAAAAAAA

>> No.348559
File: 431 KB, 800x600, Screenshot_Doom_20130403_220503.png [View same] [iqdb] [saucenao] [google]
348559

>>346998
>http://www.doomworld.com/idgames/index.php?id=16333
"If you give a man a shotgun, he'll want some shells to go with it..."
Seriously, this whole map is just shotty spam. You only get one other weapon, and that's in a secret, but more on that later.
The level design is literally "Take down the hitscanners in the room, kill everyone else, hit the switch, move onto the next room, repeat."
Architecture looks good for the most part, but some areas are painful to the eyes, and some even blend in, like a set of grey stairs perched on a grey wall with a grey floor.
The areas that do look good provide nice attention to detail, which is uncanny for a speedmap.
It's veeeeeery short. Only 4 rooms (Loose definition) and one weapon means very boring gameplay.
The ending is a little disappointing. You reach a pair of bruisers with the exit switch in the middle. You can either kill them with your shotty, or just end it there.
Lastly, there is a secret right at the start that sticks out like a sore thumb, and leads you right to the exit fight with a chaingun, but no way to exit the room, meaning a more close quarters fight, but still nothing that can't be handled with the fucking rape-o-saurus rex they just gave you.
4/10 Wouldn't bang.

>> No.348567

>>346998
http://www.doomworld.com/idgames/index.php?id=801
What am I supposed to do with this?

>> No.348654

http://www.doomworld.com/idgames/index.php?id=14
very short and requires wallhumping to beat it, but great start for apparently being the second proper wad ever made

>> No.348676

>>348559
>Take down the hitscanners in the room, kill everyone else, hit the switch, move onto the next room, repeat

... isn't that the point of Doom in general?

>> No.348694
File: 297 KB, 1600x900, Screenshot_Doom_20130403_231827.png [View same] [iqdb] [saucenao] [google]
348694

>>348542
HOLY SHIT SON!

>> No.348740

>>348676
Well it's moreso here, because being given nothing but a shotty just makes the hitscanners pop out like a sore thumb, so much so that the imps and demons peppered throughout the level mean pretty much nothing. When compared to say, MAP11 ('O' of Destruction) in Doom 2, where I had just as much priority kill the projectile shooters as I did with the hitscanners.
Maybe it's because he limited himself to Doom 1, but there had to be a reason for that, right?

>> No.348867

>OBLIGE myself an episode of tiny levels
>boring arrangement of 4 buildings
>this can't be too hard
>mancubutts everywhere
>teleporter trapped into rooms full of shotgunners twice
Fuggin level generators man.
On an unrelated note, I met a transgendered lady with the last name "Hadcock" today.
It took much effort to restrain the giggling.

>> No.348878

>>348867
Why are you faggots not in the Whodunit server?
We need more people

>> No.348882
File: 64 KB, 460x460, Het.jpg [View same] [iqdb] [saucenao] [google]
348882

>>348878
I don't particularly like Whodunit.

>> No.348889
File: 104 KB, 634x543, 92384237456.jpg [View same] [iqdb] [saucenao] [google]
348889

Server: "/vr/tual boys solve a murder mystery"
Password: "vidya"

Get in here, it's a lot of fun.

>> No.349070
File: 64 KB, 420x500, 1361839260909.jpg [View same] [iqdb] [saucenao] [google]
349070

>>348694
That's one fuckhuge pentagram.

>> No.349135
File: 278 KB, 1024x768, Screenshot_Doom_20130404_001305.png [View same] [iqdb] [saucenao] [google]
349135

>> No.349202

>>348889
>>348878
>excited to play
>look at server
>no one in there

LIARS. I CAUGHT YOU.

>> No.349217

The introduction of "jump" and "duck" controls in source ports such as ZDoom and Skulltag , although not canon, seem to quash the widespread rumours of the 1990s that the Doom marine was a paraplegic transporting himself by a rocket powered wheelchair.

Doom Wikia is weird.

>> No.349276

How do i get in on multiplayer with you guys, what version of doom should I use?

(could we put that info in OP for each thread...?)

>> No.349284

>>349276
Zandronum with Doom II iwad.

>> No.349349
File: 627 KB, 1280x1024, Screenshot_Doom_20130404_002950.png [View same] [iqdb] [saucenao] [google]
349349

>room containing roughly 200 pissed-off cyberdemons
>7 hp
>no more health pickups
>only a pistol, shotgun, chaingun, and BFG

Help me guys. :(

What do?

>> No.349363

>>349349
rip and tear is always the answer

>> No.349367

>>349349
Technically speaking you have 14 health because of the armor.
Also rip and tear.

>> No.349368

>>349349
You might need to do a little ripping and tearing

>> No.349370

>>346998
http://www.doomworld.com/idgames/index.php?id=1019
A "Wild West" level, overall was alright, a bit small though it was made in '94. Too many weapons spread around though and the switch to open the exit door is too far away that or I was too slow in getting to the door in time.

Suppose though, if one were to touch up the map a bit it could make for a decent DM level or something.
Also something a bit funny with this, you need to load the WADs in a specific order else the game crashes (even tested with Chocolate Doom)

>>348567
You just re-roll till you get a WAD, it's what I do at least.

>> No.349380
File: 251 KB, 1024x768, Screenshot_Doom_20130404_003508.png [View same] [iqdb] [saucenao] [google]
349380

>>349363
>>349367
>>349368
Well I do have a chainsaw too...

I'm going for it. Wish me luck.

>> No.349384

>>349349
to maximize the power of the BFG, get maximum close to the Cyberdemon, shoot, and don't move, keep the BFG pointed at it. If you do it right you'll kill it in one hit, and damage the others behind it. Rinse repat, I guess.

>> No.349385
File: 11 KB, 400x299, hng.jpg [View same] [iqdb] [saucenao] [google]
349385

>>349368
>>349367
>>349363
Oh you guys.

>> No.349390
File: 463 KB, 1024x768, Screenshot_Doom_20130404_003546.png [View same] [iqdb] [saucenao] [google]
349390

>>349380
RIP AND TEAR YOUR GUTS! YOU ALL ARE HUGE! THAT MEANS YOU HAVE HUGE GUTS!

>> No.349397
File: 423 KB, 1024x768, Screenshot_Doom_20130404_003700.png [View same] [iqdb] [saucenao] [google]
349397

>>349390
RAAAAAAAAAAAAAWGWAHWAGAHGEHAEA

>> No.349402
File: 2.02 MB, 320x200, .gif [View same] [iqdb] [saucenao] [google]
349402

Because I'm a faggot and like embedding sounds

>download http://dnsev.github.com/4cs/
>click "sounds" next to picture
>get sound
>listen to typical match with /vr/

Also
>me messing up the first time

>> No.349403
File: 223 KB, 1024x768, Screenshot_Doom_20130404_003743.png [View same] [iqdb] [saucenao] [google]
349403

>>349397
FUCK

>> No.349410

>>349402
Exactly what was expected.
Still giggling like a little girl.

>> No.349414

>>349384
It doesn't matter where you're looking after the initial projectile leaves the gun but instead where you're standing. And killing in one hit is improbable if not impossible. Done properly I'm almost certain it will take at least 2 shots.

>> No.349423

>>349349

do you even NUTS.WAD?

>> No.349426

>>349403
>a cyberdemon

More like vaporized by 200.

>> No.349428

>>349414
>impossible
But I did it before, twice. If you are actually the closest you can get to the cyberdemon you will kill it in 1 shot. Not sure about the position, but what I tried yesterday made me get best results by standing still and looking towards target area.

>> No.349434

>>349402
It's like Beavis and Butthead

>> No.349440

>>349397
Cyberdemon on the left appears to be wearing a rocket codpiece. That' or he's happy to see you.

>> No.349446

>>349402
I loved being a part of that. It's too much fun.

>> No.349450

>>349428
>If you are actually the closest you can get to the cyberdemon you will kill it in 1 shot

It's pretty fucking hard to get that close to a cyberdemon. Even with invulnerability his rockets are still going to punch you thirty feet in the air.

>> No.349459

>>349450
lrn2dodge, he only shoots 3 at a time and then stops. It's hard but can still be done.

>> No.349520

>>349428
No you didn't, don't give me that "that kid" bullshit. The damage ratio for the BFG at the closest possible range is between 2900-3000 hp. Since the cyberdemon has 4000 hp it's utterly impossible for that to occur without a mod or him being damaged through infighting,

>> No.349524

so is nuts.wad liked ironically or do you actually have the worst taste in history?

>> No.349545

>>349524
nuts.wad is not liked as anything other than a shot to the foot to anyone who wants to make a slaughter map.

>> No.349560

>>349524
nuts.wad is more of a joke wad, but nuts2.wad is actually playable and quite fun.

>> No.349575

>not able to beat nuts.wad

>> No.349590

>>349575
It's the fucking lag that makes it near impossible to beat, not the monsters themselves.

>> No.349594

>>349590
Play it using chocolate-doom. No lag at all.

>> No.349602

>>346483
Another guy with a crash. I was playing on Icon of Sin and it froze when one of the monsters spawned inside of me.

On a happier note, this Doomtra thing is fantastic.

>> No.349607

Would anybody be interested in me hosting an Icon of Party server?

>> No.349625
File: 575 KB, 1280x1024, Screenshot_Doom_20130403_181716.png [View same] [iqdb] [saucenao] [google]
349625

>>348351
http://www.doomworld.com/idgames/index.php?id=16785

Better than expected, Zone of Fear has quite a few more open levels that can be easily lost in, with the switches that open up new areas allowing groups of players to be doing different things while advancing. There were a couple random puzzle and themed levels, which were interesting if gimmicky. Worked pretty well when run as a coop wad, though I ticked on double ammo to compensate for the low ammo spawns. Got pretty intense on some of the levels too. 9 out of 10. Still running the server as Zone of Fear /vr/, no pass.

>> No.349639

>>349607
>>349607

>> No.349640

>>349520
>WAAAAAAH NO YOU DIDET
Cry more retard, a BFG does more than 4000 damage, but there's another reason why it can't kill the Cyberdemon in one hit.

>> No.349670

http://www.doomworld.com/idgames/index.php?id=10568
A remake of Doom 1s E2M2 though it replaces MAP12 of Doom 2. I found the original E2M2 to be dull but I found this to be excellent and is quite challenging.
8.8/10 l

>> No.349704

>>349607
I would join

>> No.349718
File: 13 KB, 250x300, 1319998480669.jpg [View same] [iqdb] [saucenao] [google]
349718

>>349704
Hostname: "/vr/ - Icon of Party"
Password: "vidya"

>> No.349731

>>349520
Actually the absolute upper cap on the amount of damage the BFG can do to one target per shot is 5600 (800 projectile damage + 40 tracers of 8*15)

>> No.349737

>>349640
not him but stop being this retarded

>> No.349762

>>349731
It'll never even reach 4000 because of how the RNG works, though.

>> No.349768

>>349718
I don't see it.

>> No.349780

>>349762
It could in theory. But it's so unlikely it's not even worth factoring due to the huge amount of randomness on each shot giving it an averaged amount of damage of 2600-3000.

>> No.349784

>>349718
I can't see it
Might be my net being retarded, though

>> No.349808

>>349784
Try now.

>> No.349813

>>349781
Don't start.

>>349784
He might've not broadcasted, or he didn't port forward properly.

>> No.349857

>>349808
Is it on Best Ever or are you hosting it on your own computer?

>> No.349869

>>349857
It works now, refresh your list.

>> No.349873

>>349869
That doesn't answer my question.

If I refresh, my internet literally goes out and most of the servers say no response

>> No.349906

>>349873
He's hosting on his own PC.

>> No.349958

>no Doom Kart discussion

THIS IS UNACCEPTABLE

START MAKING RACETRACK MAPS

-A BEAUTIFUL CRUISE THROUGH PHOBOS, DEIMOS, AND HELL

-RACETRACKS THAT REQUIRE MANUAL PLAYER ACTIVATION OF SWITCHES AND ARE BASICALLY SPEEDRUNNING A WATERED DOWN DOOM LEVEL WITH KART SHENANIGANS

-ICON OF SIN: THE TRACK. MONSTERS SPAWN FUCKING EVERYWHERE AT RANDOM. NOT TOURNAMENT FRIENDLY BECUZ RANDOM.


NEEDED FEATURES FOR DOOMKART
-RUNNING OVER MONSTERS
-ROAD RASH MELEE
-DIDDY KONG RACING AEROPLANES


FUCK

>> No.349964

>>349958
Isn't the guy doing the spriting asleep anyway?

Also, are we doing it like running into blocks and get powerups?

>> No.349970

>>349958
maybe people won't talk about doom kart because you won't stop fucking being obnoxious about it?

>> No.349973

>>349958
How do the karts interact with stairs? Do they treat them like normal, i.e. like a ramp?

I'm almost done with my first map, and I'd whip a track up for DoomKart.

>> No.349980

>>349964
Codeguy hasn't said how the powerup system is going to happen. I don't think he's gotten that far. Meanwhile, has anyone collected spriteguy's creations into a single image or anything for showing off?

>> No.349991

>>349982
That poster isn't CuddlyZebesian.
...and believe me, nobody in the IRC has love for him, either.

>> No.350004

>>349991
That's my fault, since I kinda ran into there raging.

>> No.350032

>>349980
I think he's still spriting the rest, but I recall one or two being finished.

>> No.350053

>>350032
I know I saw a Lost Soul, Doomguy, and a Cyberdemon. And they're all glorious.

>> No.350057

>>349906
What happened to the server?

>> No.350061

>>350057
He closed it.

>> No.350138
File: 208 KB, 1280x800, Screenshot_Doom_20130404_031318.png [View same] [iqdb] [saucenao] [google]
350138

Is this shit even possible?

>> No.350195

>>350061
Fine then, I'll host it myself
Server: /vr/ throws a party
IP: best-ever.org:15061
password: videojuegos

>> No.350224

>>350138
Yes.

You're not supposed to fight him, though. He's a puzzle boss.

>> No.350359
File: 21 KB, 500x375, 1312673714515.jpg [View same] [iqdb] [saucenao] [google]
350359

how about a little game of Cyberdemon and Marine?

server: /vr/tual cat and mouse
IP: 99.21.6.35:10666
password: vidya

Cat and Mouse wad
http://www.mediafire.com/?4rtmuw7dwbjeqr4

Skulltag files if you lack them
http://zandronum.com/forum/showthread.php?tid=1334

>> No.350465
File: 2 KB, 128x128, majikmonkee[1].png [View same] [iqdb] [saucenao] [google]
350465

>tfw no FF6 TC

>> No.350474

>>350032
Spriteguy here. I did a stream of me making the impmobile earlier if you're interested in it.
https://new.livestream.com/accounts/3497105/events/2000268
Video here.

I'm not rendering it out completely until I get some word from codeguy, but he's in college from what I gather and had to give up his laptop and use college computers for everything. So we wait and see now. I'll be working on a cacomobile tomorrow probably... And most likely throw up a stream for that. sometime around noon pacific standard time (US)

>> No.350490

I have a question:

I wanna play it both in Windows 7; can i?, and how?.

>> No.350521

Deep into the code sounds kickass over Soundblaster.
http://www.youtube.com/watch?v=1g8R0zOAt_E

>> No.350529

Doom thread archives since foolz' is down, missing the last thread, however.
https://dl.dropbox.com/u/27048651/DOOM-ARCHIVES.HTML
Funny enough, I archived these yesterday for no good reason.

>> No.350531

Anyone else love the PSX version of DOOM?

if i can remember right, someone at Id wanted DOOM to be more of a horror game, but of course Romero being a metalhead, would have none of that

>> No.350560

>>350531
And that's why Doom 3 is a horror game.

>> No.350569

>>350531
>Romero

Tom wanted it to be a seamless, open world with missions and NPCs but Carmack didn't want to/didn't know how to program the engine to suit it so they stuck with it being level based and linear.

>> No.350574

>>350560
>>350531
Bring back romero, and bring sgt mark onto the Doom 4 team.

Boom, killer app team is born.

I don't care if he's a prick, an idiot, he makes good games. That goes for both of them.

>>350569
Maybe it's just my code monkey ignorance peeking through, but I think Carmack knew and knows how to push engines to their limit. It was a hardware constraint, not a design one.

>I don't actually know that, but I feel pretty certain about it.

>> No.350598

>>350490
If you're talking about Doom, then download Zandronum (google it) and copy the doom.wad and doom2.wad files over to the zandronum directory. Doom2 is used more often so if you have to pick one use that. After that browsing servers with Doomseeker or IDE generally gets add-ons downloaded to you automatically.

>> No.350603

>>350574
>Mark
>good mods
He stopped making good mods a long time ago.

>> No.350613

>>350574
>bring sgt mark onto the Doom 4 team

brb need to vomit

>> No.350615

>>350598
do this for multiplayer, for singleplayer use GZDoom and browse doomworld's idgames archive for mods if you want

>> No.350648

>>350531
PSX version just has such a better atmosphere, the horror is great

Especially the Cyberdemon fight

>> No.350659

>>350613
I wish there weren't such a hatred for brutal doom in these threads. It's a fun mod, with or without the gore additions. And it makes deathmatch worth playing. (seriously, one of your server hosters try it out, it's a lot of fun with brutal doom. reminds me of quake DM).

Anyway. Yeah. Brutal doom is fun.

>> No.350662

>>350569
>Carmack not knowing how to do something
It's more likely that the technology at the time wasn't capable of handling a huge, seamless world like they wanted to do originally.

>> No.350664

>>350659
We tried brutal deathmatch before. It sucked tons of dicks.

>> No.350672

>>350569
It probably wouldn't fit with the engine. Doom back in the day couldn't handle large open areas, or even large closed maps. There was a soft limit on the size and sector amount.

>> No.350681

>>350664
You tried it in tiny maps. That's another problem. In the DM maps usually used a character running at nearly 60 miles per hour feel cramped. Try using larger maps and it turns into a lot of fun. I've done it before, I know what it's like.

>> No.350685

>>350598

Sounds good, yet, i'm looking for something off-line.

But thanks anon, that helps.

>> No.350689

>>350685
GZdoom as another anon said. Same features, but a bit more stable (from what I hear, never had problems with zandronum) and it's pretty much the standard now.

>> No.350690

>>350681
>it's really fun guys i swear
>but only if you play it on specific maps
I want brutal shit to leave.

>> No.350706

>>350613
Because as we all know Id did such a good job by themselves on Doom 3 right?

>> No.350715

>>350706
They did though? It was a good game.

>> No.350716
File: 11 KB, 114x75, SkullKartDownRight1.png [View same] [iqdb] [saucenao] [google]
350716

>>350690
Dude. Tiny maps suck shit on normal Doom DM as well for the same reason. That wasn't even BD specific.

Seriously fuck off. God damn you faggots are hard to talk to.

>> No.350721

>>350716
Tiny maps were fine on Doom DM, the fuck are you talking about?

>> No.350732

>>350716
It depends on how small you're talking. Duel maps? Obviously those will suck for deathmatch. Highly regarded packs like UDMX or Dynamite? Not so much. Brutal sucks for deathmatch because everything oneshots, with the exception of the default weapon, which only needs a couple more shots. Why would anyone use the super shotgun in brutal deathmatch if the shotgun is just as effective while being faster, more accurate, and more ammo efficient?

>> No.350765

>>350659
>implying i hate brutal doom

No, I just think an overrated modder working on something like DOOM 4 would be digusting.

>>350706

And having some guy who made a decent mod of DOOM will make DOOM4 much better?

pls stop sucking marks dick.

>> No.350770
File: 2.34 MB, 1280x1024, Screenshot_Doom_20120208_235255.png [View same] [iqdb] [saucenao] [google]
350770

Doing the interior of this bitch now. Got a really nice subtle fog/reflective marble floor combo going in there right now.

>Question 1:
What rooms and features would you expect and enjoy to find inside such a castle? A library and a great hall are given already. Any ideas are welcome.

>Question 2:
Would you be interested in a completely exploration/problem solving based map, or should there be some combat? It would be all melee if so.

>> No.350778
File: 54 KB, 620x478, 1340836276144.jpg [View same] [iqdb] [saucenao] [google]
350778

>>350689

Yeah, sorry i didn't notice that.

I just prove it... it's beautiful; thank you my dearly anons.

>> No.350783

>>350770

Some huge kitchen, rooms for court memebrs, torture chamber (it should be quite gruesome and I'm not sure if that's how your WAD is going to be) and armory.

I'd love to have it as an exploration-only WAD with stunning visuals. We need more of that.

>> No.350784

>>350529

Get on my level nigga, I've been saving the threads on my PC since we did the first one in /vg/

But to be fair, what's the deal with saving them? Brb, deleting them

>> No.350789

/vr/ throws a party server.
What's the pass? vidya doesen't seem to work

>> No.350808

I want ZZ Top music in my wads.

>> No.350840

>>346059
I tried fooling with the wad for a bit, then switched to deathmatch mode with some bots (all with Zandronum), and after trying to fire at a mancubus with the super shotty it crashed.

>> No.350847

>>350662
Yeah, not enough ram i guess

>> No.350872

>>350784
For when foolz is down, and I only saved the /vr/ ones because they're actually quality and have a lot of info I'd like to sift through.

>> No.350882

>>350840
I made a proper deathmatch server without monsters this time, and the moment I shot one of the bots it hung.

Was using custom skins on all players/bots, Dead Simple deathmatch, I used the rocket launcher wave-gun thing, on Zandronum

>> No.350904

>>350765
I think letting Zenimax turn Doom 4 into a Call of Duty knockoff would be disgusting. Sgt. Mark seems to have a better grasp on what makes Doom Doom that Id does these days.

>> No.350908

Where can I find good IWADs?
Apparently I downloaded PWADs.
>They were all from the Cacowards page..

>> No.350913

>>350765
See, you can hate his work all you like, but I think the crazy/stupid he added is the crazy and stupid doom 3 needed.

Romero would be the better choice, but I get the feeling he's long moved on, and may not 1. care, 2. be willing to put in the right amount of effort.

Doom 3 had no "punch", everything felt so... Sterile and slow. And again, hate on him all you want, I consider BD to be "up there" on the scale. Sure, weapons are a little unbalanced, but all of them feel good, look good, and are buzzword. Just kidding, fun! and... Well fuck man, I dunno.

D4 NEEDS to be a fucking smash hit, and it can't be just because of name. They got a pass on D3, but that's all you get in this industry.

Now, that being said, the guy probably has no fucking idea how to work on new games with new hardware, so it was more a joke than not, but your reaction, I think, is way off.

>> No.350917

>>350789
videojuegos

Just look in the thread for it.

>> No.350935

>>350904
>Cawadooty sells gaemz though!
>implying DOOM hasn't sold gazillions

I think I own at least 6 copies of doom 1 retail. I have it on floppy disc(s), Ultimate Doom CD, digital (steam), and it was replaced at least once during floppy era, and I bought it on XBL Arcade to deathmatch and fuck around.

Doom 2, similar, although it wasn't rereleased a million times, so once on disc, once digital, once XBL.

I can't imagine 3 made nearly the splash 1/2 did, and for god damn good reason. It's not Doom anymore. 4 HAS to do it, or they might as well bury the series right now.

I dunno, fuck it. I'll just keep playing my ancient games with source ports and bitch like an oldfart about how much better it was in my day. Fuck.

>> No.350937

>>350913
>you can hate his work all you like

When did I say I hate it? Get that selective reading checked out.

>> No.350939

Anyone know the title of the song that plays in the hub level in the Unloved WAD?

>> No.350949

>>350939
http://youtu.be/aalI-pmhgb4

>> No.350951

>>350138
Fuck that wad and fuck clowns.

>> No.350953

>>350949
I knew it was a Silent Hill song, but not from which installment or OST. Thank you.

>> No.350954

>playing sunder.wad with russian overkill on 1-hit or drunk simulator mode
This is fucking hilarious.

>> No.350957

>>350937
I meant hate on, actually. It's late and the nyquil is slowly shutting my brain off.

>> No.350961

>>350732
Because everything doesn't one shot? The plasma rifle's secondary does, and it's the only OP weapon I can think of. The super shotgun does but it does in doom anyway. The regular shotgun doesn't, so I don't really know where you're getting that. It makes more sense to have the weapons more balanced than in vanilla doom, otherwise it ends up being whoever gets to the big gun first wins.

>> No.350969

>>350770
Large arched hallways/dining rooms and tons of corridors. Try to make them at least recognizeable (holes in walls, cobwebs etc) they don't need to be completely unique. for something so huge I undertand copy pasting

>> No.350978

>>350961
I really hope you're not suggesting that vanilla Doom deathmatch is less balanced than Brutal Doom.

>> No.350991

>>350904
I don't think Brutal Doom should be what new Doom should be. OK all the blood and gore and guts is funny and all, but I wouldn't have liked Doom like I do if it was originally like that. So yeah, the Mark circlejerk should stop. I mean, what do you guys reasonably think he can add to the game besides violence?

>> No.350995

>>350978
I'm not suggesting it, I'm flat out saying it. Vanilla doom DM is less balanced than Brutal Doom DM.

Here's a list of weapons are are next to useless in vanilla DM: Pistol (duh), Chaingun, shotgun, plasma rifle, and the rocket launcher is only useful with source ports that allow freelook.

At least with brutal doom I have a chance to fight back when I spawn, instead of just getting sprinted past immediately by the guy with the super shotgun for him to blow me away in a single shot.

Brutal dooms weapons are more balanced in the damage they do, aside from the super shotgun, which is still a one hit, but at least has a wider spread. However the plasma rifle is overpowered for DM, which is close to just as shitty.

Again, the size of the maps plays a large part in the problem with 12+ players, but that's not really vanilla or BD's fault,

>> No.350997
File: 270 KB, 1456x939, ro-sunder.jpg [View same] [iqdb] [saucenao] [google]
350997

>>350954
You're a damned genius.

>> No.350998

>>350961
Just ran some quick tests. The shotgun oneshots. The supershotgun oneshots, but you have to get a bit closer. The rifle kills in 6 shots. The plasma rifle primary kills in 3. Minigun needed around 15, which isn't much at that rate of fire. Everything else also oneshots.

>> No.351002

>>350991
Agreed. It would feel like a doom parody instead of a real doom game.

I'm fine with blood and guts spewing about, but kicking enemies in the balls, and shooting them in half while the top half crawls around for a good 2 minutes is a bit much. Maybe just 5 seconds or so would seem reasonable.

>> No.351003

>>350995
Pistol is supposed to be useless, chaingun is NOT useless, shotgun can be the most useful weapon if you use it right, how in the actual fuck is the plasma rifle uesless, and the rocketlauncher has autoaim dummy.
Did the poor pubby get wrecked on his first try into vanilla DM?
Also, mapsize doesn't matter unless you're playing BD DM.

>> No.351013

>>350995
I have to agree. The plasma rifle is overpowered, especially if you are playing on map 32 (DM2)
>Map 32
>Playing with some friends at school
>Kill everything on the screen
>Never lose

>> No.351018

>>350995
I'll give you Doom 2, because id didn't even think about the SSG's deathmatch power. But Doom 1 is extremely balanced. The shotgun and chaingun are both useful, and each can overpower the other in the right situation. The rocket launcher is risky and has ammo limitations, but otherwise it's the closest to an "overpowered" weapon in Doom 1. Plasma rifle is powerful but difficult to use effectively, as people can outrun the plasma while peppering you with chaingun or shotgun fire. BFG is probably the hardest weapon to use effectively. Sure, you can just hit people with the ball, but it's big, bright, and fairly slow. Spamming won't get you nearly as many frags as properly using the weapon will.

Of course, then Doom 2 came out and ruined everything with the overpowered as fuck SSG.

>> No.351019

>>350998
I dunno, I don't remember the shotgun one shotting, maybe I wasn't close enough. I'd rather play in a game where the weapons are more cloesly balanced than a game where most weapons are useless.

Think UT99. The sniper rifle one shotted if it was a headshot, flak cannon if you were close enough, rocket launcher if you charged it, biogun if you charged it, but moved slower and could be used for traps, shock cannon if you timed your shots. Different, all could one shot, but acted differently. Made for my personal favorite DM experience. Which is all it is. A preference.

>>351003
>poor pubby
You're not worth talking to.

>> No.351020

Can we at least agree that vanilla doom and brutal doom are pretty much two different games and leave it at that

>> No.351021

>>351018
I can get behind doom 1 being a much more balanced DM experience (though I think the single player is more fun). I still say the map should be larger for larger amounts of people, as doom was intended for a 4 person cap. (again not a vanilla vs BD specific problem, just a problem in my opinion).

>> No.351025

>>351020
this nigga

>> No.351039
File: 2.44 MB, 1920x1080, Screenshot_Doom_20130404_100816.png [View same] [iqdb] [saucenao] [google]
351039

>>350783
Not going for a sinister feel, more ancient and majestic. Grime and torture is a bit overdone imho.

>Pic: still doing layout work, will add a fuckton of detail and decoration later

>> No.351041

>>351020
brütal doom being highly superior of course

http://www.youtube.com/watch?v=K62uWgB2HDE&list=PLK0SqkN6eubLUXxZi5nYonLceuTCVsNyy

>> No.351043

>>351041
mark pls go

>> No.351049

>>351041
stop fucking posting this video, it's shitty

>> No.351053

Probably a stupid question, but when using mouselook and looking up and down in old Doom games, how come the view gets so... weird and warped? Some limitation of the engine?

>> No.351056

>>350991
The pacing and balance of the gameplay was what I was talking about. The gore doesn't really have anything to do with it.

>> No.351059

>>351053
The renderer was never made for looking up or down.

>> No.351060

>>351053
You're not actually looking up or down, everything is actually a 2d plane. However, in OpenGL mode, this problem does not exist.

>> No.351081

>>350969
Making corridors recognizable is a really good point, landmarks are paramount.

Has bird npc:s that fly around "realistically" ever been implemented in a wad? I'd really want some doves to live in certain rooms.

>> No.351082

>>351039
You could make it classy gothic. Like the visuals of the first Legacy of Kain game, Blood Omen, or Castlevania games. I always liked sinister but majestic castle interiors.

>> No.351086
File: 230 KB, 1920x1080, Screenshot_Doom_20130404_055107.png [View same] [iqdb] [saucenao] [google]
351086

I KILLED THEM
I KILLED THEM ALL

>> No.351087

>>351082
>sinister
goddamit your post made me mix it up, I meant dark. You know, illumination by candles, sun (or moon) light hitting the stained glasses, sculptures, strange paintings, etc.

>> No.351106
File: 430 KB, 1920x1080, Screenshot_Doom_20130404_060453.png [View same] [iqdb] [saucenao] [google]
351106

>>351086
I KILLED
ALL
OF
THEM

>> No.351118

>>351106
Did you lacerate and eviscerate?

>> No.351129
File: 310 KB, 1920x1080, Screenshot_Doom_20130404_061214.png [View same] [iqdb] [saucenao] [google]
351129

>>351118
HELL
YEAH

>> No.351160

>>351087
Yeah, that's what I'm going for. There'll be some clockpunk elements too, because I can't resist that shit. Scrolling a texture over wheel-shaped 3D-floors should connected to each other should make for some visually stunning clockwork if done correctly.

>> No.351164

>>351086
>>351106
It's not very hard to kill everything forever with such an overpowered weapon mod.

Still fun though.

>> No.351178
File: 582 KB, 1920x1080, Screenshot_Doom_20130404_062637.png [View same] [iqdb] [saucenao] [google]
351178

>>351164
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.351205
File: 539 KB, 1920x1080, Screenshot_Doom_20130404_062846.png [View same] [iqdb] [saucenao] [google]
351205

>>351178
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAUUUAHGAUGUAAAAAAAAAAAAAAAAAAAAAAA

>> No.351207
File: 527 KB, 1920x1080, Screenshot_Doom_20130404_063116.png [View same] [iqdb] [saucenao] [google]
351207

>>351205
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
okay I'll stop now

>> No.351208

>>351106
That one probably has my favorite explosions.
Along with that big blue cannon.


>FPS games nowadays don't have huge fucking guns with badass starting up sounds
>They haven't even done this since Turok
Shit sucks.

>> No.351216

>>351208
Team Fortress 2

>> No.351220
File: 509 KB, 1920x1080, Screenshot_Doom_20130404_063520.png [View same] [iqdb] [saucenao] [google]
351220

>>351208
GottAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA agree.

>> No.351224

>>351216
>Pull out Heavy's Minigun
>Doesn't have any sound besides Heavy pulling out his gun

It's just not the same anon.
Compare it to Turok's Fusion Cannon.

>> No.351229

How are they called thoses wad who are sort of platformer version of doom ?

>> No.351234

>>351229
Jump maze?

>> No.351238

erm, hm, any link for Sunder ? The one I found here seem dead:
http://www.doomworld.com/vb/wads-mods/46002-sunder-updated-with-new-maps-huzzah

>> No.351239

http://sourceforge.net/projects/jediacademy/
http://sourceforge.net/projects/jedioutcast/

>> No.351243

>>351238
http://doomedsda.us/lmps/1193/sunder.zip

>> No.351247
File: 750 KB, 1920x1080, Screenshot_Doom_20130404_063827.png [View same] [iqdb] [saucenao] [google]
351247

WHY IS DRUNK MODE SO FUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>351238
http://doomedsda.us/lmps/1193/sunder.zip

>> No.351248

>>351243
>http://doomedsda.us/lmps/1193/sunder.zip
thanks!

>> No.351251

>That feel when the first time of your life, you killed a Cyberdemon.

>> No.351257

>>351247

I've played Russian Overkill a few times but... what's Drunk Mode?

>> No.351258

>>351257
Crazy amounts of HP, nothing but super weaponry.

>> No.351262

>>351251
>An achievement in Doom 1
>Doom 2 turns them into a miniboss
>Plutonia trivializes them with more Cyberdemons
>They are now just sturdy mooks

How the mighty have fallen.

>> No.351269
File: 594 KB, 1920x1080, Screenshot_Doom_20130404_064809.png [View same] [iqdb] [saucenao] [google]
351269

>>351257
Drunk simulator is a difficulty.
It's fucking insane, download the new RO version.

>> No.351279

>>351262
>mooks

>> No.351283
File: 186 KB, 665x463, haddock.jpg [View same] [iqdb] [saucenao] [google]
351283

It's official, Doom 4 will be more modern, scripted, linear and cinematic.

>> No.351284

>>351283
So exactly like Doom 3 then, gotcha.

>> No.351290

>>351284
Why does everyone say that Doom 3 was so horrible? It was fine.

>> No.351295

>>351290
It was shit as a Doom game.

>> No.351298

>>351290
It lost what made Doom 1 and 2 good in an attempt to be scary and cinematic.

It would not have been a big deal if it managed to either keep the spirit of Doom 1 and 2, or if it did it's horror stuff better.
This is not even factoring in the awful weapon sounds(Especially that plasma gun, what were they thinking?), slow pace, PDA collecting, the fact that no enemy is really dangerous and having to switch to the flashlight constantly.

It did not really do anything right besides lighting.
It was a pretty below average game.

>> No.351307

>>351298
Also shit final boss. All that 2demonalienhorro4u shit and then we get a Cyberdemon that gets killed with a cube.

>> No.351310

>>351298
>plasma gun

PEW PEW-PEW PEW PEW

>> No.351314

Doom 64 made a better Doom 3 than the actual Doom 3.

>> No.351316

>>351295
It was closer to what they originally intended doom to be, so I don't know what the fuck you're talking about.
>>351298
----------------------^
It wasn't meant to be scary, and it wasn't meant to be actiony.
Also, I quite liked the weapon sounds, but that's me. The slow pace was due to small corridors, and what's wrong with PDA collecting? The enemies are weaker due to cramped areas.

>> No.351317

>>351314
This nigga knows what's up

>> No.351323

>>351316
>It was closer to what they originally intended doom to be, so I don't know what the fuck you're talking about.
Too bad the 2 games that established Doom were nothing like it. Are you retarded or are you doing this on purpose?

>> No.351328
File: 400 KB, 488x519, Decaf is for FAGGOTS.gif [View same] [iqdb] [saucenao] [google]
351328

>>351316
>It wasn't meant to be scary, and it wasn't meant to be actiony.

So what in the name of Romero's severed head was it supposed to be?

>> No.351329

>>351323
read
>>350569

>> No.351330

>>351316
It was meant to be scary.
That is why it's atmospheric like crazy and the pacing is slow.

As for the weapon sounds.. I really can't think of any weapon that felt satisfying.
Even running around with Berserk had no punch to it because it made a little pfff sound when you hit something.

Now to be fair Doom 1 and 2 didn't have any special punch sound to it either, but the weapons certainly sounded better.

Explaining the slow pace does not excuse the slow pace.
Doom 1 & 2 are fast games focused on movement for dodging.
Doom 3 is an incredibly slow game even when you make Doom3guy sprint.

It just didn't feel good in the spots that matter the most.
It certainly didn't feel like what Doom had established beforehand.

>> No.351342

>>351328
It was supposed to be inbetween
>>351330
Yeah, like I said, it's just my opinion, I liked the sounds.

I agree, it didn't feel as good as doom, and it isn't exactly doom, but it's still not that bad a game as people say it is.

>> No.351343

>>351290
for short it was a different game with the same theme.

>> No.351346

>>351310
>>351298
I actually loved the plasma rifle sound. Sue me.

>> No.351351

>>351329
I know that retard. But again, DOOM 1 AND 2 ARE NOT LIKE THAT, AND THE GAMEPLAY THEY ESTABLISHED IS NOTHING LIKE THAT.
Is this hard to understand? Besides Doom3 had nothing near the complexity they wanted to originally do for the first game. For a Doom game it had shit gameplay, disappointing fights, and relied on jumpscares way too much. The monster redesigns were also mostly shit.
Deal the fuck with it. Doom64 is a better Doom 3 like >>351314 suggested.

>> No.351353

>>351346
If you like it that's fine.

I can't really see how though.
Felt like a toy compared to the classic Doom version.
And those sprites were based off a toy.

I also didn't like Quake 2's Hyper Blaster sounds.

>> No.351354

>>351342

I don't think many people say Doom 3 was bad. it just was not like the original 2 games that worked.

It's like they decided 'hmm our first 2 games worked perfectly, lets fuck around with what people like'

>> No.351357

>>351342

The thing is I and I'm sure many other people would have been a hell of a lot more forgiving to doom 3 if it wasn't fucking called Doom 3, seeing as it took everything that made Doom good and threw it out the damn window.

I mean you could argue they were trying to break off from being a big dumb shooter but Doom is THE big dumb shooter.

>> No.351364

>>351307
I think it would have been more fun if they didn't include that fucking cube..

>> No.351365

Is there any way to make GZDoom not run like shit when playing oblige maps?

>> No.351369

>>351365
vid_renderer 0
Disabling OpenGL can help performance on shitty machines. Keep GZDoom though, because it has some stuff that zdoom doesn't.

>> No.351372

So guys

We've seen Mortal Kombat in Doom.
We've seen Blood in Doom.
We've seen Duke, Serious Sam, Sonic and Mario in Doom.
Painkiller, Bulletstorm and Dark Forces as well.
And Mario Kart I'm assuming what with Doomkart.
And that anon that made Contra Doom.

What game would you personally like to see put into Doom?

>> No.351374
File: 320 KB, 950x650, baron_r.png [View same] [iqdb] [saucenao] [google]
351374

le baron face

>> No.351378

>>351372
Doom 1 and 2 into Doom 4

>> No.351380

>>351372

Ghosts and Goblins.

I want a full set of GnG weapons.

>> No.351381
File: 1.66 MB, 1280x4320, cod in a nutshell.jpg [View same] [iqdb] [saucenao] [google]
351381

Fun fact: all the wads and Source port we are playing evolved more than COD.

>> No.351383

>>351372
the doomkart anon is also making witchhaven in doom

>> No.351384

>>351298
>his is not even factoring in the awful weapon sounds(Especially that plasma gun, what were they thinking?),
>not instantatly thinking about shotgun.

>> No.351391

>>351384
Shotgun sound kinda really sucked too, but Plasma Gun was the biggest disappointment to me.
I love the design on that thing.

Firing it once disappointed me to no end.

>> No.351392

i know you guys aren't really fan of it, but does anyone know of a way to improve the AI of your allies in brutal doom (for GZdoom) ?

>> No.351395

>>351374
>:D

>> No.351396

>>351384

The Doom 3 shotgun makes me ill thinking about because it's not a fucking classic pump action and instead that weird fucking... sci fi thing

>> No.351402

>>351314
True.
But imo, it was more Quake 0.5

>> No.351403

>>351392
you don't

>> No.351405
File: 311 KB, 1919x1078, bad toys 3D.jpg [View same] [iqdb] [saucenao] [google]
351405

>>351372
Bad toys 3D.

>> No.351406

>>351396
This. What the fuck were they even thinking.

>> No.351408
File: 6 KB, 225x225, téléchargement.jpg [View same] [iqdb] [saucenao] [google]
351408

>>351372
Transformice.

>> No.351413

>>351391
>>351396
Fucking shit. I hated the shotgun from that game in every way. The only two weapons that I really enjoyed using were the chaingun, BFG, and I even liked the plasma rifle.

Everything else just sounded off. The pistol was very sluggish and sounded cheap. The SMG sounded like a pellet gun. Also, the rocket launcher was sort of puny.

>> No.351423

>>351372
I kind of liked that Zelda in Doom.

>> No.351428

>>351423

Zelda?

>> No.351439

>>351428
there is zelda in doom

http://www.youtube.com/watch?v=89CRiyZpLJo

>> No.351445

>>351372
I want that dude to finish SS13 WAD he showed off a couple of days ago

>> No.351450

>>351439

Oh. the dead .wad

Fuck. Why aren't there more wads out there that put old NES weapons in doom? That shit is neat

>> No.351478

>>351450
Some anon here put Contra weapons in Doom recently.
It's not that bad.

>> No.351481

>>351478

Yeah, it's not finished yet though, still needs balancing and better weapon sprites.

Plus if you die while playing it the fucking game crashes

>> No.351487

>>351405
anon pls

So I'm guessing to play this again I have to get a W98 virtual machine and get it from somewhere, right. Any reason why it wouldn't just work on W7?

>> No.351492
File: 866 KB, 250x188, 1350646028005.gif [View same] [iqdb] [saucenao] [google]
351492

>>351408
SO FUCKING ADORABLE

But would it be possible? Are there any WADs with platforms that the player can move and create?

>> No.351493
File: 165 KB, 1280x1024, Windows 98.png [View same] [iqdb] [saucenao] [google]
351493

>>351487
Sorry, but there isn't any source port.
So yeah, so far, W98 virtual machine is the only way I found.

>> No.351495
File: 11 KB, 245x250, doc-291.jpg [View same] [iqdb] [saucenao] [google]
351495

>>351492
>impossible isn't Idtech 1.

>> No.351502

>>351396
It felt like some plastic toy too

>> No.351515

>>351372
Metroid Doom.

I don't know how but do it.

>> No.351516

>>351495
So would Doomguy be able to invade Stalingrad in the winter?

>> No.351521
File: 326 KB, 646x825, Rouge consider the following 2.png [View same] [iqdb] [saucenao] [google]
351521

>>351516
>implying Stalingrad in the winter isn't hell.

>> No.351523

>>351516

It'd take more than a cold breeze to slow him down.

>> No.351537

>>351515
Theoretically it wouldn't be too hard for the average weapon modder.
There's a Samus cannon sprite out there that people have used before.

The hard part for spriting would be to open that up for missile mode.

Unless you were talking about something handling like the Prime games, then that's another story.

>> No.351539

>>351515
THIS.

Actually, I've seen a mod of it once, but it was rather shitty. Just a weapon mod and that was it.

With a few levels, some new monsters, and a good weapon pack, this could be nice.

>> No.351562

>>351330
>Doom 1 & 2 are fast games focused on movement for dodging.
>Doom 3 is an incredibly slow game even when you make Doom3guy sprint.
It's more realistic. Doomguy in Doom 1 and Doom 2 runs like a vehicle.

>> No.351563

>Had the idea of trying RO with Chillax
>Has beend one already

bummer

>> No.351568

>>351562
>It's more realistic

Realism is the notion that kills videogames.

>> No.351569

So with talk of all of these dream-Dooms, I might want to start something. No promises though...

How is map making? I've done some CS1.6 mapping but I'd guess it's entirely different, even if the engines are distantly related...

>> No.351571

Seriously, I want to see more old vidya weapon packs

Zelda 1 pack that includes all of the weapons, including a few extra weapons you pick up and use as items, like the boomerang, it wouldn't do damage but it'd stun enemies

Ghosts n Goblins with lances, daggers and all of that shit

Fuck, how about getting a little more obscure and make a Xexyz weapon pack?

>> No.351572

>>351562
>It's more realistic.
>a video game
>about marines on Mars
>who get invaded by the forces of Hell
>realistic

You are in the wrong place brother

>> No.351578
File: 1.20 MB, 1366x768, pls respond.png [View same] [iqdb] [saucenao] [google]
351578

so i'm getting fucking raped in su- i mean playing sunder
i've moved all the skelingtons out of the exit area and pressed the 2 switches, but exit is still blocked

where go from here?

>> No.351597

Well shit now I wish I could make maps.

I just had the idea to recreate Middle-Earth in Doom. There's maps and everything. And for more detailed places I could use the film sets as an example.

Would have made it so it's possible to go all the way from the Shire over Moria to Mordor.

>> No.351604

>>351597
Oh and then of course we could have said

>Doomguy simply walks into Mordor

>> No.351608

Could someone hook me up with all the neceserry doom/final/2/hexen ect. wads?
My computer went insane lost all of them..

>> No.351612

>>351597
That fucking map in Left 4 dead:
http://www.youtube.com/watch?v=_4fpFkh0yVw

>> No.351621
File: 163 KB, 640x480, Yellowsubmarine.jpg [View same] [iqdb] [saucenao] [google]
351621

>>351372

I attempted The Beatle's Yellow Submarine (animated film) as a DOOM wad, I guess I was more interested in creating a Blue Meanie monster set than the maps

Also Warhammer 40'000. I love to see if anyone can do that right

>> No.351629

>>351569
It's easy, like drawing out a map and it appearing in 3d. Try doombuilder 2.

>> No.351635

>>351608
https://images.4chan.org/vr/src/1365032784395.jpg
?
inb4 "hurrdurr direct link to an image" i had that in annother tab

>> No.351638

>>351578
>using doomsday
Absolutely disgusting.
That's also probably why, lel.

>> No.351643

>>351413
You can replace Doom 3's sounds with Doom's ones.

>> No.351646

I'm gonna fire up SLADE to make something real quick, any mod requests while I have it open? Can range from small to large, I don't really mind.

>> No.351651

>>351643
I've seen the mods. I still wish id was smarter back then.

>> No.351652

>>351635
Got it, Thanks.

>> No.351668

>>351638
just went and sped through level 2 on gzdoom with god and fastweapons to see if that's the problem.

yeah, that's the problem.

>> No.352183

>>351515
http://forum.zdoom.org/viewtopic.php?f=19&t=32364

It's for Heretic, not Doom, but I think that makes it better. Heretic's really underappreciated as far as idtech1 games go. Unfortuantely, a project like this doesn't work great on standard Heretic maps, but the author seems to have a mapset in the works.

>> No.352223

>>351372
Loom

>> No.352263
File: 97 KB, 1417x1417, heretic_cdobal.jpg [View same] [iqdb] [saucenao] [google]
352263

>>352183
I for one LOVE Heretic. Even though it may very well be a reskinned Doom with fantasy elements, it still has loads more personality than Hexxen

>> No.352270

>>352263
>a reskinned Doom with fantasy elements

THAT'S PRECISELY WHY I LOVE IT

Good gameplay + Fantasy setting

Do you know how fucking rare fantasy FPS are these days?

>> No.352278
File: 28 KB, 640x480, 2751.jpg [View same] [iqdb] [saucenao] [google]
352278

>>352263

>Dissing mah Hexen

>> No.352291

>>352278
>>352263

Expert doomers say: "It is possible to love Hexen AND Heretic!"

>> No.352292

I've got the GZdoom versions of Doom 1 & 2, but I was thinking of changing to Zdoom.

Thinking of picking of Heretic and Hexen as well.

>> No.352302

>>352292
>I've got the GZdoom versions of Doom 1 & 2, but I was thinking of changing to Zdoom.
There's no reason to do that. GZDoom stays up to date with ZDoom's codebase, and you can switch to the ZDoom renderer without switching ports.

>> No.352410

>>352302
GZDoom has no software renderer.
That's why it's [G]ZDoom

>> No.352418

>>352410
It does.
vid_renderer 0

>> No.352436

>>352410
Actually, the GZ stands for Graf Zahl, the username of the port's lead developer. That's why it's GZDoom, not GLZDoom.

>> No.352440

>>352436
And because there was already a GLZDoom.

>> No.352462

>>352440
That was ZDoomGL. It also sucked tons of dicks.

>> No.352475
File: 828 KB, 220x202, what.gif [View same] [iqdb] [saucenao] [google]
352475

>>352418
...How long have I gone without noticing this command?!

>> No.352483

>>352475
A while.
Took me a long time to find it too, but I just did a few searches and found it since I didn't like switching to ZDoom.

>> No.352839

>>346414
Oh yeah, I remember that .wad!
It was kind of crude, but the levels were mostly pretty fun.

Also, fun fact: Doom was heavily inspired by Aliens and Evil Dead II

>> No.352881

>>352839
I was surprised to see there wasn't any official Evil Dead fps.
However, there are a few Evil Dead video games. I downloaded the latest one, "Evil Dead regeneration", which is a Beat-em-all, and it is freaking amazing! It has nice visuals, solid gameplay, and amazing humor! Seriously, if you like Evil Dead, or just good video games in general, check it out.

Funny thing, Duke Nukem stole a lot from Ash: the attitude, the one-lines... Yet his latest game was hundred of time shittier that Ash's one!

>> No.352920

I have a theory why Satan the whiny fallen seraph faggot is not in the DooM universe

>Satan gets permabanned from Heaven
>Satan hates humans by automatic default and starts making demons that also automatically hate humans
>Satan is NOT demonic, just a whiny bitch angel
>Cyberdemon and Spidermastermind are created to act as generals
>Satan is murdered like a whiny little bitch by the Cyberdemon and the Spider Mastermind and launched a coup
>That was quick
>Started making baby factories for demons and biomechanical demons
>Slow spawning demons are slow spawning demons so they make the Icon of Sin and mass produce them to spawn adult demons
>Matriarchs and Patriarchs of demons are created to hold "Some" form of balance in Hell so they won't die to extinction from infighting
>Cyberdemon and Spider Mastermind take sides
>Cyberdemon leads the armies Spider Mastermind does the "Planning" and "Tactics"
>Well, shit. How the FUCK are we going to invade humans?!
>Shit for brains can't make teleportation technology to planets or moons, just realms
>Union Aerospace Corporation is founded
>Doomguy family is born

>> No.352943
File: 43 KB, 558x655, 1354933119825.jpg [View same] [iqdb] [saucenao] [google]
352943

>>352920
I shall accept it as headcannon

>> No.352954

>>352881
Go play Blood.

>> No.352961

>>352920

Satan's in Doom 3 by reference alone. It's one of the things that scientist dude you're ordered to find at the beginning of the game tells you.

>"The devil is real. I know. I built his cage."

Or something to that effect.

>> No.352976

>>352954
Blood is nothing like Evil Dead though.

>> No.352982
File: 21 KB, 337x294, tumblr_m3yzz3Lr3i1rtcfaqo1_400.jpg [View same] [iqdb] [saucenao] [google]
352982

>>351621
Holy shit could I get a download for this? That looks hilarious.

>> No.352989

>>351621
We really should get a team to work on a Space Hulk co-op MP mod.

>> No.353014
File: 1.88 MB, 230x250, 1361842592915.gif [View same] [iqdb] [saucenao] [google]
353014

>>352920
Welp. I think I'm going to replay Doom with this in mind.

>> No.353018

>>352920
If Spider Mastermind is so great then why does he die with one BFG shot? checkmate satanist.

>> No.353019

>>352954
I love Blood, but damn, it's seriously 2hard4me. On my first playthrough I'd always run out of ammo.

Also
>No modern port
Fuckin' Atari...

>> No.353042

>>353018
He does? Always took me around 3

>> No.353069

>>353042
If you just shoot at him from afar then yes, it takes like 3 shots. If the BFG finishes firing with you touching the Mastermind it normally dies in that instant, because of the "aftershock" effect of the BFG (conical damage spread from the player's location after the projectile lands) multiplying the damage dealt.

>> No.353081

>>352961
Demons can fuck with peoples brains with psychological torture and extreme illusions. Doomguy from DooM 3 experienced them but gave no fucks whatsoever, until he saw the Cyberdemon you could clearly see him say "Oh my god" and even after he kileld him off and closed the hellgate, he was more pissed off when the marines disturbed his powernap.

Betruger on the other hand was given power by High Hierarchy demons that most probably created and commanded the demon forces in DooM 3 and most likely are the ones invading planet Earth in DooM 4 IF it will ever be completed.

>> No.353140

>>352920
Isn't the Icon of Sin supposed to be Baphomet?

Also, what the FUCK were they thinking with the Doom3 final boss? Shit cherry on the shit sundae.

>> No.353152

>>353140
Does anyone else think that Resurrection of Evil made up for the base game?

>> No.353164

>>353152
Never played it. What does it fix? Also, Doom is pretty fuckin arcadey. I dunno that there's a way to fix doom 3 with that in mind.

>> No.353175

I would play the shit out of a Turok wad. Or at least a singleplayer megawad for Jurassic Rift, complete with dinosaurs.

>> No.353184

>>347678
It did have an eerie face.

As a kid, I was almost afraid they'd spring their eyes open and stare at me, because I knew there was a variant with open eyes.

>> No.353193

>>352920
>>Doomguy family is born
What if Doomguy is actually a UAC experiment? Think about it.
>all the other marines got their asses handed to them, and they took the big guns with them
>Doomguy tears through the demons with ease
>his superhuman speed and strength
>absurd damage resistance that makes rifle rounds hardly capable of harm

I get the feeling that the Hideous Destructor mod plays more like what it would be like to be one of the marines that went ahead of Doomguy. You're significantly slower and can hardly take a hit from the most basic enemies. Even zombiemen can cut you down in less than a second.

>> No.353198

>>353164
I just thought the expansion was more fun overall. The Artifact was a hell of a lot more fun than the Soul Cube, the bosses were interesting and fun, grabbing imp and hellknight fireballs out of the air and shooting them back with the gravity gun was hilarious and useful, and it brings back the SSG.

>> No.353202

I think things like PDA files and a bit of story didn't really hurt Doom 3, it was other stuff that did it. It tried a bit too hard to be Aliens: Demuns Edition IMO. A Doom game with optional things like PDA files that you can encounter and read purely for flavor text and to get a bit of background info wouldn't be bad I think.

>> No.353204

>>353175

Sorry to spoil your enthusiasm but, knowing how TC for Doom work, it would just be reskins for already existing monsters.

>> No.353214
File: 51 KB, 640x463, Tre.jpg [View same] [iqdb] [saucenao] [google]
353214

>>353175
What about a Trespasser wad? Shit was so cash.

>> No.353226

>>353204
>knowing how TC for Doom work

You have no clue how TCs for Doom work.

>> No.353249

ot niw eht emag ouy tsum llik em, nhoj oremor

>> No.353264

>>353204
realm 667 has quite a lot of decent enemies. I am inclined to believe it is entirely possible to make good dinosaurs

>> No.353310

>>352943
...your head has a cannon on it?

>> No.353316

>>353214
That will happen the day someone implements a physics engine into a Doom source port, so, it will never happen.

>> No.353324

>>351413
It's a shame that they fucked up with Trent Reznor, the sounds he did were pretty damn good. There's a pack that puts the stuff he did (from the leaked alpha) into the game, which replaces the worst offenders.

>> No.353337

>>353018
Because he's the brains, not the muscle.

>> No.353338
File: 11 KB, 999x1012, suburbs.png [View same] [iqdb] [saucenao] [google]
353338

I have a hard time thinking of this as an actual suburb even before the hell terraforming.

I guess it's easier just looking at the automap, but in game it's another story.

>> No.353359

>>353338
That's the thing about Doom mapping - it's very abstract. You can get a general idea of what kind of location you're in ("Oh, this is supposed to be a city; this is some sort of tech base; this is something hellish"), but you rarely have something designed with such finesse to really recreate a setting realistically. It's kind of the fun of the engine, where you can focus wholly on level design from a gameplay perspective instead of focusing on that balance between gameplay and believability.

>> No.353364

>>351298
>Especially that plasma gun, what were they thinking?
>implying it wasn't fucking awesome

>below average
I'll level with you here, it was not nearly at all as good as the first games, but I still found it to be pretty fun shooter.

Flashlight mod helps.

>>351307
>2demonalienhorro4u
Which is perfectly in line with the Lovecraftian themes that helped inspire Doom.

>> No.353385

Guys, don't forget

http://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.353394

>>353359
Well said.

>> No.353414

>>353359
I found this was more of a problem for me. I guess more textures could have solved that problem.

>Doom2 visual texture WAD
>city now feels more like an actual city

Obviously, with levels like Industrial Zone you can only guess what the buildings used to be.

Or E1M1 (Hangar) actually having a spaceship there like Chex Quest.

That's actually what I liked about Chex Quest. Every level felt like it was what the name said.

That said, why does the hell terraforming turn so many structure into wood? I guess they REALLY like wood.

>> No.353421

>>351372
SMT Doom
I guess it would be like Strife

>> No.353432

>>353364
>Lovecraftian
That was Quake 1.
I would not mind a Quake 5 focusing on horror and disgusting horrible creatures.

>> No.353468

im currentpy making maps based on the original pokemon gyms and elite four im at work now but i should have pics later

>> No.353543

>>353432
Nah, there were implications of Lovecraft in the first game, it was just more subtle.

You can thank Sandy for that (he's a big fan of Lovecraft, he's published RPG supplements of it), it's the reason why a lot of his maps are so abstract and nonsensical.
Impossible, alien geometry, it's not supposed to make sense. Now, a lot of his levels were beyond ugly, but they were atmospheric, and it truly felt abstract and alien, like something that shouldn't exist, and they were all fun as fuck to play.

Strange guy, much older than the rest of the Id guys, a mormon, seemed very chill.

>> No.353575
File: 79 KB, 303x450, chiseled jaw cartoon ahnuld.jpg [View same] [iqdb] [saucenao] [google]
353575

>just re-downloaded Ultimate DOOM and DOOM II
>finally decide to give Heretic and Hexen a go as well
>throwing in the first Quake for good measure

My weekend is set.

>> No.353592
File: 11 KB, 250x187, 1365074480832.jpg [View same] [iqdb] [saucenao] [google]
353592

>Want to see Doom tactics with the BFG on youtube
>only have video about Doom 3 BFG Edition

>> No.353596

We need new thread.

>> No.353598

>>353575

I envy you, friend.

>> No.353627

Has anybody ever finished the last level of the Equinox wad? I think I can just about make a fair go at the penultimate level, but the final one just seems impossible to me.

>> No.353628

>>353627
Yes.
It is bullshit and ruins what is otherwise a fantastic wad.

>> No.353629
File: 65 KB, 640x480, Screenshot_Doom_20120915_185352.png [View same] [iqdb] [saucenao] [google]
353629

>>352982

It's not playable. All that you don't see is a few weapon attempts (a trumpet that shoots music notes, a blue meanie gun that fires blue arrows) and a uncompleted design of the Yellow Submarine Monument (the giant grey temple that you see when leaving/entering Pepperland)

>>352989
I think the upcoming computer game of it might have potential.
Doom's limits of hundreds-thousands of monsters is a great system for thousand of xenos/guardsmen without slowing good computers down by much, but like my Yellow Submarine problem, it's really difficult making each pixel frame of animation look really nice. Why do you think the original DOOM monsters had model sources to work from?

>> No.353656

>>353575
>ahnuld
>not stullone

>> No.353667
File: 30 KB, 452x339, thatsthejoke.jpg [View same] [iqdb] [saucenao] [google]
353667

>>353656

>> No.353671
File: 233 KB, 620x634, 1364483008660.png [View same] [iqdb] [saucenao] [google]
353671

>MFW deciding to actually seriously play TNT: Evilution and Plutonia after all these years of just playing stock Doom and Doom II or random wads.

Holy shit I didn't know Doom could be so gloriously hard, even more fun and even more addictive than it already was. You get your arse kicked but you just keep going back for more.

Why did I not try these sooner?

>> No.353681

>>353575

Quake's fun as shit. Hope you have a good time.

>> No.353868

>trying to connect with 98d
Also, Freezer server up with AV and crackdoom.

>> No.353879

>>353868
>2013
>still using Skulltag

>> No.353904
File: 5 KB, 287x38, 20130404184221973.jpg [View same] [iqdb] [saucenao] [google]
353904

>>353879

>> No.353978

>>353868
>>353904
Fuckin' password your servers!

>> No.353989

>generate tiny maps
>get fuckhuge city with loads of teleporters
>can't find a single key
WHERE ARE YOU

>> No.353991

>>353868
>join server
>every sound is replaced with a YTP meme

Nooooooooooooooooooooooope.

>> No.353998

And I woke up just in time

Hold on mah niggas

>> No.354008

>>353991

PEWNOOS PEWNOOS

>> No.354025

>>353671
I honestly love TNT and Plutonia for their less usual atmosphere.

There's nothing quite like them, unless you count stuff like Plutonia 2.

TNT also has god-tier music.

>> No.354048
File: 309 KB, 373x504, why_hard.png [View same] [iqdb] [saucenao] [google]
354048

>>353991
>Youtube Poop

>> No.354067

NEW BREAD

>>354058

>> No.354074

>>353991
What faggotry has infested 4chan.

>> No.354080

>>354074
/b/?

>> No.354086

>>352920
what if satan made doomguy so he could revenge satan.

think about it.

>> No.354431

>>351487
>>351493
Going by the product page (this thing is still being sold?) it can work in Windows 7...only the 32-bit version. Guessing it's a 16-bit executable

>> No.355038

>>351493
Post that damn game already!

>> No.355186

What port do you guys recommend for playing Hexen/Heretic as it was originally intended? Chocolate Doom or something?

inb4 just use zdoom

>> No.355207

>>355186
I reccomend the Chocolate-v2 branch's hexen/heretic ports. They feel real nice.

>> No.355987
File: 36 KB, 800x480, DOOM0002-7.png [View same] [iqdb] [saucenao] [google]
355987

Okay, this is funny as hell
http://forum.zdoom.org/viewtopic.php?f=19&t=35135
Apparently some guy decided to merge together Doom & Super Mario 64. And it actually looks pretty fun

http://www.youtube.com/watch?v=3sQRb8uDumg&feature=player_embedded

Pic not related

>> No.356296

>>355987
>those weapons