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3568909 No.3568909 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3562428

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



irc.zandronum.com #vr (key in faq)




>> No.3568913

=== NEWS ===

[10-17] Anon mod release: SSK9999.wad (demo) >>3566930

[10-16] ZScript to replace DECORATE at some future point

[10-15] Zip of Duke3D files needed for EDuke32 plus addons >>3562192

[10-15] PortaDOOM alpha 1 >>3561827

[10-14] Johnnydoom (aka BDJ) updated to v20b

[10-13] Spooky fonts from Pinball Of The Dead >>3557997 >>3558021

[10-13] DUMP 3 released >>3556983

[10-12] Trailblazer v1.4 released

[10-12] Samsara v0.3666 Released

[10-11] Anon map release: ASSREAL (2 maps - updated) >>3554464

[10-11] Anon map release: spacedadstation (updated) >>3554356

[10-09] Anon map release: Unfinished three maps pasted together >>3550578

[10-09] If you wanted the swastika back in E1M4... >>3549912

[10-08] New LCA update.

[10-08] Anon map release: Shotgun 20 chaingunners >>3548714

[10-08] Brutalv20 patch for GZDoom 2.2


To submit news, reply/backlink to this post.

>> No.3568918


>> No.3568928
File: 235 KB, 696x639, stanky.png [View same] [iqdb] [saucenao] [google] [report]

Hey dudes, I'm almost done I think with my doom map, I just dont know what to do past this part (pic related)

I want it to curve back around to the red room (after the large room with the switch in the top right opens a gate, unlocking the dead end beneath it) but I dont have any ideas for what to fit into that spot

here's the map DL link, tell me what you think I should do


>> No.3568972

The part with the toxic sewers needs some health items placed in strategic areas.

>> No.3568973

most of them are secrets

>> No.3568976

It's quite frustrating to take damage both from the enviroment and the enemies while searching for secret health.

>> No.3568981

all the secrets have different wall textures, you just have to keep a sharp eye out for em

I might put a few kits around tho

>> No.3568998

I've been wondering, are MENUDEFs from separate mods completely incompatible with each other?

>> No.3569001


>> No.3569021
File: 147 KB, 640x960, 1476829318.png [View same] [iqdb] [saucenao] [google] [report]

wow well it seems like today is the day for finally conquering the most intractable Switcheroom maps

>> No.3569025


>> No.3569056


I should mention that they're incompatible in the sense that a mod that changes existing menus will overwrite changes made to those same menus in another mod.

If you create a button that sends you to a menu from another mod like how LegenDoom and Colourful Hell do, it'll work and send you to those menus as long as both mods are loaded. So that's one method of compatibility.

>> No.3569059

Requesting civilian sprites with the same proportions and style as the zombiemen in Doom.

>> No.3569071

What about mods that do something like add an extra section to the start/end of the "customize controls" menu? Are they actually entire replacements of the menu instead of a modular bit added onto it?

>> No.3569074

>>3568989 (me)
Well I mean he wrote it as if the sprite sheets were made of model rips from the game, rather than rips of the sprites themselves.

>> No.3569083


I'm pretty sure that would work. Mods add control sections with KEYCONF and addkeysection, and I know from experience that KEYCONFs don't override each other.

That is, assuming it only adds a section and doesn't change one. I have no idea if it'd be compatible then.

>> No.3569096

So basically MENUDEF isn't modular at all, yet the devs consider KEYCONF deprecated. *slow clap*

>> No.3569143

Did anyone ever rip the civilians out of Carmageddon?

Plenty of innocent folks in that game, not sure how many rotations you could expect though

>> No.3569156

Joel's dying.

>> No.3569174

Any vanilla mapsets like Suspended in Dusk and BTSX that manage to have high quality visuals that are not normally expected of the vanilla engine?

>> No.3569178

[citation needed]

>> No.3569179

>2 weeks without streaming
>comes out and says he's been in agony and hopes the antibiotics will help him
rip grandad meme master.

>> No.3569180

Strife is the only thing that comes into mind.
You will require some mad frankenspriten skills to make them not look like medieval folk.

>> No.3569182

so no source


>> No.3569230

epic1/2 (not sure if boom features count)
no rest for the living imo

>> No.3569237

I'm looking for vanilla engine compatible. that is, maps that are within the original engine limitations. None of what you listed fits the bill, I'm afraid.

>> No.3569238
File: 40 KB, 400x717, 1470483673896.jpg [View same] [iqdb] [saucenao] [google] [report]

I know this isn't the right place, but there's no Doom general and this question doesn't deserve its own thread: in Doom 2016 can I throw a grenade into a cacodemon's open mouth?

>> No.3569250

Just wondering

I like playing halloween-style games around Halloween

I never got around to playing Blood, should I do that now or wait and play something else?

>> No.3569251

Do it now.

>> No.3569259

Looks like Steam version uses dosbox

What's the ideal way of playing Blood?

>> No.3569261
File: 226 KB, 1920x1080, Seems suspicious.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here who played Urania?
The maps are so long and dickish with pistol start/no saves, I'm only at map 08 and I have something like 4 to 5 hours already.

>> No.3569265

There is no modern Windows / source port of Blood, unfortunately, due to some legal issues with who owns the copyright to the software and who owns the rights to the title.

You have to play it in Dosbox. For Blood especially - since it's a tad more difficult than usual - Bmouse is recommended, a driver that works in dosbox to fix up mouselook issues. Other than that you should be fine. Keep in mind Blood can actually be taxing to a toaster, but any decent processor / graphics card combo should work.

Don't give your money to anybody to get Blood, because whoever you give it to isn't going to be the developers. Take it with a bottle of rum.

>> No.3569267

Already had Blood because I'm an idiot who buys games where the money probably goes into a black hole (i also think it was in a bundle)

Thanks for the bmouse advice

Just realized this is monolith, I just finished Condemned. I'm assuming this game is way better and completely different

>> No.3569279

Still no package to play the new content from Duke Nukem: World Tour in EDuke?

>> No.3569285

there should be a few in duke nukem forever 2013

>> No.3569286

from what i heard you can load it but some stuff is missing

>> No.3569289


>> No.3569291

It's been, what, three days?

>> No.3569309

This. You gotta give the rippers some time to get everything working right.

>> No.3569314

But that's not Doom.

>> No.3569321

>Retro FPS thread

Can't let Doom have all the OP picture fun.

>> No.3569331
File: 841 KB, 400x400, tumblr_n33ykewDBd1qd1gobo1_400.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3569334

It's been a week. No Rest for the Living was available on PC the day before it was released on Xbox Live in 2010.

>> No.3569341


NRftL didn't have custom textures, a new enemy, new decorations, new music, new voiceovers and DOOM maps are less fiddly than Duke Nukem 3D maps from my understanding.

I don't think they can really be compared.

>> No.3569342

yeah, but it's a compilation of old maps available on idgames, no?

>> No.3569343

yeah like i said i wasn't sure if boom compatibility counted as vanilla or not since the differences are so minimal

i figured no rest for the living was vanilla

>> No.3569347

maybe people don't give that much a shit about duke anymore, I know I dont

>> No.3569350


From my understanding, the nerve.wad levels were all made specifically for the 360 port.

You might be thinking of Maximum DOOM, which was a collection of 3,000~ maps downloaded off the Internet.

>> No.3569353
File: 27 KB, 322x213, get-a-brain-morans[1].jpg [View same] [iqdb] [saucenao] [google] [report]

If only there was some way to find the answer to your question yourself and not look like an idiot.

>> No.3569360

Those would be in Duke Nukem's style though, I need sprites that have the same proportions as Doomguy or the shotgunguy, minus the guns.

>> No.3569370

Thanks familia.

>> No.3569373
File: 501 KB, 1024x768, Screenshot_Doom_20161018_192524.png [View same] [iqdb] [saucenao] [google] [report]

this looks like ass

>> No.3569383

hmm, R667 should has a few scientists, other than that (and strife) i don't really see what you could use...
maybe marathon? maybe some bootleg games?

>> No.3569389

>Plutonia map 15
chaingunners everywhere with hidden viles behind them reviving them eternally, tight corridors with revenants, viles and hell knights spawning behind and in front of you, blocking your movement, every teleporter brings you to the middle of the intersection where said reviving chaingunner army is and zero places to hide other than the start of the map, which is far away from the action.


>> No.3569393

Be sure to visit the secret map!

>> No.3569406

Both of them

>> No.3569407

There's an idea. Archviles as a support and not a peekaboo bitch.

>> No.3569445
File: 6 KB, 73x84, Enthusiastic Face.png [View same] [iqdb] [saucenao] [google] [report]

>Someone made the daggerfall skeletons and put them up on Realm667

welp, they're going in the map


>> No.3569470

tom, what the fuck size are your eyes

>> No.3569482

you can't even see my eyes in that picture, I'm looking down at the gamelan instrument I'm playing

>> No.3569589
File: 49 KB, 462x406, 1460865438542.jpg [View same] [iqdb] [saucenao] [google] [report]

I keep seeing mention of JohnnyDoom.

Is it good?

How does it compare to Project Brutality?

>> No.3569593
File: 27 KB, 386x530, c773ccf0ff43d7b21ee128cd88f4c7234b52e0b5.jpg [View same] [iqdb] [saucenao] [google] [report]

>That stock monster screech

>> No.3569607
File: 13 KB, 148x192, Sprite-scubamug_visorup2.gif [View same] [iqdb] [saucenao] [google] [report]

Good to see you still making stuff!

>> No.3569628

haven't you played daggerfall anon?

there are a few sounds used in daggerfall that are identical to doom - they must have used the same stock sounds library.
Notably the sergeant see sound.
There's also a dead ringer for the ogre see sound in quake

>> No.3569636

>haven't you played daggerfall anon?
No I have not. It's still a stock monster sound.

>> No.3569645

you should play it - dungeons that you can literally get lost in

if you want to check it out. remap mouse to mouselook, click and DRAG to attack, not just click.

Doom uses a lot of stock sounds too yaknow. like I said some are identical to daggerfall - must all from the same source

>> No.3569651

Oh we do own it here, I've just never played it, thanks for the link though.

I just found the sound itself funny, that's all. Sorry if I offended.

>> No.3569663

Where can I download that HUD? It looks pretty slick.

>> No.3569724
File: 66 KB, 800x606, 1476768055197.jpg [View same] [iqdb] [saucenao] [google] [report]

>BloodCM is a thing
Good god Blood is playable and good god do I love dynamite

>> No.3569735

Daggerfall tends to either be a cunt to get running in dosbox or be glitchy without the patches / fixes. but that setup exe solves all that and just runs, no fuss.

I had never heard that skeleton scream before, thought it was original to dagerfall, or maybe arena. I should have guessed it was stock though, considering the other sounds identical to doom and quake.
When I first heard it I was like "COOL! SCREAMING SKELETONS!" having a skeleton just clinking or raspy breathing at you is nowhere near as terrifying as a full blown scream... especially considering they have no lungs...

>> No.3569768

CM isn't a very good port though.

>> No.3569771

But mouse look updates on both axis at the same time which is pretty much all thats stopping me from playing the steam copy.

>> No.3569779


(poster has vested interest in you doing so)

play it with this--no rest for the living with hans zimmer tier theatrical music


>> No.3569784

Just use bmouse.exe nigger works for all build engine games

>> No.3569804


Also I just came back from getting groceries and what do ya know, a new version was uploaded. That timing, man.

Thanks for the music too, appreciate it.

>> No.3569819

No prob dude! Hope you enjoy!

>> No.3569827
File: 41 KB, 600x588, 1473916552342.jpg [View same] [iqdb] [saucenao] [google] [report]

guys i'm too dumb. How do I make see through railings in gzdoom? Plz halp

>> No.3569835

you mean you want railing sidedefs you can shoot through? just check impassable

>> No.3569836

no rest for the living's maps are limit removing maps.

>> No.3569839

Blood sourceport when?

>> No.3569842



>> No.3569845

I want railings for my walkway but the texture keeps sticking to the ceiling :\

>> No.3569846

CMBlood :o)

>> No.3569880


I find calling BloodCM a "source port" to be a stretch, as it uses none of the original code.

>> No.3569902

select texture in visual mode
press L

>> No.3569914

lower unpegged!! Thank you!

>> No.3569925


Man could this be interesting to make for Doom

>> No.3569929

i could see it being made for a horror based mod, maybe something like unloved

>> No.3569931

Yeah, poking around in the dark with a light or lantern, the dripping water and harsh winds echoing through the halls, fighting encounters are few but dangerous.

>> No.3569949
File: 739 KB, 1920x1080, gzdoom 2016-10-19 21-29-33-94.png [View same] [iqdb] [saucenao] [google] [report]

Post a screenshot from your last session!

I know she's a white enemy, but holy fuck this bitch is TOUGH

>> No.3569967
File: 547 KB, 1024x768, Screenshot_Doom_20161018_100747.png [View same] [iqdb] [saucenao] [google] [report]

Blasting my way through DUMP 3. Been playing for two days, but have only completed half of the maps so far. Its really good.

>> No.3569971
File: 445 KB, 640x960, vortex2-2016_10_19_19_41_10_661.png [View same] [iqdb] [saucenao] [google] [report]

Is making an effect like the flashlight in Unreal doable in GZDoom? It applies light to surfaces facing away from it, instead of leaving them black like the flare in the top half of the image.

>> No.3569975
File: 1.22 MB, 1600x900, Screenshot_Doom_20161019_015052.png [View same] [iqdb] [saucenao] [google] [report]

i like johnnydoom a lot, although that's probably because i love the grenades

>> No.3569981

have you completed hitler's prison, which i think is map 27? i want to know if it's just me but i crash to desktop when i try going in

>> No.3569983

>Post a screenshot from your last session!
I'm sorry, I'm unable to tell past-me to take a screenshot.

>> No.3569989
File: 137 KB, 623x527, 1455757158642.png [View same] [iqdb] [saucenao] [google] [report]

So can you call him a faggot instead?

>> No.3569990

Yeah, as a matter of fact I did complete it. I encountered no problems with it.

One wierd thing was that since it adds hitler and an SS officer behind a glass wall (that I can shoot through, but they cant do anything to me), for some reason on the Russian Overkill's title screen, it replaces a random powerup to appear as hitler. But other than that bug(?), it worked fine.

>> No.3570009
File: 2.45 MB, 426x240, magicalrealm.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3570013
File: 777 KB, 350x263, tumblr_mowgalVS3O1snfsquo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

>Monsters spinning
>Screen distorsions
>Bouncy Castle level

What have you DONE?!

>> No.3570018

Sure thing buddy.

>> No.3570019

I'm vomiting internally

>> No.3570027


>> No.3570040

it is a sad few minutes when your explosives run out

but then again; assault rifle + explosive headshots can also do in a pinch

did you play that small map with the two cyberdemons yet?

>> No.3570042

>did you play that small map with the two cyberdemons yet?

Not sure, but I don't think so. Is it on the left side of the cathedral hub?

>> No.3570049

Did the doom community evolve the definition of Vanilla or something? My understanding was always that it meant the original unmodified dos executable, and its bugs and limitations. But I see more people nowadays use the word to refer to the default gameplay instead.

>> No.3570052

Depends on the context.

>> No.3570054

Yeah but like, 10 years ago, it was pretty much 100% always used to refer to the dos executable. Where as I've noticed an increase in other uses of the word in the past 5 or so years, especially on zdoom forums and 4chan.

>> No.3570058

Probably because knowledge of gameplay mods became a lot more widespread when Brutal Doom became hip and cool.

>> No.3570064

Vanilla just means normal Doom play, not shit like Brutal Doom/Pillowblaster mods.

>> No.3570085

what's the /vr/ approved way of playing Hexen?

>> No.3570086
File: 954 KB, 375x211, 24d.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3570087

Playing it through ZDoom? I like using Hexercise as well.

>> No.3570093

>paper sprites
Cacodemons are round, fucktard.

>> No.3570094

Not playing it at all.

>> No.3570096

>especially on zdoom forums and 4chan
you answered your own question. amongst players for whom doom = zdoom, vanilla means no gameplay mods.

>> No.3570098

>Vanilla just means normal Doom play, not shit like Brutal Doom/Pillowblaster mods.
I know people have been using this definition in recent years. My point was that back in the day, vanilla was consistently used only to refer to the original dos engine. This is why terms like "vanilla compatible" are a thing, and why a windows source port that aims to be accurate to the dos engine is called Chocolate Doom.

>> No.3570101

Any ZDoom derivative will do. I mean, in features the sourceport is probably more Hexen than Doom.

But golly, Hexen itself is not for everyone.

>> No.3570104

I just remember being astonished and puzzled by its presentation and world as a kid, will check it out again soon in order to get past the first few levels.

>> No.3570107

Zdoom has been around for nearly 20 years. This other definition for vanilla wasnt around much more than 5 years ago. >>3570058 did answer my question, though.

>> No.3570113

Thats probably because the original "true" vanilla dos experience isn't the convenient anymore, nor just doesn't even work on the newer operating systems (requiring emulators). That wasn't the situation back in 10 years, so its no surprise that the original dos version isn't even worth considering anymore.

>> No.3570114

Who cares

>> No.3570115

>Zdoom has been around for nearly 20 years.
but it hasn't been so dominant amongst such a large subset of players that using other engines gets you sneered at.

>> No.3570117

Vanilla will always be relevant as long as people still mod for it. And people still do.

>> No.3570121

So, guys I asked a question last thread but it seems to have gone unnoticed.

I was wondering if there was some kind of decorate code to make monsters keep attacking the player even after he died. It's not that important, just something I want to do for flavor.

>> No.3570127

BloodCM kinda sucks.

>> No.3570142

People don't bother with the actual original .exe anymore, for the reasons stated. But I don't think the original definition for vanilla is going to go away anytime soon. There are still maps that get made with the original engine limitations, thanks to Chocolate Doom, one of the most popular source ports, continuing that legacy. Vanilla just simply has multiple definitions in the community now.

>> No.3570157

Plutonia map 32 is so easy compared to most of its other maps, because there's tons of hiding spots and aren't being gangraped from every angle like say, map 14.

>> No.3570179

when you die, your actor loses the SHOOTABLE flag. your killer detects this and proceeds to find new targets or go back to sleep. so i suggest to arrange for your corpse to regain the SHOOTABLE flag.

disclaimer: i have not checked zdoom code to see if it works the same way as the engines i am used to. zdoom is too complicated for a casual reading.

>> No.3570181

Was this in reply to someone?

>> No.3570187


>> No.3570191

Plutonia MAP14 isn't that hard

>> No.3570193

Hey, does anyone have a link to the latest compiled build of DoomRPG? I can't find it anywhere.

>> No.3570201

>map 14

I always felt that map should've used doom's e2m6 midi, instead of the e2m8 midi.

>> No.3570212
File: 41 KB, 1024x768, Screenshot_Doom_20161019_151350.png [View same] [iqdb] [saucenao] [google] [report]

>Playing DUMP 3
>Level exit has an automap in it
>"wtf, everythings already cleared out, why is this here?"
>Turn it on
>Pic related

Clever girl.

>> No.3570216

holy shit

>> No.3570235

i don't know, i use the console
it's map44 IIRC

>> No.3570242
File: 369 KB, 632x600, poorlittledoomgirl.png [View same] [iqdb] [saucenao] [google] [report]

Spritenoob finally returns to /vr/?

>> No.3570247

I don't know what you've done, but it looks incredible.

>> No.3570248

Awesome to hear dude!! Go in JD options and turn on map tallies and ammo reserves (the two at the top). That's where your jpoints gauge is so you'll know when it's time to shift into


>> No.3570253

You get +1 grenade along with whatever bonus it is every time you do a fatality too. If you need some more and can't find any on the ground, execute some fools

>> No.3570256

there's something like that in the JPCP too

>> No.3570270

Doom Ultimate too, with the Hand level in one the episodes.

>> No.3570281

Cleimos 2 map 17 - Sole Survivor

>> No.3570326
File: 22 KB, 214x240, 0d4ea6af04db77eff69392b178e95786d3d90489a6a1a51615679070808c21c1.gif [View same] [iqdb] [saucenao] [google] [report]

What is it about doom monster AI that makes them move diagonally so much? Is it intentional?

>> No.3570327


They're actually moving in standard compass directions, it's just every doom map is actually aligned diagonally.

>> No.3570338
File: 997 KB, 1370x4735, wright vs doomguy.png [View same] [iqdb] [saucenao] [google] [report]

How well does the map actually play

>> No.3570342 [DELETED] 

Thanks for the cringe.

>> No.3570346
File: 146 KB, 500x357, a meal and a half.jpg [View same] [iqdb] [saucenao] [google] [report]

No worries, friend.

>> No.3570352

>sweet, a dollar
the delivery on that is perfect.

>> No.3570359
File: 218 KB, 947x522, foursite.jpg [View same] [iqdb] [saucenao] [google] [report]

So is this good, anybody played it yet?
I saw several sites announcing this like it was a big thing or something

>> No.3570361

suddenly I'm having flashbacks of that one 'GUY UNIMPRESSED WITH CLASSIC DOOM MAPS, MAKES OWN LEVELS 20 YEARS LATER' article from that one what's-it's-name journal website.

>> No.3570417

I wonder if this means Vela Pax will be getting articles once thats finally finished.

>> No.3570418

You have to go back.

>> No.3570421

Never heard of it

>> No.3570423

whats with the articles on the doom community from mainstream gaming websites lately? was D44M that popular that people decided to check out the older doom games?

>> No.3570425


>> No.3570434

brutal doom was

>> No.3570448


Hmmm thanks, I'll have to check this out.

>> No.3570460

Here is the link


>> No.3570469

*insert unpopular opinion puffin here* Brutal Doom is good. It's accessible and fits closer to what iD would have done if the technology where available at the time (except glory kills, that's stupid). I just can't recommend JohnnyDoom because it's so incomprehensible to a Doom outsider. :/

>> No.3570475

you know the drill

>> No.3570478

I'm playing it now. It's definitely interesting and fuckhuge.

>> No.3570480

no I don't.

>> No.3570493


use your brain dipshit, where do you think he's going to blog about his problems online? twitter.

>> No.3570496

I am stuck at doom 1 eposide 4 level 2 impossible as i can not jump to other ledge

>> No.3570502

did you try running

>> No.3570506

as far as i know, only reelism has one

>> No.3570508

Anyone want to play some Metroid Dreadnought with me? The server name on Doomseeker is "[TSPG] Painkiller: METROID DEATHMATCH"

>> No.3570528

If you've got any questions or there's anything you don't understand I'd be happy to explain! You can turn fatalities off entirely if you want

>> No.3570535

>fits closer to what iD would have done if the technology where available at the time
then I guess we should be glad they didn't have that technology huh.

>> No.3570540

I'd be more willing to play some vanilla desu
tfw no friends that wanna play doom with me

>> No.3570548


>> No.3570564

>I saw several sites announcing this like it was a big thing or something
it means the guy is a self-promoting dipshit who spammed announcements about his map in enough places / at enough people that someone bit

>> No.3570570

>What is it about doom monster AI that makes them move diagonally so much? Is it intentional?
doom monster decide to move any of the 8 cardinal/ordinal directions without any real distinction between them so you're just imagining it

>> No.3570572

Was it his first level?

>> No.3570582

Actually my concerns are for others, not for me -- I can totally work everything out, but from the perspective of someone who has either never played doom, or only vanilla, JD is not as accessible as BD. For example, the list of difficulties is a complete WTF!? moment. BD is not perfect, but I like that it adds detail without adding too much complexity.

>> No.3570594
File: 444 KB, 1859x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

the automap is insane

>> No.3570595

wow, I was expecting 4 digit monsters for this map, but the map itself is something else

>> No.3570596

>*insert unpopular opinion puffin here*
stopped reading there, desu

>> No.3570597

is it bigger than Deus Vult?

>> No.3570604


I remember that article. That was surreal.

>> No.3570605

Hahahaha dude up until now I had not considered how that might look to someone who is firing up zdoom for the first time. Geez. Maybe I should add a text box beneath it all saying what the percents mean? I've been playing doom for so long that it's more or less impossible for me to think like a not doom person

>> No.3570650

ew, no thanks.

>> No.3570671

wait.... this is VANILLA!?? That's... insane.
I'm making a Vanilla playlist in PortaDOOM to bring together all the chocolate-doom playable content for the purists.

>> No.3570680

Just downloaded it checked out the idtext; it is limit-removing, so no vanilla :( But still, impressive map. I wonder what is the biggest thing made for pure vanilla.

>> No.3570687

what mod is that?

>> No.3570698

looks like smoothdoom with >>3570548

>> No.3570701

a couple of the maps in btsx_e2 are very very close to the blockmap limit

>> No.3570730
File: 2.83 MB, 300x240, d67655434c3b5cd0b87887af46a1773e.gif [View same] [iqdb] [saucenao] [google] [report]

And they don't know what the "Coz" is ALL ABOUT, YA SEE?

>> No.3570761 [DELETED] 


>> No.3570772

can we please keep this thread clean from embarassingly unfunny LPer cancer.

>> No.3570794

Doom's somewhat relevant still. I guess the journos are thinking an expansion or DLC's gonna happen for D4 since it sold decently.

>> No.3570802

What wad/pk3 is this revolver from

>> No.3570807


Looks like Russian Overkill.

>> No.3570812

I think its cause for the most part we flew under the radar since the community is so far removed from all the major gaiming hubs like nexus etc.

Ever since brutal doom the mainstream gaming "journalism" seems to have realized there is a big modding scene still alive for a game thats 20+ years old, makes for a good story. Doom 16' also helped since their audience now knows again what doom is.

>> No.3570831

just report and filter

>> No.3570835
File: 2.85 MB, 300x236, 1447462828593.gif [View same] [iqdb] [saucenao] [google] [report]

Out of all the things that could potentially bother me in Hideous Destructor, the biggest piss-off is how 95% of zombiemen's guns have the ammo evaporate out of them as soon as they die.

>> No.3570836

Uh, you do realise you can pick up the guns and strip them,right?

>> No.3570839

sadly it is not against the rules :(

>> No.3570851

You can't use stripped UAC rifle ammo in your own rifle.

Only unsealed magazines can be used, they have a red top to it.

I don't really mind it so much once I understood that I can't strip the ammo, it just makes me use the top tier shotguns more.

>> No.3570858

Yo, can you replace "sm_v03" in "OUR WADS" to just be Tabula Rasa?

sm_v03 is incorporated in Tabula Rasa

>> No.3570876

Which wad should I play?

>> No.3570881


>> No.3570885

Yes you can, you will use jailbroken ones when you run out of fresh mags, but they will not be completely full and will fuck up the ammo counter.

>> No.3570889

wad name?

>> No.3570891


Wow, did not realize it. I just stopped at 0.

>> No.3570905

Curious if anyone has some recommended wads that fit this bill. Bonus points if Co-opable.

>> No.3570908

w e l l then

>> No.3570910

Happy Time Circus 2

>> No.3570913

Perhaps you could contact "Faqqer" (that's Marrub isn't it?)

>> No.3570920 [DELETED] 

> forcing this meme shit again
don't respond to the troll, just report

>> No.3570921


>> No.3570938 [DELETED] 

it's the same mega man shitposter, notice the linebreaks. he failed to force his shitty 8bit dm into op pic and now tries to compensate by forcing stupid meme wads nobody likes

>> No.3570940

I have no idea what you're talking about.

>> No.3570942

Well to be fair, there was a bit of hype to be drummed up for MM8BDM 5.

>> No.3570946

>notice the linebreaks
the ones that most posts on this site have when listing things, yes.

>> No.3570947
File: 14 KB, 480x360, busted.jpg [View same] [iqdb] [saucenao] [google] [report]

>meme wads

>> No.3570948

OK anon because you post in /doom/

>> No.3570951 [DELETED] 

why do you play shitty 8 bit video games like doom when quake live exists anons? its like quake 3 but modernized for computers and free.

dont you get tired of looking at ugly pixels?

>> No.3570952

Mockaward's in the bag!

>> No.3570957
File: 129 KB, 1360x768, Screenshot_Doom_20161008_010731.png [View same] [iqdb] [saucenao] [google] [report]

> MM8BDM 5
What's that? I played mm8bdm recently a bit, but what does 5 stands for?

>> No.3570959

Is this original wad or have you done something? Either way I want a download link for it NOOOOOOOOOOOOOOOOOOOOOOOW!!!!~~

>> No.3570960

Pretty sure he means version. It took forever to come out.

>> No.3570969
File: 301 KB, 1000x1690, 823685557.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3570971

So that's just what everybody plays now?

>> No.3570974


I don't know what the map is, but it looks like he combined the Wobbly shader with Megabounce and ROOL.


>> No.3570986 [DELETED] 

weebs get OUT of MY doom

>> No.3571000
File: 80 KB, 638x478, doomhack3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3571001

stop responding you fucking retard

>> No.3571005
File: 446 KB, 1366x768, Screenshot_Doom_20161012_011131.png [View same] [iqdb] [saucenao] [google] [report]

>he doesn't know that anime & doom was a thing time immemorial

>> No.3571023

don't tell me what to do.

you're not my mom.

>> No.3571045


How do you know that? Have you confirmed that your mom doesn't browse 4chan?

>> No.3571070
File: 880 KB, 1920x1080, Screenshot_Doom_20161019_232045.png [View same] [iqdb] [saucenao] [google] [report]

Working on Spellcross Oblige V1.01, introducing three new monsters to the pack, alongside balancing changes, general fixes and Oblige Random settings updated. Nothing big from the new Monsters, but some expansion to the randomness, and soon all updates will be available for Spellcross Arena (as seen testing in the screenshot)

>> No.3571136

it's a map from DUMP 3 actually

>> No.3571147
File: 912 KB, 240x176, 1441883654946.gif [View same] [iqdb] [saucenao] [google] [report]

speaking of DUMP 3 I owe the maker of Caco-Lover five across-the-eyes

>> No.3571151

I know D44M isn't particularly welcome here, but I figured I'd let you guys know anyways since it's technically related to the original DOOM assets.
Basically, Snapmap got an update today that added assets from DOOM 1 and 2 in their original form. So theoretically, you could redo entire levels like Id did with the collectables in D44M.

That is all. pls no bully

>> No.3571196

It's MAP11 of DUMP3, with the wobbly shader:
and ROOL:

>> No.3571224

Trying to get back into Doom; Reelism on GZDoom 2.2.0 runs lags like shit even before anything spawns, with dynamic lights off and no textures. Is my computer just too potato?

>> No.3571232

I admit that I hate Knee Deep in Z-Doom's level design, but goddammit I wish I could mix other mods with it more.

>> No.3571237


>> No.3571291
File: 1.70 MB, 1280x720, I'm not entirely sure what this does, but it is pretty.webm [View same] [iqdb] [saucenao] [google] [report]

This is neat

>> No.3571298

Whats the mod for fireball effects

>> No.3571305

[Darude - Sandstorm blares]

>> No.3571309
File: 48 KB, 520x770, 1460762068564.png [View same] [iqdb] [saucenao] [google] [report]

It's one of the chainsaw(?) replacements from DUMP 3

>> No.3571332

The weapons from DUMP3 were separate, right? Do they just replace other weapons at random?

>> No.3571336

No, imp fireball.

>> No.3571340

From what I can tell, guns that replace shotguns will be randomly given to you when you pick up a shotgun, and so on. I could be wrong though.

Speaking of shotguns, that pump action has some sexy animations

>> No.3571346
File: 671 KB, 1920x1080, gzdoom 2016-10-20 02-17-53-45.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3571352
File: 112 KB, 1280x720, The sounds are good too).webm [View same] [iqdb] [saucenao] [google] [report]

Oh, that's just Zandronum using OpenGL renderer as far I can tell, I haven't modified it.

>black rasberry looks away from his friend puking

>> No.3571358
File: 124 KB, 283x280, my eyes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3571360

add a teleport to a secret area in that blank space

>> No.3571365

Shit, that looked much better when I previewed it. Looks like its time to adjust the bitrate

>> No.3571382

i set the friction to 0 and movement is fine now
except that if you fall off any sort of heighted elevation you slowly fall down at like 0.000001 velocity
how do you fix this?

>> No.3571438

given how powerful snapmap is, the only original map you could do is probably dead simple

>> No.3571442

yes! yes!

>> No.3571447

The modules are probably only things from Episode 1 of Doom, especially given how limited the module selection grouping is. I can't see yet since i'm downloading at like 350kbs.

But on the Classic Doom map template, they have it set up to have recreations of the oldschool tally and map screens.

>> No.3571473
File: 42 KB, 558x714, Simpsons+comp+19_920a37_5436843.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guy's I'm trying to make holding tanks for demons in my level (kinda like they had in doom 3) and I want to use the see thru window texture that commonly houses chaingunners outside as the door. How do I make the texture see thru, yet not be able to shoot thru it or alert the monster inside?

>> No.3571529
File: 270 KB, 1280x720, Screenshot_Doom_20161020_045135.png [View same] [iqdb] [saucenao] [google] [report]

rather than explain I made an example wad so just open that up in an editor and see how it's done.


>> No.3571532

The gluon gun SFX is kinda mean on the ears but it's not as bad as the Plasma-infused RL in that regard

>> No.3571534

Holy shit you are a HERO.

Will post pic when I get it right!

>> No.3571545
File: 10 KB, 230x308, paladinhexen.jpg [View same] [iqdb] [saucenao] [google] [report]


Shame Brutal Hexen didnt got finished. I just got to the end of Hexen 2, and fuck I really really miss the 90s dark gothic fantasy looks, more in lone with sword and sorcery than boring GOT like modern fantasy.

I guess Hexen 1 worth it? Finished the first map and it kinda meh.

>> No.3571549


Sword and sorcery with gothic shit will forever be my jam. I hate this gritty realistic take on fantasy that's been trending for a few years

>> No.3571552
File: 342 KB, 990x1547, Scan11659.jpg [View same] [iqdb] [saucenao] [google] [report]


D&D has been getting better art but yeah I hear you, blame millennials I dont know.
Stuff like Dragon Age looks dirty, and GOT and Witcher looks tame, even if Witcher is the better looking, armors and stuff looks decent.

Maybe mainstream ruined the feel a bit, but at least LoTR had a pretty nice style.

I guess From games have the best take on classic fantasy but even so even From cant replicate the older look.

>> No.3571556

Did you try the improved sounds?

>> No.3571561

Very enjoyable. It all looks like natural caves, cliffs and a canyon. Meanwhile the progression works smoothly as a straight-forward action map.

The ingenious part is that the head (where the exit is), happens to be both the last place you uncover and also serves as a large open arena. There was absolutely nothing that clued me it was an anime girl right up until the very end. If the automap wasn't there, I would never had known.

>> No.3571567

Wildweasel's mod? Not really, how is it?

>> No.3571570
File: 447 KB, 1920x1080, gzdoom 2016-10-20 16-22-55-51.png [View same] [iqdb] [saucenao] [google] [report]

Do you think that the guy who recorded the Skulltag taunt ever regretted doing it?

>> No.3571574


>> No.3571578


>> No.3571579
File: 558 KB, 1920x1080, gzdoom 2016-10-20 16-21-21-54.png [View same] [iqdb] [saucenao] [google] [report]

Well I do suppose it sounds smug as shit

>> No.3571604

I'm struggling like hell to re-create this...

Life is hard.

>> No.3571608

I don't understand the floor/ceiling height part.

>> No.3571609
File: 74 KB, 350x447, 1463635864174.jpg [View same] [iqdb] [saucenao] [google] [report]



I hope you liked the pocket revenant weapon, I had a lot of fun making it

>> No.3571629
File: 14 KB, 344x432, 1419547286164.png [View same] [iqdb] [saucenao] [google] [report]

The Tesla weapon is pretty fun as well.

Might run the DUMP3 weapons and maps together. Which maps in particular stand out? Because holy shit that is a really fucking huge and impressive hub going on there.

>> No.3571632

If the linedefs are impassable I wont be able to release the demons upon the players?

>> No.3571692

Don't TNT and Plutonia do this?

>> No.3571698

No see-through anything in vanilla doom.

They did stasis Arch Viles though, in one map. Pretty fun map actually.

>> No.3571720
File: 227 KB, 640x480, Screenshot_Doom_20161020_012037.png [View same] [iqdb] [saucenao] [google] [report]


Well it took me the better part of the last 3 hours to figure it out but I jury rigged the FUCK out of this chamber. Texture/invisible walls can be triggered up into the structure releasing the the contained demon. Sound/bullet proof. Looks good with the scrolling textures/glow effect inside :]

I bet you guys could pull this off effectively in 30 seconds but holy shit am I relieved I got it working

>> No.3571727
File: 206 KB, 1280x720, Screenshot_Doom_20161020_073113.png [View same] [iqdb] [saucenao] [google] [report]

Somebody give me some pro strats on how to deal with this cacodemon horde on sunlust map20. I know there's a secret that releases a cyberdemon and some revenant + health and ammo but I'm not sure they do any good.

>> No.3571731

Now it need Cyriak music

>> No.3571739

Spam rockets to death, there isn't a real good strat like making revs and pinkies whiff their melees and caco swarms are a pain because even if rockets are your best weapon (judging by your hud, the lack of plasma might be a better reason to use the RL), it makes cacos spread cuz explosions

>> No.3571757
File: 1.14 MB, 1920x1080, gzdoom 2016-10-20 18-50-04-06.png [View same] [iqdb] [saucenao] [google] [report]

When I try out Rool every enemy is flat as a pancake

What do

>> No.3571762
File: 178 KB, 1280x720, Screenshot_Doom_20161020_075932.png [View same] [iqdb] [saucenao] [google] [report]

Mission success

>> No.3571764
File: 158 KB, 1280x720, Screenshot_Doom_20161020_080202.png [View same] [iqdb] [saucenao] [google] [report]

And of course it's AFTER I manage to beat it I find the useful secret

>> No.3571765

is there a way to make it so the upper and lower parts of a 3d floor have different wall textures?

>> No.3571771

stack two 3d floors on top of each other?

>> No.3571776

you can do that? how?

>> No.3571783

have two different control sectors with the same tag

>> No.3571784

ive tried that and it produces really clusterfuck-y results i don't know how to work with. i don't know how that would help with my problem anyway

btw i'm talking about the rooms created above and beneath the 3d floor, not the sides of the floor itself. both sectors are using the wall texture for the top sector and i want a separate one for the bottom one. it's kinda hard to explain

>> No.3571785

Make spicy impcakes.

>> No.3571798

never mind just needed to make an extra sector for the wall

>> No.3571823 [SPOILER] 
File: 313 KB, 827x700, 1476946512453.jpg [View same] [iqdb] [saucenao] [google] [report]

you just wait until i can code my voodoo SS doll properly

it's gonna be a shit weapon compared to yours

>> No.3571830

speaking of DUMP3
worst and best weapons of each slot, go

i want to see how many times my gun is at the bottom of peoples' lists

>> No.3571832
File: 5 KB, 330x310, vr and his glasses.png [View same] [iqdb] [saucenao] [google] [report]

So what would be a good benchmark to put each weapon through that isn't too short or long? I think I might go full autist and track my hot opinions on a spreadsheet or something.

>> No.3571834


It better go MEIN LEIBEN when you stab it with a pin.

>> No.3571841

i was just using the stock zombie painsound but now i'll give it a chance to MEIN LEBEN, also i'll pitch them up

>> No.3571860

dual mode rifle most best feeling and awesome slot 4

build a wall around the holy water pistol and vote it off the island nobody wants that useless shit

>> No.3571864


use the other death sounds the Nazis made in wolfenstein for the other grunts, like the AIIIEEE and OHH HOOOUUGGHH

>> No.3571865

maybe how many shots it takes to kill a caco/hell knight/baron, versus how many shots it takes for a stock doom 2 weapon to do the same

I mean, it won't be perfect because some weapons have piercing or splash or some other features like being unable to hit things past four feet but getting a feel for base damage is a good start.

>> No.3571870


i really hate to agree with you because the weapon itself is fantastically designed

it's just functionally useless unless you're using it against like 3 monsters at a time

>> No.3571876
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

weeb hammer, uzi/shottie, flechettte rifle, remote mines, fusion gun, that thing that fires balls that home in on motherfuckers

>> No.3571879

laundry-fu is kinda very bad
bfg melee that doesn't do bullshit amounts of damage
yeah, you get bonus jump height and damage resistance, but killing bosses and large groups takes a whole while with it

actually pretty much all the bfg tier weapons suck at being bfgs, except the srs rocket
because atleast that thing kills things dead

>> No.3571880
File: 148 KB, 873x806, 1463190865226.png [View same] [iqdb] [saucenao] [google] [report]

>Basing quality on how much damage the weapon does

>> No.3571883

>build a wall around the holy water pistol and vote it off the island nobody wants that useless shit
i will fight you and your shit waifu

>> No.3571894

you forgot the SSG tier you dork
or the chaingun
there's two guns with 'flechette' in them, so i don't know which one you mean

>> No.3571902

I was thinking about more on certain maps completed within a reasonable timeframe.

>> No.3571917

Can anyone help me find a paticular mod? Its been a long time so I can't remember much of it but the one thing that sticks out in my head was that it had a gun the according to the mod creator just deleted whatever it hit out of the memory, including worldspawn. I remember it did plenty of other out there things but I can't name it offhand.

>> No.3571936

With the holy water pistol I'm hoping, because with that piece of shit you already fuckin lost

Actually now I'm kind of curious how it would work in deathmatch.

Yeah, there are weapons that do less damage but I just find more useful overall, I mean there's that one plasma thing that fires shit everywhere and destroys things if you're surrounded but if you just want to kill that one fucking cacodemon in your face it's a gigantic waste of ammo.

Or hows about that multihex device, like holy shit I love a bfg tier weapon that does zero damage, and the mines are great fun to dick around with except for when you need to unload damage quickly on a lot of shit, which is like the whole fucking point of the rocket launcher unless you have a BFG already. Like an actual BFG tier weapon and not any of these lousy wannabes.

>> No.3571941

A bit unrelated, but your post reminded me of a game that has a gun that deleted anything it hit, including the hud and even the exit.


>> No.3571992
File: 27 KB, 500x259, nnafkoZyu51qmi7a3.png [View same] [iqdb] [saucenao] [google] [report]

>Update to latest dev build of ZDoom
>They messed with the hud and console text scaling that's been standard for years

>> No.3571994

I dislike that the HUD scaling option also messes with the console scaling.

>> No.3572005
File: 123 KB, 960x540, timewarp.jpg [View same] [iqdb] [saucenao] [google] [report]

There are a bunch of "setpiece" modules that are various rooms/areas from the first three levels of E1, along with a heap of modules that are new designs using the old assets and style (with some minor breaks from "accuracy" like 3D floors).

You can also retexture blocking volumes with various Doom 2 textures, to build your own damn level geometry, and there are several large "grid" modules within which to build.

>> No.3572007

I can't put my finger on it but something about the way the gun works scares the shit out of me

>> No.3572009

con_scale 1 to restore the old console text scale

>> No.3572020

I fucking love you

>> No.3572024

But can the ai navigate custom stuff yet? when i tried they either phased through things or just stood still the second something thats not a module blocks their path

>> No.3572029

Thank you so much.

>> No.3572063

>No see-through anything in vanilla doom.
Arachnotrons in TNT map 31.

>> No.3572069

he meant there's no translucent textures in vanilla doom. transparent but P_CheckSight-blocking walls, yes, but actual translucency such as >>3571529 is a Boom feature that required adding a whole new set of R_DrawColumn functions.

>> No.3572147

Wait, DUMP 3 has custom weapons? I'm playing it with smooth doom and there are none.

>> No.3572152


There were two versions of DUMP 3, a map pack, and a weapon pack

>> No.3572153

It's completely separate.

Speaking of which, I'm trying to play through DUMP3 with the weapons but it seems that I retain them even when entering a new map regardless of menu settings. Wasn't the whole idea to start every map as a pistol start?

>> No.3572162

Beats the shit Z&'s had for years

>> No.3572168

Don't mean to be retarded, but if you want to use the DUMP 3 weapons, you have to download the test mod from the Zdoom forums post? They're not included with the full release? I haven't been following this really, so yeah.

>> No.3572195

Thanks, friend.

>> No.3572223

>gzdb has a translucent option
>literally a box you click and presto

I feel bad for those who have to go through all this effort for such a small feature.

>> No.3572246

been watching a couple videos on that and it doesn't seem half bad actually. might try out hand at making another custom map for it sometime today.

>> No.3572260

I thought it was only UDMF configurations that had the tickbox?

>> No.3572261

I mean, dude doesn't specify that it has restrictions.

Just saying that it's easy to accomplish if that's the case.

>> No.3572268

I'm going to get shit on for saying this, but while it can't compare to the tools we're used to, snapmap isn't half bad. It's actually surprisingly complex for something made for consoles.

>> No.3572280

It used to be a hot steaming pile of shit when it released, that's for sure. they still got a long way to go, but at least it's one step in the right direction. this update is easily the best one yet.

but, and I really do fucking mean it, they need to get out with that retarded 12 enemy on spawned limit. the base game had a lot more than just that, why wouldn't it be feasible? also the limits need to either be removed or expanded a lot while they're at it.

>> No.3572416

Why is it only the hard wads that people say are full of annoying chaingunners and revenants?

>> No.3572420

Because when it comes down to it Chaingunners and Revenants are always a threat no matter how they are placed, with the only other enemy that is like this being the Archvile. The rest require smart placement to be dangerous

>> No.3572423

>where did my health go?

>> No.3572429

everything else can be strafed around because doom ai is very simple

>> No.3572432

Why does Nuts.wad lag like hell in GZdoom but runs fine in Prboom+ is gzdoom just really poorly optimised or what?

>> No.3572434

you serious?

gzdoom runs on opengl by default.

>> No.3572440

Just finished it and for a huge map it's pretty damn good for the most part. Looks good and plays good. It starts kinda slow, but quickly picks up. Totally worth playing if you're in the mood for a long level.

>> No.3572441

I'm not asking why people only complain about Chaingunners and Revenants. I'm asking why they always single out the hard wads for using them, but don't bring up easy wads that are just as liberal about them (btsx e1 comes to mind).

Im just interested, because a lot of the time, people pull the "its not hard, its annoying" card, yet only complain about the ones that are considered hard. It makes me think they just want a scapegoat for their frustrations, and don't want to admit that they need to improve.

>> No.3572442

What are some GOAT obscure retro fps'?

also are there any good Wallenstein source ports?

>> No.3572449


and it still bends itself when playing nuts.wad compared to prboom+

>> No.3572451

marathon trilogy

>> No.3572452

How do I install Blood on a modern PC?

>> No.3572453

pirate the GoG version

>> No.3572454

Gzdoom's gl renderer requires more recent hardware compared to PrBoom+, though.

Though even before GZDoom did that renderer update, I'd also lay blame on Zdoom itself for having code thats messy and bloated.

>> No.3572457

that's my point, it takes more computer juice to handle it compared to software renderer.

>> No.3572458


Where can I get that? I didn't see it on Blackcats.

>> No.3572459

piratebay probably

>> No.3572460

Okay, so I'm on a netbook -- 2.16 Ghz, Intel integrated graphics. PrBoom+ SW gives me 100+ fps, PrBoom+ HW gives me 300+. It's just G/Zdoom being inefficient.

>> No.3572461

didn't that just get taken down yesterday

>> No.3572467


Well that explains why I haven't been able to get on recently. Now I gotta remember my bitgamer password, oh joy.

>> No.3572470

I can't believe all of these pirate sites are going down one by one, I thought they'd be eternal.

>> No.3572471
File: 810 KB, 1920x1080, Screenshot_Hexen_20161020_182008.png [View same] [iqdb] [saucenao] [google] [report]

Re-working the HUD. Unfortunately I can't make graphics for shit.

I wish SBARINFO had a function like DrawBar that can be any length, so I could make the HP/FP/ST bar change size based on their stats without a fuckload of extra graphics and If/Else statements.

Also added the foundation for monsters to cure themselves should they find themselves poisoned. Obviously not every monster would, but it's there should I ever want a more advanced enemy to cure their poison status.

>> No.3572502

Need help.

I wanna get the /vr/ skins but the http://static.best-ever.org/wads/vrskins_v3.3r.wad link does not function. Anybody out there who has the file?

>> No.3572515


>> No.3572520
File: 8 KB, 125x125, 1435631614729.gif [View same] [iqdb] [saucenao] [google] [report]

Thank you very much.

>> No.3572521

DUSK gameplay.

>> No.3572532

I'm aware it's pre-alpha, but man the gunplay and monster design is flaccid.

>> No.3572534


You seen Hellboy? It's like that Sammael creature, one falls, and two shall arise

>> No.3572557

The guns could feel meatier, but I'm happy its going for a more classic approach to level design instead of following the painkiller style.

>> No.3572559
File: 45 KB, 600x646, CZ9RwT4WAAEmTaN.jpg [View same] [iqdb] [saucenao] [google] [report]

I am not expecting anything and I'm still disappointed.

>> No.3572565 [DELETED] 

desu the game feels more like HL than Quake like they're marketing it, at least from the demo at PAX

>> No.3572568

I'm not seeing anything remotely similar to HL here.

>> No.3572573

That's the whole point of the video, to help improve the game.

>> No.3572574

The game feels more like HL than Quake like they're marketing it, at least from the demo at PAX.

It's the way the game feels when you play it - how enemies behaves, how the gun feels, that sort of stuff

>> No.3572581

>gunplay closer to half life than quake
thanks but no.

half life is such garbage shit outside of the story progression, and then it's painfully overrated in that regard.

>> No.3572586

>It's the way the game feels when you play it - how enemies behaves, how the gun feels, that sort of stuff

I'm still not seeing it, but whatever.

>> No.3572594

It looks better than Wrack. Could still use some work, though.

>> No.3572609

BTSX isn't that liberal with them.

I think the real reason for it all is they are trying to play the game without savescumming and hard wads have long levels

>> No.3572614

>BTSX isn't that liberal with them.

Compared to most non-slaughter wads, it kinda is.

>> No.3572641

IMO, anyone who complains about BTSX E2 for its revenants is lying and didn't play the wad. The real challenge came from its liberal use of Arch-viles. I mean, it even has a level dedicated to them.

>> No.3572670

AI was much better than anything in Quake 2. Unreal still beats it though.

>> No.3572701


This would be because we recently discovered that A: Inventory.UNDROPPABLE is not affected by clearinventory stuff, and B: Inventory.UNTOSSABLE is both a thing and supported by Zandronum 3.0.
It should be fixed come the next weapon build, whenever that may be.

>> No.3572704
File: 112 KB, 300x300, 1432649908579.jpg [View same] [iqdb] [saucenao] [google] [report]

>type in quake videos on jewtube
>get cupquake

>> No.3572706

I like it. Looks like ugly Quake, in a good way.

>> No.3572710
File: 352 KB, 960x540, gzdoom 2016-04-18 03-24-33-647.webm [View same] [iqdb] [saucenao] [google] [report]

If I could ever figure out what the hell I'm doing! I actually got distracted by another level I'm working on in Hammer.

If I could just learn how to code, I might actually finish something.

>> No.3572724

that looks awesome - though it could definitely benefit from some acidic bubbling/splashes and smoke etc

I love your work!

>> No.3572737
File: 3 KB, 98x98, Lydia_formalmug.gif [View same] [iqdb] [saucenao] [google] [report]

Those would be added particle effects I'd reckon. If I had those l337 decorate skills, I'd probably add more stuff like that.

>> No.3572753

Hey, does anyone have the Turok Doom ,wad? I'm going to try and rip some sprites from it.

>> No.3572760

desu I wish he'd do another demo that wasn't just the pre-alpha testbed. The gunplay feels floaty like Quake did, but it's better done than Wrack and the ROTT remake.

That said, I wish more games would use meatier default pistols.

>> No.3572775

can't really find it, can someone post the link?

>> No.3572798

Are the weapon models gonna have hands? It just looks weird how the weapons float around infront of you

>> No.3572818

Definitely the most 90's a "classic styled" modern fps has looked. Getting a mix of Doom, Blood, and Quake here.

>> No.3572824

Eh, I'm not that bothered by it. Quake 1 didn't have hands besides the axe.

>> No.3572891

Is there a download for this? I only read that they sent out review keys.

>> No.3572895

Finished all of Dump 3.

As to be expected of a community pack, it's a mixed bag overall. Some really cool stuff, some really shitty stuff. But the cool maps are REALLY good, and the HUB map thing means if you know what ones are the shitty maps then you can just avoid them. More Zdoom community map packs need to do that, imo.
The final boss battle was fun. More interesting than the usual "circle strafe and win" bosses in most Zdoom maps.

Want to see some kind of Best Of Dump set down the line.


>> No.3572897

the sandcastle map is gorgeous, though it runs like shit

>> No.3572898

Doom running on the Nintendo Switch when

>> No.3572906

where do i download dump 3 maps + weapons?

>> No.3572907

>More Zdoom community map packs need to do that, imo.
more zdoom community map packs need to exist in the first place

the only other example i can think of is zpack, which is 90% hot garbage

>> No.3572909

in boom it's just a line action, not much harder. the real trick is the fake floor right behind it to give it the illusion of being a solid mid texture.

>> No.3572919

the maps are in the second post in the thread, about the weapons I don't know

>> No.3572932

Community zdoom mapsets can have the risk of being all over the place in what they offer, due to the possibilities the engine allows. One map may have a dramatically different set of features and gameplay compared to another, which can turn off some players.

>> No.3572954

oh i meant the flakchette gun, chaingun tier

flechette cannon for SSG tier

>> No.3572967

hell revealed 2 is a lot nastier than I remember.

it even has inescapable death pits.

>> No.3572973
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3572983

I always feel HR2 had its primary balance done on HMP, and then added extra on UV. Cause some maps can seem like theres no breathing space on UV.

>> No.3573000

last time i got that, i couldn't exchange wep. did they fix that?

>> No.3573003

the work around was to bind a key to weapon zoom, then hold it down for a couple seconds to drop a weapon. They're still working on the final build of the weapons pack at the moment though.

>> No.3573009

It's designed around UV, it's made specifically for the toughest Doomers and HMP is for everyone else.

It's all about enemy management and optimized gameplay, takes planning.

>> No.3573021

I don't think you understood what I meant. I'm more saying it feels like a Ribbiks kind of situation. Where HMP is treated like UV, and then UV is UV+.

>> No.3573036

I know what you meant.
It's designed around UV, HMP is not treated like UV. It is treated like HMP.

>> No.3573054

>It's designed around UV, HMP is not treated like UV. It is treated like HMP.

I'm willing to accept that its balanced on UV if a source is provided. But It really does not feel that way, though. HMP is comparable to UV in most HR-like mapsets of the time. Where as UV, some maps have shit terrible pacing, thanks to cramped rooms being overstuffed.

>> No.3573078

is there a way to make it so the player is forced to look to look at an enemy when it melees you? kinda like how the chainsaw works? there's probably an action function somewhere but i can't find anything

>> No.3573082

You mean this?

>> No.3573089

Both Hell Revealed 1 and 2 just have full skill level support but UV was considered standard for players even back then.

Also to add to that the maps were made by speedrunners and top doomers, and you know how purists are.

I can't find any official word on what teh difficulty is, only that HR1 and 2 were both made as ultra hard levels.

>> No.3573103

UV is still considered standard, and most big name mappers are still speedrunners and top doomers. Doesn't stop Ribbiks from doing the main balance on HMP and then going nuts with extras on UV. So I don't find this argument convincing enough to believe HR2 had its main balance on UV.

>> No.3573104
File: 1.39 MB, 478x360, 1453521989434.gif [View same] [iqdb] [saucenao] [google] [report]

>map is about to ruthlessly fuck you in the ass
>mapper makes the game autosave before it happens

thanks for the lube, senpai

>> No.3573107

Readme doesn't say anything about HMP being what it's designed around. And considering all the running of UV uploaded for HR all evidence supports UV as the standard.

>> No.3573113

I'm talking specifically about HR2, not HR1. And speedrunners playing on UV does not automatically mean that map had its primary balance done on UV. I mean, theres speedruns on Nightmare aswell, does that mean Nightmare was the primary balance too? You're still not making compelling arguments.

>> No.3573126

Hexen 1 is better than 2 in every way, so yeah, it's worth it.

Also play the Hexen2 expansion, Portal of Praevus, if you haven't yet. It's so much better than the base game.

>> No.3573128


they should really flip the main and alt fires of yholl's shotgun and uzi, it makes more sense in every possible way (name, hands and slot)

>> No.3573129

>Mapset is made by speedrunners
>Speedrunners play UV as a standard
>Makes maps for HMP..?
I figured it was logical enough to infer, but I dunno.

Like I said I couldn't find any official word for HR1 and HR2 outside of them saying OH SHIT THIS IS A HARD MAPSET on every description I can find for it.

>> No.3573139

Considering HR2 loves to remind the player that they should tone down the difficulty if they find it too hard in both the text file, and in the help screen, the idea that UV isn't the most balanced for normal play doesn't sound too far fetched to me. But it is still possible that UV is indeed where they balanced it. Nothing is explicitly concrete, really.

>> No.3573149

this opinion is wrong.

>> No.3573157
File: 189 KB, 1920x1080, steven armstrong.jpg [View same] [iqdb] [saucenao] [google] [report]

What games should be turned into Doom mods?

>> No.3573162

fallout 1

>> No.3573164

SMT strange journey

>> No.3573165

timesplitters 2 or 3 are prime candidates

>> No.3573170

God Hand
DMC1 or 3

>> No.3573173

>escape plan
i don't get it.

>> No.3573185

Metroid Prime
still waiting

>> No.3573187


Or you mean levels whole?

>> No.3573194

Monster Hunter

>> No.3573205

Levels and gameplay. Dreadnought suffers from being too similar to normal Doom, due to sticking to doom's speed and not having any monster replacements.
also lacking a vital mechanic like partial-charge beams is stupid and not fun

>> No.3573207

>partial-charge beams

>> No.3573212


In the Prime games, you can partially charge the beam for more damage compared to a normal shot, but not as much as a fully charged shot.

>> No.3573221

That Jim guy plays DUSK's pre-alpha:


>> No.3573230

>Dreadnought suffers from being too similar to normal Doom
This is the first time I've heard a complaint about a gameplay mod being too much like Doom.

>> No.3573252

Believe he means in comparison of Metroid Prime. Dreadnought also doesn't have cool arm cannon animations

>> No.3573274
File: 556 KB, 1920x1080, Screenshot_Doom_20161020_222451.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3573276

>Health on the right side of the screen

>> No.3573281

Teleport to the map itself through console
Finishing the level will take one off the counter

>> No.3573308

My general impression of the game from watching that is that it's very derivative, very unfocused and it does nothing competently.

The level design sucks. It's a 3D game but the only instance of verticality it had was that part where the player was able to climb up on a shed and take shots at an enemy at a window in the second floor of that house. The biggest problem is that the flow is very uninteresting and quite linear, it's like the level was made in separate pieces and only glued together. It also seems unfocused with all the useless clutter to interact with; at best they confuse and frustrate the player and waste his time into thinking moving them about will produce a meaningful reaction, and at worst they trip the player up while he's trying to fight enemies. Even if you disregard all those criticisms, the enemy encounters are just plain uninteresting. The very beginning is a very basic square arena, then it moves on to very basic corridors, something like you'd see in Wolfenstein 3D except more linear and predictable, then open ground combat like in Serious Sam except without the enemy types and variety to make it interesting, then room-by-room clearing like you'd see in Rainbow Six except without the tactical and squad-based gameplay to make it interesting.

Weapons and enemies are shamelessly derivative and uninteresting; the most visually striking weapon, the crossbow, is a clear ripoff of Heretic's Ethereal Crossbow except its function is far more mundane. For fuck's sake, if you're going to shamelessly derive from something, at least do it better. If you're going to ripoff the Heretic crossbow, don't make it more mundane. If you're going to make some sort of Quake ogre/knight hybrid, don't make them slower, more basic and less threatening.

I wish I could say that all it needs is some feedback but there's a lot of things there that just by being there tells you that the developer doesn't have what it takes to reach the goal he's striving for.

>> No.3573309

Isn't it entering the portal itself that counts down the counter?

>> No.3573312
File: 568 KB, 973x1372, 1455499440043.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't believe somebody hasn't done this yet. Maybe SJ isn't popular enough?

>> No.3573317

I forgot that you can have conversations in ZDoom ala Strife, so demon convos are perfectly possible.

What about enemy weaknesss, alignment and team attacks?

>> No.3573319

Chrono Trigger. The future alone would make a pretty groovy techbase.

>> No.3573327

ok, do you know the name of the map?

>> No.3573329

I've thought about it, but I'd be better off making an XCOM-styled mod since I know a hell of a lot more about it

>> No.3573332

thats already kinda a thing

>> No.3573335

Kamen Rider Ex-Aid.

>> No.3573346



No, I don't mean DRLA.

I mean an actual turn-based first-person roguelike, but with DRLAs weapons, mods, armor, classes, etc.

>> No.3573350
File: 213 KB, 612x900, strangejourney_characterart_protagonist_2.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess you could maybe do weakness based on the weapon you're using? You can only have so many monsters so that shouldn't be a problem. For alignments possibility have the player choose it when you start it up? I'd think the biggest problem with doing a SJ styled wad would be the demon designs. Obviously you wouldn't do EVERY demon, but having to recreate demon designs for all angles would be such a pain.

Yeah thinking more about it I think a SJ.wad might be more trouble than it's worth.

>> No.3573354
File: 74 KB, 480x462, f7c969efd90bedaa85cc7560e61bdc134101c954.png [View same] [iqdb] [saucenao] [google] [report]

I mean, it'd be cool as fuck, but I don't have the dedication or skills for it.

>> No.3573357

ID actually did Doom RPG games for mobile. I think someone's bringing that into Doom somehow.

>> No.3573358

>I guess you could maybe do weakness based on the weapon you're using?
Yes, I remember mods like AEOD having an enemy weakness system (mechanoids were weak to explosives, humans to bullets, demons to magic etc.).

>> No.3573359

maybe de-emphasize the demon recruitment? the only one i could see working well would be small ones like pixie and the jack brothers, they could function like the skull thing from demonsteele or the little dragon from guncaster

>> No.3573360
File: 377 KB, 704x396, 1476981265968.png [View same] [iqdb] [saucenao] [google] [report]


Hello, friend. I think you and I will get along nicely.

>> No.3573372

A Kamen Rider mod for Doom would be sick. I wanna beat up demons as Kabuto.

>> No.3573390

off to get my GECK, cya nerds!

>> No.3573401


>> No.3573409

ex-aid in particular is extremely interesting to me because with the modding capabilities of doom, you could very easily mimic the conventions or abilities of other game genres quite well. damage numbers for rpg, powerups and more movement for platforming, fun melee for fightan, etc

>> No.3573413
File: 6 KB, 128x128, 1471663960665.png [View same] [iqdb] [saucenao] [google] [report]

>Hit the demons and the HIT!/GREAT!/PERFECT! effects happen

>> No.3573424
File: 197 KB, 603x368, dood.png [View same] [iqdb] [saucenao] [google] [report]

i should be in bed right now but i just made this really quick in paint and im laughing too hard to sleep

>> No.3573426

that would be really cool actually

>> No.3573437

>because with the modding capabilities of doom, you could very easily mimic the conventions
>damage numbers for rpg,

Are you talking about damage number popping out when you hit enemies, like in Borderlands & Shadow Warrior 2? Because that's not easy to mod in. In fact it's very, very difficult thanks to the way Doom works. The closest anyone's gotten to it is to have every monster run an acs script that tracks health on current tic versus last tic. As you might imagine, that isn't ideal for with tons of enemies, and it also isn't reliable in some situations.

>> No.3573440
File: 283 KB, 1360x768, Screenshot_Doom_20161021_053537.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3573442

>Because that's not easy to mod in.
DoomRPG has it.

you could also just replace it with hpbar.wad, which shows enemy health bars.

>> No.3573452

>he hasn't decalcified his pineal gland and opened his third eye granting him precognitive powers and sicc vidya skillz

baka, the illumaniti is laughing at your failure

>> No.3573505

Open your automap

>> No.3573535

It doesn't help you retard - it's just some arrow and squares that are too small to use them as compass.

>> No.3573546

Push + to zoom in

You only need a direction to go.

>> No.3573548

The fact that DoomRPG has it should be an emphasis over everything else that it's not easy to mod in.

>> No.3573549

I know where the columns are, but I CAN'T FUCKING SEE THEM you see? Which means I can't really hop on them like they want me to.

>> No.3573569

Did DUMP 2 also have a weapon pack too? I downloaded the map, but don't know where the file for guns is.

>> No.3573571
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

no, DUMP stands for Doom Upstart Mapping Project, so the first two of them were just map megawads

for DUMP 3, Terminus wanted to do maps /and/ weapons, resulting in two separate wads

>> No.3573574

nope, dump 3 is the first that included a weapons pack.

>> No.3573579
File: 14 KB, 200x297, 1434847938655.jpg [View same] [iqdb] [saucenao] [google] [report]

>That sweet feeling of having a jetpack as default infinite equipment in Russian Overkill.

Anything the mappers fuck up, I can mitigate the bullshit instantly.

>> No.3573581

i think it'd be good if you could have two weapons of the same type at once

or at least a way to compare your current and potential weapon

because from what i've played, i often think "well shit, the previous one was much better, wish i didn't scrap it"

>> No.3573583

Alright thanks.

That said, I was reading the DUMP 3 thread and at a glance got an impression like the weapons pack isn't fully complete yet. Is this correct?

>> No.3573587


No, it's not quite finished yet.

In fact I think the map-pack isn't 100% yet either.

>> No.3573589

Yes, that is correct.

>> No.3573597

Thank you

>> No.3573610
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]

What would a cold explosion sound like?

>> No.3573614

Ice cracking and snapping really loudly?

The Runescape Ice Barrage sounds come to mind

>> No.3573616

Ice shattering

>> No.3573619

Michael Jackson's Moonwalker

>> No.3573621

A strong blast of wind, with some elements of ice crackling to give it that "cold" feeling.

>> No.3573623

*a blast of howling wind

>> No.3573625
File: 66 KB, 2000x2000, 1454213123565.png [View same] [iqdb] [saucenao] [google] [report]


i like the way you think, anon

>> No.3573697
File: 551 KB, 1600x900, Screenshot_Doom_20161021_013716.png [View same] [iqdb] [saucenao] [google] [report]


With modern GZDoom features it's actually really easy. Still some quirks to work out, but this is actually really satisfying.

>> No.3573701

Should add "thumbs up" at the last frame ;)

>> No.3573707
File: 654 KB, 2100x1500, AROUSED.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3573727

POODOOMER V2 has it.

>> No.3573734

I'm guessing you mean PRODOOMER, and speaking of which, does anyone enjoy it?

I watched a review of that mod and despite the ridiculous fuck ton of content, features and systems, it looked more frustrating than fun. I was wondering if I should try it anyway.

>> No.3573747

It is crapton of cool ideas thrown into a blender with crapton of awful ideas mixed with QUALITY maps riddled with amateurish map design mistakes.

1) You enter the room, and you hit a switch. It opens up another panel with a switch... In that same room. 3 Switches total. There is a large complex with with R667 DETAILS, and 8 exactly same rooms copypasted on the opposite sides. Each room has 4-5 mobs and 3 switches.

Multiswitching (placing several switches instead of one) and copypaste of elements is a recurring problem.

2) Inescapeable death pits that are ridiculously easy to fall into , like thin slippery 2-unit width rails between skyscrappers... that are woven into intricate patterns.

3) What is encounter balance

4) gigantic (bigger than NUTS square) Forest square filled with copy-pasted trees, surrounded by sectors of tall grass (higher than your hight) that makes it impossible to see further than 10 feet... Filled with shooting enemies that have no trouble shooting at you through 400+ layers of tall grass.

5) Overabundance of special effects with no optimisation whatsoever. Liek the starting map - it has ACTOR leaves falling from upper level... Spawning over the course of the whole huge area. They spawn all the time and bog down any non modern system to 15-20 FPS.

Author clearly put a lot of effort into it, but obviously had no actual player input over the course of development (IIRC he's spanish and the spain forums sing praises to him)

>> No.3573757
File: 3 KB, 112x136, ouchface.gif [View same] [iqdb] [saucenao] [google] [report]

Holy fuck, I'm actually going to do this.

>> No.3573769
File: 10 KB, 204x136, What_An_Agitating_Experience.gif [View same] [iqdb] [saucenao] [google] [report]

Getting an error while trying to run Johnnydoom. "10 errors while parsing DECORATE scripts."

I'm using GZdoom 2.2.0 (Latest stable) and only running the .pk3 and kdizd.wad from the same dropbox.

What am I doing wrong? Am I retarded?

>> No.3573770

Wow, that sounds awful. I can see why its not more popular.

Thanks man, you saved me from experience that hell.

>> No.3573774

There's some good stuff actually. It is worth playing through once, it may pleasantly surprise you every once in a while with some neat implementation of things, but there's nothing to actually praise.

>> No.3573778
File: 252 KB, 451x432, HAPPY.png [View same] [iqdb] [saucenao] [google] [report]

I have come to the conclusion that the more time I spend away from Doom, the more I appreciate playing it purely vanilla, with no mods. I've taken a break from Doom these last few weeks, and now it seems that just playing some random OBLIGE maps with no mods feels like the best thing ever.
Does anyone else know this feel?

>> No.3573785

>I have come to the conclusion that the more time I spend away from Doom, the more I appreciate playing it purely vanilla, with no mods.
it means you're growing up and no longer enjoy shitty garbage as much as you used to

>> No.3573790
File: 57 KB, 680x618, 112.jpg [View same] [iqdb] [saucenao] [google] [report]

>mods are garbage

>> No.3573795

I fixed it myself. I am retarded. Nevermind.

>> No.3573796


I still wanna do some real vanilla themed mods, because I'm kinda the same way, I've grown to appreciate vanilla doom's arsenal

>> No.3573807

I've been spoiled by brutal doom so hard that I cannot see myself enjoying vanilla. I just cant go back.

It would be like switching to a black and white TV from a full color TV.

>> No.3573810

I personally can't stand gameplay mods, or zdoom. I prefer just playing on chocolate and prboom+ with maps. Only zdoom if I'm playing something like Action Doom 2 or Adventures of Square.

>> No.3573812


There are two types of Doomers.
These are the opposite extremes.

>> No.3573867

I'd probably switch to prboom+ if I managed to fix the lag and could bother to get used to a very different feel of movement.

>> No.3573873

>prboom lagging more than (g)zdoom


>> No.3573875

I don't know what I did either. Getting fresh installs doesn't help.

>> No.3573878

That's incredibly strange. PRBoom+ runs shit like the Nuts series 100% better then GZDoom.

>> No.3573884
File: 442 KB, 1920x1160, Hubris Containment Sector 1.2 at 2016.10.21 04-46-52.851 [R2725].jpg [View same] [iqdb] [saucenao] [google] [report]

International Help a Simpleton Day

Ok I just can't wrap my head around things. I want to have a lost soul in a translucent tank that gets let loose by a switch or lever. I've tried many combinations over the last 2 hours but I just can't pull it off.

>> No.3573889

Resident Evil.

In first person, of course.

>> No.3573895

Is uncapped framerate off?

>> No.3573896

>Just beat first episode of wolfenstein 3d
>Everything is the same, from the enemies to the weapons to the levels.

D-Does the game improve?

>> No.3573898

Why not create another wall around the lost soul and the tag the resulting sector and assign a wall lowering action to it? You need to show lever's linedef properties if you want a definite answer.

>> No.3573910
File: 121 KB, 800x700, Wolfenstein 3D.jpg [View same] [iqdb] [saucenao] [google] [report]

There'll be a new enemy in the second episode, and the levels will look a little different at times.

Wolf 3D is a very basic game though (very arcadey), and it's more something I'd suggest you pick it up to play maybe one or two levels a day for some quick fun, rather than sitting through all of it in one go.

>> No.3573930

For some reason, any version after v7 makes the client crash when saving.

>> No.3573936

Almost like opengl takes up more memory than software renderer or something.

psst, type vid_renderer 0 in the console.

>> No.3573983

The biggest difference is that ZDoom handles all it's objects in Decorate, which, while allowing for huge customization potential, eats a lot of memory.

>> No.3574027

Is there a console command that toggle weapon switch on pickup?

I want to bind it to a key.

>> No.3574037

try "toggle neverswitchonpickup"

>> No.3574045

I love this shit. One person says, "it can't be done," and a few posts later you get, "I just did it."

>> No.3574048
File: 76 KB, 1200x675, pop team epic.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any person in the Doom community I could like, commission to make a weapon sprite?

>> No.3574052

There was a thread awhile back on Doomworld that broke down how much a sprite commission "should" cost. It'd be fairly expensive if someone went by that standard, but good luck finding someone.

>> No.3574057
File: 295 KB, 884x902, 1401424638492.jpg [View same] [iqdb] [saucenao] [google] [report]

It'd only have to be a couple of frames for a centered weapon or two.

Why did it break down?

>> No.3574064
File: 29 KB, 480x360, 1474668957430.jpg [View same] [iqdb] [saucenao] [google] [report]

Doomworld needs to be exterminated

>> No.3574069


>centered weapon

what kinda gun?

>> No.3574070

It worked! Thank you!

>> No.3574074

I believe something like that would be rare. I'd rather look in Fiverr or something similar.


>> No.3574076

Also most likely anyone on that site might not be familiar with Doom, so you'd likely need to do some research to nail down the exact parameters how you want the sprite to be, with example images and clear actionable requirements.

>> No.3574083

>Why did it break down?
What? Nah man, like, they calculated each part of drawing a sprite (modeling, drawing, coloring, etc), and then added up how much it'd take for a basic one frame sprite and a whole set.

Nothing is actually broken.

>> No.3574086

what did you get banned for?

>> No.3574089
File: 240 KB, 1000x952, 1475311292500.jpg [View same] [iqdb] [saucenao] [google] [report]

I didn't get banned ever; I've never even been there

I just know the place is a bunch of shit

>> No.3574091
File: 186 KB, 900x600, G3_Sturmgewehr_G3A3_HK_Enfield_POF.jpg [View same] [iqdb] [saucenao] [google] [report]

G3A3 rifle, in a similar perspective to how the Doom Alpha and Beta rifles were.


>> No.3574098
File: 85 KB, 600x893, escape from doomworld.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3574101


Consulting sgt. shivers might be wise, he might have made a rip of such a rifle at some point. The guy just cranks out gun sprites.

If all else fails, you could boot up Gmod and do some rips yourself.

>> No.3574104

My computer shits itself trying to run Source engine.

I guess I'll ask the guy.

>> No.3574105

Anyone else doesn't like to play vanilla because you think the weapon sprites look... inadequate?

For some reasons, I really hate how the shotgun looks.

>> No.3574112

Guys what was that wad that added hard variants for enemies?

>> No.3574114

Colorful Hell?
Monster Randomizer?

>> No.3574116

Hard Doom?
Complex Doom?

>> No.3574119

I still want Bossifyer to be finished.
Too bad.

>> No.3574123

>Complex Doom
i think this might be it, thx.

>> No.3574159


This one works with Guncaster too.

>> No.3574217

Have you tried contacting Pillowblaster?

>> No.3574218

Are you doomguy2000?

>> No.3574231

Is it possible to play Wrath of Cronos with hard doom?

>> No.3574235

is it even possible to play a monster replacement wad with WoC?

>> No.3574251

Not possible.

>> No.3574257

Is it possible to play Urban Brawl with Brutal Doom?

>> No.3574267
File: 91 KB, 1366x768, Its ok cowboy.jpg [View same] [iqdb] [saucenao] [google] [report]

>Reelism and WoC will never be compatible

It's ok. I didn't want to have fun anyway.

>> No.3574272

literally no gameplay mod will ever be compatible with WoC.

>> No.3574274

Hexercise is!

>> No.3574348

my god that game looks like shit.

>> No.3574352

well there's the WoC doom replacement, but dunno.

>> No.3574367


>> No.3574368 [SPOILER] 
File: 14 KB, 420x300, 1477067218931.jpg [View same] [iqdb] [saucenao] [google] [report]

Kinda new to mapping; is it considered okay to make a map with ZDoom features but still have the gameplay be pretty much vanilla, or should I just stick to Boom for that? I want to toy around with fancy lighting effects but don't want to add things like jumping.

>> No.3574369
File: 32 KB, 533x800, 624023d14642946b386b89d364b2ed3c.jpg [View same] [iqdb] [saucenao] [google] [report]

meant for

Kevin Cloud will be there, ask him stuff.

>> No.3574370

>I didn't get banned ever; I've never even been there
>I just know the place is a bunch of shit

>> No.3574391


"How does it feel to be the excuse for moralists to keep buying doom on steam?"

>> No.3574406


Nothing wrong with that, just understand the limits that come with vanilla Doom. If freelook isn't encouraged, don't put enemies so high or so low that they can't be shot with freelook off.

If jump is meant to be off, try to not make it look like the solution to progression doesn't involve jumping.

>> No.3574409
File: 179 KB, 800x600, Screenshot_Doom_20160810_222842.png [View same] [iqdb] [saucenao] [google] [report]

is crispy doom supposed to feel like, really awkward to play?

like, something about the movement feels off. I don't know if there's a delay in movement but I certainly feel something's missing. this is with the framerate uncapped, btw.

>> No.3574413


You mean the twitchy controls?

Yeah that's how old doom played, the original 36 fps cap made this feel a little less awkward.

>> No.3574423

it's just so jarring when you wanna play with stuff like recoil and effects and all that crap on with that on. so I thought I'd turn it off to make it more fluid but I end up finding the controls aren't as responsive as the ones I'm used to.

is it a mere framerate related issue? because if so then it seems really weird and confusing to have movement of all things to be affected by it.

>> No.3574481

is there any way to use specific weapon binds with smoothdoom?

having keys bound to stuff like "use shotgun" "use fist" etc works fine in normal doom but not with this mod enabled

>> No.3574486


Because they're not named that.
You'd have to see what the weapon actors are actually named.

>> No.3574492

where would that information be in the pk3

>> No.3574497


>> No.3574502

I dig that rocket launcher.
Combat seems pretty fun, too.

>> No.3574521

Johnny speaking. You need the latest SVN version of gzdoom my dude. I think the latest stable version is missing some functions (namely z coordinates for quakes) that I used a bunch. 9 times out of 10 you're going to need the SVN versions for gameplay mods.

>> No.3574524

nevermind, figured it out

for anyone who wants to know the weapons are named


>> No.3574529

Open up console, type "fly", hit enter

>Infinite jetpack at any time in any mod

>> No.3574537

>is crispy doom supposed to feel like, really awkward to play?
no, anon.

>> No.3574540

>it seems really weird and confusing to have movement of all things to be affected by it.
movement in crispy doom is still affected by the 35hz internal game logic, even if the frame rate is uncapped. That means your movement inputs are only updated every 28 ms even if the frame is updated every 16 ms or whatever.

I am 99% sure that GZDoom has this issue as well though, so I dunno why you would feel like it's different.

>> No.3574551

Check if you have vsync on. If so, turn that shit off. It causes a tiny bit of input lag that ends up being really noticeable.

It's either that, or crispy doom is using the strafetilting script which gives you quake like turn leaning but causes a shitton of screen tearing. In that case you would want vsync ON.

>> No.3574560

got it, it's actually mouse looking that feels off.

>> No.3574561

why does ioquake3 run like total dogshit on my computer? Like I can't even move the mouse cursor in the menu screen without it stuttering like crazy. I'm using ubuntu and just compiled it.

>> No.3574568


>> No.3574573


>> No.3574576


>> No.3574579
File: 32 KB, 500x393, fatso.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3574602
File: 120 KB, 500x333, 1383145309382.jpg [View same] [iqdb] [saucenao] [google] [report]

Suck it down.

>> No.3574670
File: 13 KB, 75x80, animated_archvile_death_sprite_by_necromorph_silence.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3574676

>Check if you have vsync on
no such option in crispy doom as far as i'm aware

>> No.3574691

Is there a way to turn muzzle flashes off in PB? Firing some stuff like the heavy minigun is like a perpetual supernova going off on my face

>> No.3574716

>It's either that, or crispy doom is using the strafetilting script which gives you quake like turn leaning but causes a shitton of screen tearing.
I don't know the last time I read something that betrayed such a complete and utter lack of knowledge by the person writing it

>> No.3574750

>Wander around DUMP3 hub
>Weird bubbly ambient sound that sounds like shell cases infinitely falling

>> No.3574782

that's exactly what that sound is

>> No.3574801

1-3 Doom+WoC
4-6 Heretic+WoC
7-9 Hexen+WoC
0 Strife+WoC

>> No.3574810

would you prefer constant shotgun and SSG blasting instead?

>> No.3574824


>> No.3574831

I wish it was easier to run WoC by yourself from a simple ZDL boot. I don't remember if you have to run it with another pk3 on top of it, along with the doom compatibility one, but I could never get it to work offline.

Had to always use IDE to start up a game.

>> No.3574851

How about alien triangle rapping about guns?

>> No.3574892

talking about dump3, i'd love it if the hub had a museum for the weapons you already picked up so that you can select them again (kind of like the museums in the first kirby)

>> No.3574913

i'll take that any day of the week
any minute of the day

>> No.3574995

Yep my bad, I was under the impression crispy doom was a mod vs an actual port. Boom and edge were the only other sourceports I ever used, got no time for these new fangled chocolate doom spinoffs

>> No.3574998

Whoops I had no idea crispy doom was a sourceport

>> No.3575023

Anyone have some stronger-looking revenant sprites? I need a big boner for my map.

>> No.3575029

radius 24
height 80
scale 1.2

>> No.3575038

No, I need sprites specifically designed to be like upgraded revenants, like how the hell knights are just weaker barons, I need something stronger, bigger, and badder than the normal revenant.

>> No.3575050

well there's that beam revenant
or the DE death revenant/whatever it was
DRLA monster pack has a few if you're up for some more ruthless nicking

>> No.3575053
File: 289 KB, 800x600, Screenshot_Doom_20161022_003256.png [View same] [iqdb] [saucenao] [google] [report]

Am i the only one having weapon switching issues with Mor'ladim 's plasma tracker (BFG replacement from dump3) ? i can only switch weapons using the numkeys and can't switch back to it (it gets selected again automatically if i run out of ammo on my current gun).

>> No.3575102

I've had this same problem when trying to play Wrath of Cronos offline.
The only way I could run it was by creating a local game in Doomseeker. Anyone know the load order or whatever is needed for offline?

>> No.3575256

So, new thread soon?

>> No.3575260

i have the exact same issue

>> No.3575279

>First time playing DoomRL Arsenal

Where have you been my entire life.

>> No.3575286

I don't really get it, how do you drop boots that you have multiples of without the game shitting the bed?

>> No.3575329

I've done it once.. I think you highlight them in your inventory, press enter to select them, then press the hotkey you bound remove boots to.

>> No.3575352

Thanks, that'll be handy once I start using other mods.

>> No.3575353

Hit the nail on the head, but even then I'm hoping for vast improvements.

>> No.3575368

It probably has to do with the load order you have the mods in since I was able to get it running on ZDL through reading the fucking main page that the mod comes on. Anyway...

then you can add
If you want

>> No.3575473

If it's okay to talk about it here, what do you guys think about Doom 4's Arcade mode?
If not, have any GZDoom mods tried to do a scoring system? I remember there being ScoreDoom, but that's it's own source port.

>> No.3575478

Not sure, but I found this mod today. Looking at the screenshots, it seems to have a scoring system of some sort.


Alternatively, theres Demonsteele.

>> No.3575480

I know ContraDoom has a scoring system, pretty sure Dakka does aswell. So does Demonsteele

>> No.3575485

Dumb q, why would you use ZDoom over GZDoom. GZDoom seems better.

Also, playing Heretic for the first time in my life. I'm 28 and just never played for some reason.

>> No.3575489

Guys, new thread when?

>> No.3575493

>playing Heretic for the first time in my life

absolute heresy

it's ok anon, me neither. How is it so far, in your personal opinion? Better than Hexen?

>> No.3575498

GZDoom requires modern GPUs

>> No.3575502

vid_renderer 0

bam, software renderer, so why use zdoom

>> No.3575503

Also never played Hexen. That's next. Played the fuck out of Chex Quest tho.

>> No.3575504

ZDoom is the software renderer with all the bells and whistles ZDoom provides that's been around since the late 90s while GZDoom is the same program but uses OpenGL instead and works much better with modern systems.

>> No.3575505

well fug I'm currently playing Hexen atm and skipped over Heretic since I heard that one wasn't as good and looked like ass

are you having fun with it though? I might definitely give it another shot

>> No.3575512

Here's a level I made with custom enemies and music. I hope you guys like skeletons.

>> No.3575513

It's what I expected from a fantasy Doom-clone from '94. We're all fans here, so I'd expect you to like it and want to play it from a historic standpoint at least.

>> No.3575514

fair enough anon, I might give it another go after Hexen, cheers and have fun m8

>> No.3575515


>> No.3575518

Is there any possible way to lower the prop effects in Johnny Doom? I can't play some maps without the game lagging to all hell.

>> No.3575527

Oh, by the way, you need d1gfxd2.wad

>> No.3575529

heretic looks pretty fine, the only real issue it has are the weapons being too straightforward (you can usually think "oh this is doom's ____" ) and having BS damage randomization

wrath of chronos makes it really fun to play

>> No.3575573

Some people exist in the community that prefer software renderer. I'm one of those people.

>> No.3575576

But if you go straight to zdoom, you don't even have to do that in the first place.

>> No.3575669

What? Heretic doesn't look like ass. They have an overly limited amount of textures, but the game looks pretty decent.

Heretic is maybe the most underrated doom engine game...

>> No.3575698

>so why use zdoom

To save you the trouble of having to do a console command.

>> No.3575706

if one does both, it seems a pretty obvious choice to me

running a single console command once doesn't exactly sound like a hassle, especially when it means I only have to keep track of one config file and don't need to update two different executables

>> No.3575714
File: 421 KB, 720x576, 8ad.jpg [View same] [iqdb] [saucenao] [google] [report]




>> No.3575787

I use gzdoom but with the software renderer

>> No.3576006

How to get good at Doom?

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