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3617207 No.3617207 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3610868

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


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.3617210

=== NEWS ===

[11-9] Suddenly a Russian Overkill update

[11-9] RIP Malinku, Doom mapper

[11-7] Total Chaos, a GZDoom total total total conversion, has alpha release

[11-7] Someone else is making a Doom 4 mod for Doom, called ''Zion''.
[YouTube] Zion short teaser NOW AVAILABLE

[11-5] SYNTH DOOM, anon-made 80s inspired retro music mod

[11-5] Moonman, a racist /pol/.wad monster randomizer fork

[11-2] Warp House - A Shores of Hell inspired GZDoom map with a lot of monsters, secrets and 20,000 sectors to explore

[11-2] "Runballs" Doom mod in development
[YouTube] Runballs doom mod, e2m8 (embed)

[10-30] Doom4Doom 2.0 released - a gameplay mod that brings the Doom 2016 weapons into the classic Doom maps

[10-30] Brutal Doom 64 released - merging Doom 64 and Brutal Doom (sort of)

[10-30] Wolfendoom - Blade of Agony trailer, first chapter coming November 12
[YouTube] WolfenDoom - Blade of Agony | Chapter 1: The Staff of Kings (embed) [Embed]

[10-28] Ghosted 2, a mod for Doom that's like that Slenderman game where you look for pages while he tries to get you
[YouTube] Ghosted 2 - Doom Mod Madness

[10-24] Green Arrow, a new Wolf3D mod based on the Arrow comics and television show

[10-22] The Dreamwell Enigma: Barlington Estate - map for Blood

[10-22] Dracula's Castle, halloween map for Duke 3D


To submit news, reply/backlink to this post.

>> No.3617217

I just noticed I fucked up some links in the news section...

>> No.3617219

>~~ Let's post like megamen ~~
You done the goof again!

>> No.3617221

please, anons, playtest my map in terms of balancing, wanna know if ammo/health/enemy placements are fun to play
textures are placeholders and I am working on them right now. there is one secret thats easy to find.

>> No.3617224

>~~ Let's post like megamen ~~
You had one fucking job.

>> No.3617241

Doom 2 is the worst of retro Doom, and its only useful purpose is as an iwad to load other things on top of it.

fight me.

>> No.3617267

You missed it last thread -- Blade of Agony Chapter 1 released: http://www.moddb.com/mods/wolfendoom-blade-of-agony/news/blade-of-agony-chapter-1-released Have fun :)

>> No.3617270

I will as soon as I finish my speedmap in a few hours (hopefully).

>> No.3617274

Nah, I think most of us here agree.

>> No.3617284

SSG is bad. Midlevel monsters with high hp that were balanced for it are bad. SSG needs more barrels and chaingun needs more RoF in every mapset that isn't doom2.wad.

>> No.3617304
File: 49 KB, 499x499, 1401213066001.jpg [View same] [iqdb] [saucenao] [google] [report]

>SSG is bad

>> No.3617306

too bad it is shit

>> No.3617318

Not even that guy, but it's objectively the best choice for all close and close-mid range engagements in Doom 2.
>Up close does nearly as much damage as a rocket
>Ammo plentiful
>can easily mow down dozens of weaker enemies in one shot
The only disadvantage is that it fires slowly so it's bad at stunlocking (irrelevant on anything but Revenants) and it uses 2 ammo per shot, which is meaningless if SG ammo is plentiful.

It's a pretty unbalanced weapon.

>> No.3617320

Mean to put "a dozen", it's kinda early in the morning here. Point still stands.

>> No.3617321

getting SSG on map02 doesnt help either, it should be tiered with plasma rifle

>> No.3617324

Absolutely. I wouldn't give it to the player before Dead Simple.

>> No.3617328

as a secret preferably, for comparison plasma rifle is given to player in OG doom as a secret in E2M1

>> No.3617334

why are you even arguing about weapon placement in prior maps when every map is designed for pistol start

>> No.3617335

It's would actually make sense for it to be in Tricks and Traps, maybe where the BFG normally is. You don't really need a BFG on that map anyway.

>> No.3617339

man I hate that map

>> No.3617354

yeah it sucks hard from pistol start

>> No.3617365

Problem is that a large part of the bestiary requires the SSG to not grind the game down to a halt with their hitpoints, but when the SSG is in play and is given ammo it's the ultimate weapon you have out most of the time. The problem becomes worse with custom maps that increase the difficulty, because then you'll have so many mid-high level enemies they expect you to dispatch with shells that they clog up even the SSG highway with their hp totals.

That's why I said it needs more barrels, that and giving it out after the BFG and balancing the maps accordingly would fix it.

>> No.3617370

actually the biggest problem with SSG is that people forget about Rocket Launcher when they have it, why risk blowing yourself up when you can just slot some cunts with well placed buckshot that does similar single target damage?
RL needs more love, SSG needs to get more shaft, then there will be justice in the world

>> No.3617383

>large part
I dunno man, let's look at the doom 2 monsters
Weak as fuck, can use anything.
>Hell knight
SSG is certainly easiest, but Plasma and Rockets work fine too.
Chaingun/Plasma is actually better for this since it can stunlock them easily. Berserk is probably the best choice if they're on their own though.
SSG is easy to use on them, but chaingun/rockets/plasma works perfectly well and cg/pg can stunlock them. Also all of those options work from a longer range.
Same as above
>Pain elemental
Same as above, though Berserk just destroys them
SSG is absolutely unquestionably best on AVs, since it's nearly a guaranteed stun and avoiding their attack is hard in open areas. Also they have a huge health pool.

I'd say the core problem is not the SSG, it's that Shotgun ammo is far too common and the other ammo types are not common at all. More rockets and bullets with less SG ammo would make those weapons a better choice.

>> No.3617403

Using the RL is just hard to deal with in Doom because of the lengthy weapon switch delay and the spontaneity of monster closets and teleporter traps

>> No.3617404

Who is up to the task of making vanilla DooM and Chocolate DooM interoperable as far as multiplayer is concerned? We need a 16-bit TCP/IP wrapper for vanilla which is compatible with Chocolate's network code.

>> No.3617409

I always thought the chaingun is fine the way it is, trading ROF for precision (those two round bursts are sweet), particularly without better long range options like a railgun available. Besides, you later get the plasma rifle all your heavy duty autofire needs.

>> No.3617410

>Let's post like megamen


>> No.3617425

>that 25 minute long cutscene for the nehahra maps in quake
I can't believe this shit

>> No.3617428

Shitposting ree ree tried to dick with the OP pasta and no one's bothered to change it back.

>> No.3617429


>> No.3617430

The chaingun's relatively low damage output and low alpha damage make bullets a pretty much obsolete ammo type on maps with no low hp enemies. Plasma shares ammo with the BFG, which heavily incentivizes to not use plasma.

Both of these things are amplified massively on custom maps with high difficulty. Also, I have a hard time even thinking of how the chaingun could be made more useful, because straight up making it shoot faster would alter game balance too much by making it better at stunning.

>> No.3617441

BFG overkills like a motherfucker though. I'd say that if a map favors BFG over plasma that much the map's balance is pretty fucked. Plasma is much better on single or small numbers of enemies in all situations except when those enemies are all cyberdemons or something. it's very hard to get your full 40 cells of a BFG shot on anything but a huge swarm.

>> No.3617447


>> No.3617451

The BFG already pulls ahead of the plasma in ammo effectiveness if you kill a solo baron with it. If you fire it at a group with enough collective hp for most of the tracers to land on targets, it's way better than the PL because enemies can't be overkilled by multiple separate hits in Doom.

>> No.3617453

>it's very hard to get your full 40 cells of a BFG shot on anything but a huge swarm.
Wait, I thought hitscan sprays didn't waste ammo in doom? As in, just enough of the puffs to kill the monster are consumed while the rest pass through to the next target.

Anyway, the bfg is invaluable against archviles.

>> No.3617475

Again, it still works as a precision weapon for longer ranges. Though I suppose rockets could work too.

>> No.3617478

Reposting my speedmap project guidelines.

You have the rest of today and tomorrow to make your maps. I will compile the maps together, do a quick
check for any issues, share it with you guys, then release it on idgames. Maps can be in any format as
long as they run in Zdoom, though Boom format is much preferred. Maps will not be included if they
break the theme, don’t confine to the time limit, or lack an exit.
The theme is Woodlands, Ruins and Crypts. Some things you may want to look up and into:
>run-down shacks
>ancient castles lost for centuries
>long-decayed early modern architecture consumed by the wilderness
>Lovecraftian New England
Textures and Resources:
There are three custom texture sets you may choose from: Celtic Shrine, Mansion Plantation, and the
Gothic Textures. Additionally the tech column, evil eye, and floating skull decorations will be replaced
with the first prop from the following sets on Realm667:
Tech column: Dead/Swamp Trees
Evil eye: Marble Brazier
Floating skull: Bushes
The WolfSS will be replaced with the chainsaw zombie from Realm667, and the dead lost soul will be
replaced with an arrow shooting trap. Prohibited monsters are the Arachnotron and Spider Mastermind.
Use of the MBF dog as an enemy is encouraged.
Textures can be found here: https://www.doomworld.com/afterglow
The things pack is here: https://mega.nz/#!OstkxLDI!8RKZn4Nt
Send your submissions via email to [email protected]

>> No.3617483

Are there any maps that emulate tropical jungles?

>> No.3617484

It's quite good until you reach map 12, where it varies from mediocre to kind of bad for the rest of the game.

>> No.3617491

Because literally nobody plays pistol start.

>> No.3617493

>Doom 2 is the worst of retro Doom

So what's so bad about it as compared to Doom 1? 2 was obviously intended to improve upon 1, you believe they went overboard with what exactly?

>> No.3617498
File: 381 KB, 286x282, 1473686806058.gif [View same] [iqdb] [saucenao] [google] [report]

i play pistol start ironman every level unless the wad is retarded hard like speed of doom then i save in levels

>> No.3617502

Yeah ok, let's use the ideal case for the BFG to compare these two. Plus, the plasmagun can down a baron in under 40 cells in an ideal or near ideal case.

For anything less beefy than an Archvile the plasma gun is more efficient, and for a group that is overkilled by any significant amount the plasmagun is more efficient.
If there aren't enough enemies to hit with the spray then those tracers are effectively wasted.

>> No.3617508


I don't pistol-start, but I tend to ironman every level.

>> No.3617516

its not the worst of doom ,it's the second worse. Doom 1 is the worst. No ssg no doom.

>> No.3617517

Gimmicky levels.

>> No.3617551

You mean shit like Dead Simple and Barrels of Fun? These levels are great. What ruined Doom 2 for me are ugly levels such as Nirvana, The Pit, The Focus, etc.

>> No.3617556

Who else here has played Serpent:Resurrection? What class did you play and what did you think?

The jumping puzzles were total bullshit and the map design can get bad from the playablity standpoint with tight corridors full of projectile-shooting enemies.

>> No.3617579

Is there anything what would cause an A_Explode not to do any damage at all? I have this projectile that spawns a bunch of explosions and for some reason none of them do any damage despite calling A_Explode in their spawn state.

>> No.3617585


Did you give the a_explode stats? Like radius and damage values?

>> No.3617587

I've tried, originally it was just the regular A_Explode but giving it damage and radius changes nothing.

>> No.3617607


In the spawn state you said? It's not the FIRST thing the actor does when it spawns, is it? ZDoom and Zandybam like to skip the first frame in states for some reasons

>> No.3617616


So I tend to put TNT1 A 0 as the first frame in my actors.

>> No.3617618

>That was it
God damnit why is that still a thing. I wasn't even using any of those flags. Fuck.

>> No.3617620
File: 65 KB, 250x239, confused bird.png [View same] [iqdb] [saucenao] [google] [report]

>Momento Mori with DoomRLA
>Shotgunner falls into the floor

>> No.3617639

Doom 1 is perfectly balanced for the weapons it has, the lack of SSG doesn't really hurt it.

>> No.3617656

>You mean shit like Dead Simple and Barrels of Fun?
More like Gotcha!

>> No.3617679

holy fuck, writing a laser guided rocket launcher for zandronum is way more complicated than I thought it would be.

>> No.3617738
File: 252 KB, 500x627, tumblr_n867beKnQr1szent1o1_500.gif [View same] [iqdb] [saucenao] [google] [report]

What's a good map pack for GMOTA? I was playing Scythe II, and it's pretty good until it goes back to futuristic shit. Is there some fully medieval-themed map pack or something?

>> No.3617742

Is it possible to run the hellonearthstarterpack.wad without using brutal doom?

>> No.3617747

Yeah, runs well with project msx imho

>> No.3617756

How do you make the textures not all fucked up?
They are constantly flickering

>> No.3617759
File: 46 KB, 541x338, 0000002413.600x338.jpg?t=1447351096.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any Doom WADs that recreate Wolfenstein 3D with new maps taking advantage of the Doom engine's features (i.e. maps more elaborate than vanilla Wolf3D's grid-based levels)?

>> No.3617771

brotherhood of ruin

>> No.3617772

New Gothic Movement 1 is medieval castle goodness, but every map is a slaughter map. Don't know if you're looking for that kind of mapset.


>> No.3617775
File: 72 KB, 284x297, 1473895636486.png [View same] [iqdb] [saucenao] [google] [report]

>playing Hellcore for the first time
>Fist key you find in the whole game and it traps you in a room with 4 barons and no ammo
>activate a hidden switch to escape from the barons
>only to be blocked by billions of demons that spawned in the tight corridor leading out of the room

Some mappers need to be curb stomped

>> No.3617787

Looks pretty damn good.
Yeah, I'm looking for something a bit more traditional gameplay-wise, but I'm really digging the aesthetics. I'll give it a run.

>> No.3617789

>lel it's hard becuz i maed a milliun monsters and gave u no helth or amo
Everyone who does this needs to fucking die.

>> No.3617807

Has anyone ever tried to pass an Oblige level off as one of their own?

>> No.3617817


I know people tried that with SLIGE, but I haven't heard about it happening with OBLIGE.

>> No.3617821

It's nowhere nearly as difficult as you paint it, if you're fast enough you can easily outrun the barons and turn to the left corridor before the pinkies reach you.

>> No.3617823

So if Wolfenstein 3D had verticality, flats, and grid-free level design? That's something I've always wondered about, why has no one done such a thing?

>> No.3617867

wouldn't that essentially be wolfendoom?

>> No.3617871

If you need an SSG to enjoy Doom 1, then you're probably either bad at doom, or are unreasonably impatient.

>> No.3617880

This one or the new one? The new one uses GZdoom features.

>> No.3617907

Hey this isn't bad at all. The only threatening part is the chaingunner right at the start but for a map01 this is really nice. Get some nice lighting and textures and you're set. I liked the secret too.

>> No.3617923

get this pack, there's a bunch of cool mapsets

Spear of Destiny is particularly good - revisited gets into zdoom features on the second map, after starting with traditional wolfenstein mapping.

>> No.3617953
File: 43 KB, 320x200, sod5.jpg [View same] [iqdb] [saucenao] [google] [report]

Laz Rojas's Original and Nocturnal Missions mods (and his Spear of Destiny remake) implement lighting, flat textures and the occasional lift into the original level designs.

>> No.3617985
File: 181 KB, 1280x720, Screenshot_Doom_20161114_235454.png [View same] [iqdb] [saucenao] [google] [report]

Wait, this isn't a sexy anime girl. How am I supposed to get off now?

>> No.3617991

>You were expecting a cute girl?
>Too bad, it's just me, Meatball Demon

>> No.3617992

Man I love H-Doom. Have to respect anyone willing to put that much effort into something like that.

>> No.3618019

This is pretty fun. Is there a textures and enemies only version for the original one?

>> No.3618063

Its mouth is wide open for you, dude.

That cock ain't gonna suck itself.

>> No.3618135


>not putting efforts in the things that you do

and people wonder why this decade is so shit

>> No.3618158

maybe have a skybox where the windows are so that you aren't staring into a black void

also, what's the point of the red key?

>> No.3618161
File: 949 KB, 500x282, tumblr_najgugzKzp1r3p42ko3_500.gif [View same] [iqdb] [saucenao] [google] [report]

I swear doom 4's cacodemons make the cutest noises in the series

>> No.3618174
File: 61 KB, 493x1326, Level Design.png [View same] [iqdb] [saucenao] [google] [report]

I'm curious to see what people answer with; what are your favorite maps from each of the four classic Doom games? You can answer with your favorite map from the game as a whole, or your favorite map from each individual episode/"episode" if you want.

>Doom 1

>Doom 2
>Maps 1-11 (starport+outpost levels)
>Maps 12-20 (city levels)
>Maps 21-30 (hell levels)

>TNT: Evilution
>Maps 1-11 (labs+military base levels)
>Maps 12-20 (nighttime levels)
>Maps 21-30 (hell levels)

>Plutonia Experiment
>Maps 1-11 (Earth levels)
>Maps 12-20 (hell levels)
>Maps 21-30 ("devil-hive" levels)

>> No.3618197

E1M9 for its story implications
E2M2 for being fun to Tyson + good music
E3M3 for good infested base theming

MAP07 for mindless killan (though MAP08 has better music)
MAP14 for overall look
MAP28 for good fights and visuals

don't have much opinion on the rest since i haven't played them much

>> No.3618212

Oh chill out grandpa.

>> No.3618242
File: 344 KB, 620x451, tumblr_nbaf04lxih1r2to8go1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>C'mere babeh. You're so tense, lemme rub your shoulders, hun.

>> No.3618245

>Doom 1

>Doom 2

>TNT: Evilution

>Plutonia Experiment

>> No.3618246
File: 79 KB, 640x656, 1478337182982.png [View same] [iqdb] [saucenao] [google] [report]

The Pain Elemental is probably getting turned on by this

>> No.3618250

>mod with actual invisible spectres
>they always decide to get up in your grill the one time you decide to whip out an explosive weapon.

>> No.3618257

Guys, I have a huge problem right now:

Rise of the Triad music does not get out of my head. Send me your favorite retro-fps music to help me!
I tried detox with:
But my mind replace with ROTT songs after a while.

But if you want to share the same problem with me:

>> No.3618259

I can't get the Plutonia MIDI pack music out of my head

>> No.3618297

>playing Project MSX
>charge grenade to maximum level
>suddenly superfast stealth pinkies just as you toss it

>> No.3618313
File: 541 KB, 1600x900, Screenshot_Doom_20161114_212910.png [View same] [iqdb] [saucenao] [google] [report]

ZDoom portals are neat

>> No.3618320
File: 5 KB, 107x32, MM8BDM.png [View same] [iqdb] [saucenao] [google] [report]

For those who wanted to put Megaman into the "So you want to play Doom" infograph.

>> No.3618327

Report, filter and hide.

>> No.3618329
File: 4 KB, 128x127, startan64.png [View same] [iqdb] [saucenao] [google] [report]

Doom 2 textures recreated in Doom 64 style for all both of the Doom 64 EX mappers out there http://forum.zdoom.org/viewtopic.php?f=37&t=54248

>> No.3618334
File: 17 KB, 298x178, Harris.png [View same] [iqdb] [saucenao] [google] [report]

Oh guards, kill him

>> No.3618336
File: 3 KB, 70x70, 1e5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3618341
File: 996 KB, 448x352, OAaRV.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3618342
File: 27 KB, 418x457, 1477883483408.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3618346

So are SLADE and GZDoom Builder really the only options for good map makers these days? DB2 has been dead for like 4 years and it killed everything before it.

>> No.3618350

GZDoom Builder is the successor to DB2. GZDoom Builder is for the actual map making while SLADE3 is for every else like changing weapon spirtes, adding textures to wads, changing music, changing in-game text etc etc etc.

>> No.3618351

GZDoom Builder is basically a continuation of Doom Builder 2 with a poorly-considered name. It contains all the functionality of DB2, and is basically the only editor worth considering on Windows nowadays, regardless of what port you map for.

>> No.3618356

Except GZDB's interface is completely different and only has 4 map configurations, and SLADE can also edit maps and looks to be like DB. Is there at least a way to make GZDB's interface less godawful with all the visual clutter?

>> No.3618359
File: 16 KB, 276x439, Builder_2016-11-15_17-14-57.png [View same] [iqdb] [saucenao] [google] [report]

>and only has 4 map configurations


>> No.3618360

Well fuck. I didn't notice that.

>> No.3618361

Pretty much. Though people mainly use SLADE for its SLumpEd half. Only reason to use its map editor is if you're a non-windows user.

GZDoom Builder really shouldn't have that name anymore, as it causes some people to think its only for GZDoom mapping. It also includes support for vanilla, boom, zdoom, and zandronum mapping formats.

>> No.3618362

>Except GZDB's interface is completely different

No. It has some differences and a few things rearranged, but its still generally the same interface.

>> No.3618370

When you've spent years using DB, GZDB slows you to a grinding halt, not to mention all the arrows and other shit all over the place.

>> No.3618381

Get used to the differences then, problem solved.

>> No.3618392

red key opens security room with ammo, weapons and armor, windows are dark room with scrolling spine texture for now, I am decorating it so it looks like some electric cable thingies there

>> No.3618401

>GZDoom Builder really shouldn't have that name anymore, as it causes some people to think its only for GZDoom mapping. It also includes support for vanilla, boom, zdoom, and zandronum mapping formats.
I agree, but the developer absolutely refuses. He insists it's only meant for GZDoom and supporting other ports is only a bonus.

>> No.3618402

>RL needs more love, SSG needs to get more shaft, then there will be justice in the world
that's called Quake 1

>> No.3618406


Oh, well, that makes sense.
If it's designed for GZDoom and supporting other ports is a bonus, then it should probably stay that way.

>> No.3618407
File: 18 KB, 500x374, babby.jpg [View same] [iqdb] [saucenao] [google] [report]

How fucking blatant can you be?

>captcha: ronda granny

>> No.3618415

>designed primarily for GZDoom
>named after GZDoom

I don't really see the problem, I'm sorry.

>> No.3618416

I almost want to make a "fork" that does nothing except change the name to Doom Builder 3

>> No.3618418

>Because literally nobody plays pistol start.

Bullshit. Plenty of people do. Just look at Doomworld

And I like to use pistol start as my punishment for dying when I play continuous.

>> No.3618423

If it literally only supported GZDoom, and DB2 was still maintained, I'd agree and not see a problem.

But GZDoom builder supports many other formats out of the box, and DB2 is dead.

>> No.3618430


But GZDoom supports many other formats out of the box too.

>> No.3618435
File: 93 KB, 800x600, Screenshot_Doom_20160730_153846.png [View same] [iqdb] [saucenao] [google] [report]

>Putting one of the most overplayed mods on zandronum
And also
>Picture for ants
Keks aside
Open Doomseeker/Doomexplorer and search for zandybam servers, mm8bdm is quite common so adding it is unnecessary, same with brutal doom. And this is coming from a dude that plays that thing

>> No.3618440
File: 878 KB, 1024x768, sshot097.png [View same] [iqdb] [saucenao] [google] [report]

oh damn, this is tight!

>> No.3618445

how many textures were remade?

>> No.3618449

....I said that.

>> No.3618452


>> No.3618454


You said GZDoom builder does.
I said GZDoom itself does as well.

What I'm getting at is something designed for GZDoom (which inherently supports other formats) by extension also supporting other formats isn't really that surprising to me.

But what's in a name, anyway? The obvious answer should have been to call it Deep Ocean. :^)

>> No.3618458

the guy has done 36 in total if I count correctly. My screenshot is old though and doesn't use any of them

>> No.3618459

32x version?

>> No.3618469
File: 122 KB, 504x485, snoot knight 5.png [View same] [iqdb] [saucenao] [google] [report]

Alright boys it's time to decide my fate again


>> No.3618475

if you were actually gonna work on it, you wouldn't need us to decide for you

>> No.3618476


I like letting people decide which one I work on next, I did this with the fire and ice swords, and really I can go in any direction.

God forbid if I let people have fun with this too

>> No.3618478
File: 62 KB, 470x404, 020b.jpg [View same] [iqdb] [saucenao] [google] [report]

>Biowar replaces the generic idle sound for the demons with a fucking dog barking


>> No.3618486

maybe if you weren't a fgt

>> No.3618487
File: 5 KB, 263x263, thou art a sodomite.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3618496

Hey, I think I found a great source of soldier sprites: an old game called "m1 tank platoon". I downloaded it off of pirate bay but the installer doesn't seem to work. Anyone interested in trying to get their hands on getting hold of it's package files and see if slade/slumped opens them?

>> No.3618497
File: 236 KB, 867x786, ROOS KWAARTZJE.png [View same] [iqdb] [saucenao] [google] [report]

>Download Quake II from the mega in the quake pastebin
>all the multiplayer models are missing

>> No.3618508 [DELETED] 

>Quake II
>Stephen Pooniverse
The stereotypes don't write themselves folks

>> No.3618515
File: 22 KB, 414x600, nuclear butthurt.jpg [View same] [iqdb] [saucenao] [google] [report]


You are super fast at being mad!

>> No.3618519
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google] [report]

Not that guy but I kinda like Quake 2

I think Quake 1 had the best setting but Quake 2 had its merits.

For one thing the blaster is way better than the fuckin axe

>> No.3618524
File: 39 KB, 636x358, 18jf227tr5oj5jpg.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are these threads so hostile lately? People just throwing around insults for no fucking reason.

>> No.3618527

Stop shitposting then.

>> No.3618530

>You said GZDoom builder does.
>I said GZDoom itself does as well.

Oh I see. I misread. I don't see your point, though.

GZDoom Builder is a map editor thats named after one source port, but can make maps for any source port, and allows you to test them in any source port. This means someone could use this without ever touching GZDoom in the first place, making the GZDoom part of its name have no real purpose other than showing favoritism. Plenty of people don't use GZDoom Builder, because they don't know any better and think because GZDoom is in the name, that it must only be for GZDoom. This is why I don't agree with calling it GZDoom Builder.

>> No.3618532

>dog barking
It's just the base sound of the demon's melee growl (that uses some large cat's growl as a base).

For actual barking, see the Doom 4 pinky.

>> No.3618535
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google] [report]


Every so often the Doom threads have particularly angry shitposters. I wouldn't sweat it friend.

>> No.3618546

>Shield sucks again
>Axe sounds okay but sounds more function than stylish
Thunder Stinger, no contest

>> No.3618550

Doom 4 pinky is hilarious though. The way it charges you while screaming, and the way it crashes into the walls makes me think he's one of the less intelligent species of demons. That is to say, he's retarded. What I'm trying to say is that pinkies are retarded.

>> No.3618557

i know i should lurk moar but anyone got some info on a click and play pack/equivalent for
Hexen II ? specifically for mac, wanna have something on the go

>> No.3618558
File: 6 KB, 400x400, 1453777818014.png [View same] [iqdb] [saucenao] [google] [report]

>Remember the rocket launcher exists.
>Suddenly there's a Lost Soul in my face.

>> No.3618559

creator of "Angst Rahz Revenge Doom TC" here.

Well, sorry for the lack of updates in a long time but:
1) i've been working on the enemies, and for now i've made 5 on 7, but since they are not complete in some little parts, i couldn't show them in a Youtube video as usual.

2) i'm working on a little secondary mapping project to refine my mapping skills for the primary project, if you want to check it here's the blog where i will post more updates also for Angst TC.


>> No.3618562
File: 51 KB, 454x267, Doomgar1.png [View same] [iqdb] [saucenao] [google] [report]

>Emulating GBA Doom for fun
>Make some headway through episode 2
>Cacodemons have the fast effect and their speed + projectile speed make them a bigger threat now, on top of awkward controls and resolution/framerate issues
>Mfw I see Cacos now
I usually try to take them out with two rockets when I can, but the fact that I have to hold L and R then hit the D-pad to switch weapons can make that cumbersome, I either have to run out of the room to switch so they don't catch up to me immediately or just use whatever I've got armed. Honestly though, it's nice having them as a bigger threat since you tend to get used to Doom 2's expanded enemy pool.

>> No.3618568

RoTT music seems to have been designed to be catchy, I'm afraid.

>> No.3618571

i watched a few videos, and i don't think you could really use the few soldier sprites in there (the tank HUD however look great)
its sequel seems to have some pretty great tank models.

>> No.3618574

Level design is way way worse, just huge underdetailed messes. e3 was the worst episode of doom 1 because of petersen, so when he got to do most of the levels for 2 its no wonder they all blow chunks

>> No.3618576

>comparing the blaster and the axe
but why?

>> No.3618578
File: 238 KB, 851x443, platoondudes.png [View same] [iqdb] [saucenao] [google] [report]

Yeah sorry I meant the sequel. These are the soldier sprites I was refering to.

>> No.3618580

E1M4 was always my favorite as a kid
E2M2 (only choice for this slot desu)
E3M2 is a great pressure map

MAP16 also for maximum overkilling
MAP29 for being probably the only well-designed map in doom 2 lol

>> No.3618584
File: 83 KB, 768x1024, Quake2-Tank-03.jpg [View same] [iqdb] [saucenao] [google] [report]

It's cool and trendy to hate on Quake 2 among some people here.

>> No.3618586

It's just kinda bland IMO. The weapons feel weak half the time and the levels are all just brown techbases. It was pretty shit that Quake 4 went back to it's style instead of Quake 1's style.

>> No.3618592

>The weapons feel weak half the time
I blame lack of muzzle flashes, because otherwise the railgun was amazing, the super shotgun was second only to the Doom one in giving you a feel of power, and the hyperblaster felt like a nice energy meat grinder, at the very least much better than the muted shit that were a lot of energy weapons in latter games.

>and the levels are all just brown techbases
The colors, I can agree with that. But just look at some of these threads and you'll see lots of people liking or requesting techbase-only wads and such. It has its appeal.

>> No.3618594

Not to mention the chaingun felt much more like an actual gatling gun when compared to the ones from many other games from those years.

>> No.3618595

I like techbases, but Quake 2's techbases just don't have any real color to them. Doom techbases have at least a bunch of silvers, blues, reds and greens.

>> No.3618598

To be fair, Quake 1 techbases weren't terribly colorful either.

>> No.3618601

Least Quake 1's techbases had the best music in the game.

>> No.3618602
File: 1.96 MB, 1280x720, zdoom4.png [View same] [iqdb] [saucenao] [google] [report]

Why, though?

>> No.3618615

How do I, in decorate, thrust an actor forwards accounting for both angle and pitch?

>> No.3618616 [DELETED] 


>> No.3618618


A_ChangeVelocity(cos(pitch) * -2.0,0,sin(pitch) * 2.0,CVF_Relative)

Change numbers to taste.

>> No.3618619


>> No.3618624

Plus even if you don't like the music the techbase levels are only the first map per episode anyway.

>> No.3618626

Shit, thank you man.
Laser guided missiles are now a thing.

>> No.3618628

Because you CAN maaaaaaaaan

>> No.3618639


That's cool.

>> No.3618657
File: 1.18 MB, 1920x1080, Screenshot_Doom_20160706_001308.png [View same] [iqdb] [saucenao] [google] [report]

Never think I ended up releasing this thing, so here you go /vr/

It's a controllable turret that works almost exactly like the machineguns in Half Life 1. Try the test map and/or put it into your gzdoom map or whatever. Should work properly in multiplayer even.

>> No.3618684

I'm not starting shit, but whats the difference between Brutal Doom, Burl Tumd and Brutal Doom Sperglord Edition?

Also, whats the reason behind the name Sperglord Edition?

>> No.3618686

Everything that isn't Brutal Doom itself just tweaks/adds things to that dev's taste. Burl Tumd isn't really Brutal Doom at all and just makes all the weapons faster.

>> No.3618689

burl tumd started as a joke to brutal doom but then the creators decided to try to make it about "doom but fast and smart" where +fast is automatically on and the weapons are slightly different.

BDSE is a guy tweaking Brutal Doom until it became a thing unto itself. BDSE is, imo, better than BD. It has a fuckton of tweaks and changes that make it fun and nifty.

>> No.3618691

Too bad BDSE is ded, because I really liked that mod.

>> No.3618728

BD is the base mod
BDSE is pretty much a fork (much better imo)
burl tumb is a parody

>> No.3618752

Is there a mod to add proper muzzleflashes to Quake II? It's like the one thing it needs.

>> No.3618759

Did we ever get an updated BDSE? Last version I recall is some ancient v19 shit.

>> No.3618761

not that i know of, and the old version breaks on recent GZ builds

>> No.3618818

>[11-9] RIP Malinku, Doom mapper

Yeah RIP

>> No.3618906
File: 1.26 MB, 640x480, all the missiles.webm [View same] [iqdb] [saucenao] [google] [report]

we macross now

>> No.3618931

>E1M9 for its story implications

>> No.3618938


The imps in the cage suggest that UAC was aware of the demons and Hell before the invasion.

>> No.3619017

There's also the pentagram in one of the rooms of a "Military Base"

>> No.3619039

Also, try JohnnyDoom. It's Brutal Doom but actually good.

>> No.3619046

Doom 2 was never capable of standing up to DOOM1

>> No.3619059

Fucking amazing.When do you think you could release a demo?

>> No.3619073

Thanks (shoutout to anon earlier who helped me with the thrust code). A demo will take a long damn while, but I've little else to do all winter. There's an obscene amount of ACS yet to be written, and I haven't even looked for a 3D artist yet.

Don't think I'd want to do open testing with placeholder graphics for literally everything like now. Closed multiplayer testing will have to happen at some point though.

>> No.3619075
File: 73 KB, 640x470, 1468444924205.jpg [View same] [iqdb] [saucenao] [google] [report]

>the story implications of doom

>> No.3619081
File: 58 KB, 1920x1080, resurgence.png [View same] [iqdb] [saucenao] [google] [report]

>Overtly-Gratuitious Action Starts: The Megawad

Beautiful wad, it just sucks that almost every map is front loaded with a massive battle that clears out 90% of the maps monsters in the first 5 minutes.

>> No.3619147
File: 110 KB, 1280x720, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3619153

I think there's a 700mb pack in downloads with a shitload of player models you can get over at tastyspleen

>> No.3619159

I was playing through Quake II on my tablet lately and it's a shitton harder with touch controls, Doom II kicks my ass by stage 2. Maybe I ought to get one of those compact bluetooth controllers, anyone have any they like?

>> No.3619196

so scythe with more emphasis on graphics and less on monster placements?

>> No.3619212

I'm going to teach myself to make levels, and I have a question.
If I want my maps to run on anything, what editor do I use?

>> No.3619216


>> No.3619219

cool,and anything I make with this will run on the original doom engine and beyond?

>> No.3619220

No, there's lots of emphasis on monster placement, but as that anon said a lot of the maps have action starts that wake up most of the monsters on the map immediatly.

>> No.3619226

As long as the map respects Vanilla Doom's limitations (seeing as GZDoomBuilder has advanced features as well), yes.

>> No.3619318

It depends entirely on the map format, chosen upon making a new file. "UDMF" is the features galore one, "Boom" is a very popular vanilla-extended one.

>> No.3619324
File: 387 KB, 192x352, GTA IV physics.webm [View same] [iqdb] [saucenao] [google] [report]

>be me
>playing Doom 2
>having fun times until I see a Pain Elemental
>start thinking "oh shit he's gonna ruin my fun, gotta get my BFG"
>see that BFG is low on ammo
>try rocket launcher
>he spits Lost Soul on melee range as I fire the rocket
Just kill me now, fampai.

>> No.3619328

Hey so here's an obscure question: If I bind for example +jump to mouse wheel up in zandronum, (possibly zdoom as well), why does ACS refuse to recognize the input?

>> No.3619367

Ill take a wild guess, based on my experience with other games.

Mosewheel turn is not analog, but digital. Each increment of the turn is recognised as (for exaple"MWheeldown pressed, Mwheeldown unpressed" in a very rapid sequence. In some old buggy games this allows you to rapidfire with mousewheel.

ACS most probably needs a key to be pressed for at least 1 frame (29ms) for it to be recognised by a script, which does not happen with the wheel, as it gets pressed/unpressed too fast to register.

>> No.3619368


They're your wimpy starting weapon.

>> No.3619371


I'd kinda like to give the shield tech something better but it has a very specific niche, and I'm not sure what else I could possibly give it

>> No.3619386

Thank you, that sounds logical. I wonder if there's a way to bypass it through creative use of "alias" in the KEYCONF lump or something?

The reason anyway is that I want to be able to scroll up and down in an ACS menu.

>> No.3619391

You start with the axe and the single shotgun, though. Just like having the fist and the pistol in Doom.

>> No.3619394


It's also your complete fallback weapon that doesn't require ammunition

>> No.3619426

Just play on pc.

>> No.3619428

fair enough

on the flipside if you're actually running out of shells in quake, you're probably too bad at video games to make it much further anyway

>> No.3619430
File: 527 KB, 1280x720, Screenshot_Doom_20161115_212356.png [View same] [iqdb] [saucenao] [google] [report]

Is it Doom? Is it Quake? WHO CAN EVEN TELL ANYMORE? (it's doom because there's no sick ass lighting)

>> No.3619436

Run it with HorrorMovieGuy's Quakestuff Ultra!!!

>> No.3619437
File: 336 KB, 1440x900, Rylayeh-01.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit why is it so 10/10?!

>> No.3619447


How did they get away with this plagiarism?

>> No.3619449

>Quake Stuff ULTRA is a mod that ports Quake 1's weapons, monsters and powerups to Doom, and uses the actual models from Quake.
>I made this mod for 2 reasons:
>1. because I think the quake's single player is kinda of underated. Everything feels so brutal, barbaric, but people mostly remember Quake for it's multiplayer experience. Don't get me wrong, Quake's online Deathmatches are awesome, but I think the Single player deserves some more love than it got.
>2. because I can't get a descent ping on Darkplaces's Quake world servers for shit.

I don't understand. Why wouldn't you just play Quake?

>using darkplaces
>complaining there's no servers for dorkplaces' unique protocol instead of just downloading ezquake

>> No.3619452


Because Bobby Prince was a lawyer and he knew exactly how much he could get away with.

>> No.3619453

Because Doom has way more levels than Quake.

>> No.3619454

>I don't understand. Why wouldn't you just play Quake?
Well you can play through one of the extremely numerous Doom mapsets with it. Think of it as a weird doom map importer for quake?

>> No.3619458

Doom has way more everything than Quake because it's easier to make a Doom map than a Quake map, and adding new content regarding weapons and enemies is way easier when it's just a 2d image instead of a 3d model you have to manually animate, import and code for.

>> No.3619468
File: 451 KB, 1280x720, Screenshot_Doom_20161115_214517.png [View same] [iqdb] [saucenao] [google] [report]

The line between games gets smaller.

>> No.3619550

The name got my attention, can you tell me more about ?

>> No.3619554

Small mapset focused on Cthulu

>> No.3619560
File: 4 KB, 250x140, FormerScientists2.png [View same] [iqdb] [saucenao] [google] [report]

What is the most Doom looking player made monster that doesn't use existing sprites as a base?

I honestly can't think of any truly original monsters I've seen in a doom mod

>> No.3619561

How would a ranged replacement for fist-tier work?

>> No.3619568

Making a decent spriteset is much harder than animating a Quake 3D model I'd argue.
Besides, back in the day Quake was customisable to a degree Doom modders could only dream of.

Nehahra for example was released back when ZDoom didn't even have proper Heretic/Hexen support or slopes yet.

>> No.3619569

Realm 667 has a few:

>Flesh Spawn.
>Wraith (D3).
Note: several of them are edits from sprites made by other people. I think this is closer to what you're looking for than sprites made from the original Doom, Hexen, Heretic, Duke, etc. games.

>> No.3619571


The Hierophant.

>> No.3619640


>> No.3619654

How does it end up having shittier textures than the first quake?

>> No.3619658

Because "old games are just an aesthetic"

>> No.3619659

Nice retro fps you have there, fag.

>> No.3619671

just like the blaster from quake 2. Unlimited ammo but weak as fuck

>> No.3619675

Because Quake had a defined art style, palette and strict rules for texture application (always borders between textures, 1 pixel per 1 map unit, etc), and actual artist(s).

>> No.3619680

unity uses actual models for geometry, texture application aint as easy as it is on bsp based geometry

>> No.3619689

sounds to me like good ol' binary space partitioning wins again

>there are LITERALLY people who make levels without brushes

>> No.3619690

Unless you go down the Hexen path where the mage's wand can kill most monsters and even the final boss easily.

Although that might say more about Korax than the wand.

>> No.3619692


Daedolon was a rough motherfucker of a wizard, anon, so it's only natural his weakest weapon was something to be fucking feared

>> No.3619694

for game like Dusk? BSP would be their best option, but for anything made in past decade you should be using models, you can only do so much with BSP, even valve is moving away from it.

>> No.3619704

Is there anything in Decorate that allows me to increase the player's air control?

>> No.3619705

but brushes are just so nice and simple, and half the fun is seeing what interesting details mappers can make using brushes only

make wall
put color on wall
run bsp, vis, light
play gam

only losers get leaks

>> No.3619710

now try to make central park with brushes only and have it look good

>> No.3619720

Requesting a link for trump doom.

>> No.3619730

Never mind, found it, it's actually Mapinfo.

>> No.3619747


>> No.3619762

Can someone point me to a collection of handless sprites? I feel sort of shit for using Realm667 when I can make the decorate from scratch. Has to be handless though.

>> No.3619771

zdoom resources subforum has an absolute shitload of them

>> No.3619775 [SPOILER] 
File: 680 KB, 1920x1080, 1479256396591.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3619847
File: 35 KB, 784x513, ss (2016-11-15 at 08.10.19).png [View same] [iqdb] [saucenao] [google] [report]

I tried to import the Things that the anon who's hosting the speedmapping project provided
however i keep getting these errors and when i test them ingame they don't appear properly

>> No.3619876

They replace things when ran with the actual mod. It's a workaround for the editor I use, allowing me to replace enemies and decorations. The speedmapping project was a complete and utter failure, and I advise anyone who worked on it to either trash their maps or rework them for something else.

>> No.3619879

*actual .wad

>> No.3619913
File: 283 KB, 336x462, caFuZqJ.gif [View same] [iqdb] [saucenao] [google] [report]

Exactly how Romero envisioned it

>> No.3619918

Did anyone actually submit anything?

>> No.3619921
File: 36 KB, 500x536, i honestly thought this was jason alexander but apparently this is tim willits.jpg [View same] [iqdb] [saucenao] [google] [report]

for what it's worth, i did put in a good amount of work with the textures provided so maybe i'll finish my map and release it for y'all to try out
the constraints certainly managed to get the creative juices flowing after a couple of months

>> No.3619935

One guy did on monday, and it was a really good map, used lighting very well.

>> No.3619968

Well, that's a shame. I would've made something if I wasn't so busy this week. Maybe try again this weekend, but don't make people add in monsters and shit.

>> No.3619985

It wasn't adding anything, rather it was replacing things. Without the replacer there'd be standard WolfSS, tech pillars and those anomalous dead lost souls. Having the things on had wasn't necessary to make the maps themselves, and I probably should have explained it more clearly.

I don't know whether I'll follow this up or not. Someone told me this would make a better month-long project, and I suppose he's right. If I decide to host another speedmap project, it's going to be much simpler, and I'll probably choose a couple simple themes rather than one complex theme.

>> No.3620094

>The speedmapping project was a complete and utter failure
It was in the middle of the work week for me, dude.

>> No.3620101
File: 2.62 MB, 600x339, FEAR (2).webm [View same] [iqdb] [saucenao] [google] [report]

Are there any modern FPS's that /vr/ likes?

>> No.3620105

I like FEAR, though only for the superb gunplay.

>> No.3620106

honestly? I hated FEAR. Superb mechanics ruined by absolute GARBAGE tier story and design.

>> No.3620107
File: 54 KB, 235x489, legs.png [View same] [iqdb] [saucenao] [google] [report]

I've been playing a good bit of EYE recently. Definitely a poor man's Deus Ex in many ways but yet still has its own charms to stand out.

Some of the weapons are pretty cool, and what's also amusing is that you can pick up a friendly sentry and still gain Brouzoufs from what it kills, albeit with a fuckload of recoil to deal with.

EYE mod for GZDoom when?

>> No.3620112
File: 2.87 MB, 1024x576, cluster fuck 2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3620118

I keep forgetting that BF2142's online was recently resurrected by fans.

>> No.3620120
File: 145 KB, 800x600, yikes.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit you guys.

>Nocturnal Missions
>Nocturnal Emission

Did I seriously miss a sex pun in the title all these years, or am I reading too much into this?

>> No.3620123
File: 2.83 MB, 896x504, 1476169117788.webm [View same] [iqdb] [saucenao] [google] [report]

yea its pretty fire

>> No.3620139


>> No.3620140

I think Far Cry 2 is pretty good

EDF 4.1 is what I'd say is the best modern shooter but it's a TPS rather than an FPS

>> No.3620153
File: 1.75 MB, 1920x1080, _Verdun Argonne 3.png [View same] [iqdb] [saucenao] [google] [report]

Realistic WW1 trench warfare is always relevant to my interests.

Nothing quite compares to slatking down a trench through thick green gas, while wearing your gas mask - the sound of your own breathing amplified, and just hoping you'll be quicker than whoever you come across.

>> No.3620159
File: 83 KB, 640x360, VR.jpg [View same] [iqdb] [saucenao] [google] [report]

Now I know we are suppose to focus on the past but I'm curious to what /vr/ is hopeful for in the future. What is something that you would truly look forward to?

Personally if there is anything like Planetside in full VR-only I might forget to eat and bathe.

>> No.3620162

Name me one wad with a good rap soundtrack

>> No.3620210

Bioshock 1&2
Dishonored (havent played much of 2 yet)
Killing Floor 1&2
Left 4 Dead 1&2
Team Fortress 2

>> No.3620212


Trick question, none of them exist.

>> No.3620214

I don't think rap would convert well into midi. Very much a lyrics/vocal driven genre, that its effect is lost when all you get is a repetitive drumloop.

As for mp3/ogg, no idea. idgames isn't always happy with copyrighted stuff when they're in those formats. And not an awful lot of the community really comes off as fans of rap.

>> No.3620225
File: 24 KB, 370x321, 1442863983806.png [View same] [iqdb] [saucenao] [google] [report]

Will Suplice ever come out?

>> No.3620239

How do I disable voxels in D4D permanently? The setting never saves when I turn them off in the menu, and I have no idea how they actually work in regards to editing the wad in slade

>> No.3620251

I don't see anything that could not have been done better in DarkPlaces or OSG.

Using Unity when there are better options (even if they are a bit harder to learn) is a common indie dev mistake. Easier way out is rarely a better one in long-term perspective.

>> No.3620265

The Moonman wad

>> No.3620282

Action Doom 2 credits music

>> No.3620284
File: 25 KB, 320x240, Kekle Katarn.jpg [View same] [iqdb] [saucenao] [google] [report]


>May 12th, 2016

Tbh i'm amazed it took him this long to get to this ancient masterpiece of a story.

>> No.3620292

Man, ICTON still exists? I remember watching the first Idiots of Garry's Mod fucking years ago.

>> No.3620296
File: 866 KB, 849x481, NO!.png [View same] [iqdb] [saucenao] [google] [report]


And he's still a great source of reaction images as he always has been.

>> No.3620301

I thought he became a Minecraft LP channel. Guess it's nice to see he still makes Garry's Mod shit.

>> No.3620304

u a cheeky cunt m8, I like it

>> No.3620308

Off-Topic slightly:
Judging from his recent uploads he seems to have gotten out of his minecraft phase as he seems to upload minecraft shit less and less as time goes on.

Good on him.

>> No.3620324
File: 38 KB, 494x456, 14705680_945132095592206_6022510990348482085_n.jpg [View same] [iqdb] [saucenao] [google] [report]

*Slaps frantically*

>> No.3620325

You gotta instill that discipline boi

>> No.3620369

Malinku got murdered? What the fuck. Sorry been absent

>> No.3620415


>> No.3620425

>get close to hit Korax
>he six-shooters your ass into oblivion
The Sapphire Wand is just overpowered as fuck, no FPS can stand up to it.

>> No.3620426

>FPS boss

>> No.3620440

What are some good "subtle improvement" mods? I wanted to play through Final Doom again and enhance the experience a bit without any changes that were too dramatic.
I was thinking of using Smooth Doom and maybe a high quality sound mod, since I know there's a few out there, and maybe a weapon mod that improves or changes the base weapons a bit without being too over powered or over the top. Any recommendations?

>> No.3620447

For a 'subtle improvement mod', Smooth Doom is great and highly customizable.

>> No.3620471

Downloaded it and checked it out, looks like some good stuff.
>Doom 64 skins
This is gonna be nice.

>> No.3620484
File: 400 KB, 1280x720, Screenshot_Doom_20161116_130154.png [View same] [iqdb] [saucenao] [google] [report]

Shame about the speedmapping thing. I'm going to leave my map here either way. Boom compatible (I hope, I'll admit I didn't do a lot of play testing).
Load it with all 3 included texture wads.
It's pretty tough.

>> No.3620486

I'd like to try it, but you forgot the link.

>> No.3620489


And forgot a download link like a dummy.

>> No.3620513

well this speedmapping thing wasnt really thought out. instead of giving simple to follow rules and a single wad to choose resources from, we got unorganized restrictive mess that did not really look attractive to map for.
next time it should be "just like make map" that runs friday to saturday.

>> No.3620516

I really liked working with the textures and theme I've never done something with before, but I understand where you're coming from. I hope it at least keeps a theme if it will be done again, I had a lot of fun.

>> No.3620523

Turn SSG gibs on for the love of god. It's so fucking satisfying.

Anyway the number one "subtle improvement" mod ever made is perkristians sound mod, which replaces most sound effects with higher bitrate samples taken from the exact same stock sound libraries, or alternatively mixed/made from scratch to sound the same but better.

>> No.3620539

The SSG gibbing is good, it's that nice level of gore that isn't brutally excessive. There's a lot of nice options, like the visual-only recoil and the 64 weapon/item skins (which are really nice). They zombie rifle option is also cute, it's a nice upgrade to the pistol to have if you're pistol starting maps.
I'll also check out the Perk mod, thanks.

>> No.3620596

Is there a live mirror of the top 100 wads zip?

>> No.3620609

ok a very important question
8 unit tall stairs or 16 unit tall?

>> No.3620613
File: 163 KB, 1024x768, warpspasm.jpg [View same] [iqdb] [saucenao] [google] [report]

post maps that are fucking evil

>> No.3620636

depends on what texture you want to use for the steps

>> No.3620639

I prefer 16, 8 is more for decorative purposes to change the flat texture without it looking weird and 24 is for ledges you can step on. They're all interchangeable but that's what I go to first.

>> No.3620748

>An arch over a 3d floor that's also an arch, that's underwater
save me

>> No.3620749

I remember giving that mapset a go and it was just unpleasant to play. Made my skin crawl in the worst way.

>> No.3620750

>[11-9] RIP Malinku, Doom mapper
wtf, why? He's a fucking neet doom mapper who probably never left the house, what could he have possibly done to piss someone off enough to murder him.

>> No.3620753

I'm playing it right now, it's really hard and has that original extremely overpowered monster - gug(which is actually very well designed and fits right in very nicely with the other quake monsters), it's still fun though

>> No.3620754

What are some innovative UT99 maps

>> No.3620756

I remember playing the map Bile Factory and I just couldn't finish it.

>> No.3620757
File: 39 KB, 500x334, 1479195801924.jpg [View same] [iqdb] [saucenao] [google] [report]

I love all FPS games
I play through every new CoD campaign even tho it's linear storyshit
New Wolfenstein was good for what it's worth
Haven't played nuDoom yet but I guess I'll enjoy it even tho I hear it's more lockdown arenas than enemy placement in accordance with level design
FEAR is GOAT gunplay but shit level design
Hate Serious Sam & Painkiller, unsatisfying as fuck
I also fucking love the shit out of Killzone 3 and I don't know why

>> No.3620758

>I love all FPS games
Fuck dude, even Will Rock?

>> No.3620762
File: 132 KB, 370x374, 123456456345.png [View same] [iqdb] [saucenao] [google] [report]

>hate serious sam

>> No.3620771

it's not hard to see why.

>> No.3620774
File: 153 KB, 700x700, 1479123783650.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who feels there's something fundamentally wrong with SS gunplay?

Compare to that visceral feeling FEAR creates SS feels like a first person peashooter. Feels like fucking but not coming.

>> No.3620775

Never cared about that, main draw in SS is killing millions of enemies in huge open arenas

>> No.3620776

Are you playing it in singleplayer only? Because then you're guaranteed to not have fun

>> No.3620778

gotta agree, all SS guns except Cannon and Coachgun (which is meh) sound and feel like shit, ESPECIALLY LAZER

>> No.3620786

I'm in sealed city map now, it really goes insane with the enemies, spawned 10 fiends and 5 droles in one room and has the audacity to spawn an ogre when you go up the elevator after the battle, still it's fucking fun but I thought the first map was the most sinister
>slaughtering innocent soldies with a sword
>suddenly walk outside
>shamblers start spawning and some are just roaming the area

>> No.3620790
File: 733 KB, 780x439, file.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to bring old sound to the Dyke World Tour?
I'm Gonna play through all the Duke on it once again, because I played through it in every other way already.

>> No.3620798
File: 15 KB, 300x300, 2dd.jpg [View same] [iqdb] [saucenao] [google] [report]

>that last battle before the final boss in TSE where you see the hundreds of enemies running towards you from miles away from all sides and it starts raining

>> No.3620858 [SPOILER] 
File: 20 KB, 300x300, 1479318200744.png [View same] [iqdb] [saucenao] [google] [report]

Was this a bigger mistake than daikatana?

>> No.3620860

user maps or epic games® maps?

>> No.3620861

Yeah, someone smashed his head in.

Really sucks too, seems he was a contributing member to a lot of creative communities.

>> No.3620863


>> No.3620868

Kept me on high alert for the rest of the game however.

>> No.3620870

I think the kind of gameplay those games have don't necessarily appeal to all people.

>> No.3620872 [DELETED] 

He lives in clapistan, "people" just murder random people on the street and do home invasions for fun there.

>> No.3620874

Am I the only one that prefers to play doom with a gamepad?

I mean with atleast GZdoom's built in auto-aim it's not like hitting things is that hard.

Even in freelook.

>> No.3620878

There is probably a small number of people who play with gamepads because it's more comfortable. I've tried before, but it just feels wrong.

>> No.3620879

gamepad is fine but I still prefer precision of mouse

>> No.3620882

the gug was just taken from quoth

>> No.3620887

yeah my bad
I recognise the drole is designed after the thousand young, and the nightgaunt is designed after the alien from the riddick movie, any idea where the gug might be from?

>> No.3620889
File: 257 KB, 869x757, butthurt-big-sound.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3620893
File: 28 KB, 500x375, fragchuck.jpg [View same] [iqdb] [saucenao] [google] [report]

I really like the feel of an analog stick for movement.

>> No.3620896
File: 28 KB, 255x400, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

the nightgaunt is actually a lovecraft creation, as is the gug

>> No.3620901


Guy was a machinist probably making good dosh

>> No.3620903


>> No.3620904

I tried Cheogsh. Who the hell thought, that it would be somehow good idea to implement a maze, which is almost completily dark, doesn't show on automap, and forces you to check every single wall for dozens of times to hunt for next switch, which appears at somewhere in maze after finding previous switch, and so on and on. It's actually only map, that I stopped and never went back to it. Actually I deleted it from my hard drive, after quitting. How did that get a cacoward?

>> No.3620907

creators of mazes without automap or hints deserve to have their fingers broken so they think twice about making this shit again

>> No.3620914 [SPOILER] 
File: 9 KB, 200x200, 1479320358085.jpg [View same] [iqdb] [saucenao] [google] [report]

You call that a mistake? Get a load of this

>> No.3620919

you guys are really overreacting, I remember that part and it wasn't that bad at all.

>> No.3620923
File: 226 KB, 810x545, 1478961231366.png [View same] [iqdb] [saucenao] [google] [report]

>Get a load of this

>> No.3620925


Haven't had a problem with the maze, its pretty damn straightforward.

>> No.3620927


& just about any jailbreak maps

>> No.3620928
File: 102 KB, 407x243, [Evil REEEEEEEEEEE Noise].png [View same] [iqdb] [saucenao] [google] [report]

>Project Brutality comes with an optional helmet HUD addon.

>Decide to try it out.

>Like it.

>Except for the fact that your fucking camera moves along with the movebob and often causes your aim to be trashy as well as motion sickness.

If they removed the shitty camera wobbling it'd be a great HUD.

>> No.3620934

yea they're both from the dreamquest of unknown kadath
would recommend

>> No.3620937
File: 17 KB, 200x200, gaunt.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, but the nightgaunt in quoth is modelled after the riddick alien

>> No.3620938

>a fucking neet doom mapper who probably never left the house
turn your monitor on

>> No.3620949
File: 49 KB, 600x450, Shot0055.jpg [View same] [iqdb] [saucenao] [google] [report]

just stumbled on this thread .. if anyone here likes UT99 wants to play ctf, its still played regularly if you want info find me on steam @ pokerfacil

>> No.3620957

>FEAR is GOAT gunplay but shit level design
Indeed. The AI is fucking spectacular as well (on the technical level).

>> No.3620961

The maze was pretty small.

The entire city of the dead on the other hand was kind of annoying each time it came up in Cheogsh.
I like the idea but it also feels so aimless.

>> No.3620970

He does not give you enough ammo in those maps

>> No.3620972
File: 201 KB, 600x600, 33efb43aa94e934e31e84dfe8504a5e5.jpg [View same] [iqdb] [saucenao] [google] [report]

i fucking love MaxEd seriously

>> No.3620973
File: 22 KB, 469x314, 1475604272296.jpg [View same] [iqdb] [saucenao] [google] [report]

>unironically shooting in an FPS game

>> No.3620979
File: 2.76 MB, 896x504, goodbarrels o fun.webm [View same] [iqdb] [saucenao] [google] [report]

i really like this map

>> No.3620984

get the hud as a separate download.

>> No.3620986

Go outside.

>> No.3620989

wasn't SD updated recently?

there's like, recoil frames on the shotguns now

>> No.3620992
File: 2.04 MB, 896x504, part 2 .webm [View same] [iqdb] [saucenao] [google] [report]

no idea this is the first time ive used it

>> No.3621001

is it me, or does it slo-mo everytime a barrel explode?

>> No.3621002

This level looks like it'd fit right in Doom 64.

>> No.3621032

Will we ever get a FOV option that stays between levels and sessions?

>> No.3621038

i might be losing fps cause im recording at 60fps on a laptop

>> No.3621059

Holy shit just beat it, I think the appropriate difficulty should be easy, used tons of saves even on normal, you don't just spawn in 4 gugs just like that, it's still really really good despite the ridiculous difficulty

>> No.3621071

Just bind a key to change your FOV.

>> No.3621125

Is nehahra actually good? Is it worth it to sit through the fucking 25 min intro cutscene for that mod?

>> No.3621126

don't forget the 4 hour prequel movie!

>> No.3621127

oh my fucking god it's real

>> No.3621148

I thought this was a joke. But holy shit, it actually exist.

>> No.3621152


>> No.3621153

This might have been posted already

Mick Gordon says that when id gave him the job to create the music for Doom 4, one of the conditions was NO METAL
Pretty interesting read


>> No.3621156

looks like my evening is filled in.

>> No.3621162


>> No.3621172

>Halo is 15 years old today

I feel old.

>> No.3621184


>> No.3621201

Anyone fancy some deathmatch or 4-player coop?

I want to try some of the older megawads from back in the day. I remember playing gothicdm and some other deathmatch focused wads.

For co-op, could look at Alien Vendetta UV.

Do people use zdaemon?

>> No.3621203

>Do people use zdaemon?

>> No.3621207

For christ's sake why would anyone disable the HUD for a mod?

>> No.3621208

I'd be down for either. Just use zandronum.

>> No.3621210

Host Zandronum Gothic99 deathmatch.

>> No.3621232

did you try making the screen one size bigger/smaller?

>> No.3621238
File: 2.22 MB, 640x480, breakdown stealth enemies.webm [View same] [iqdb] [saucenao] [google] [report]

Breakdown was cool, even though the focus was more on hand-to-hand than guns.

>> No.3621260

What did ever happen to that Mechwarrior mod?

>> No.3621291

it burned and died

>> No.3621341

>Do people use zdaemon?

I'm honestly still surprised that shit exists. I thought it was common consensus that its maintainers are obnoxiously toxic.

>> No.3621348
File: 20 KB, 399x302, 1478699228771.png [View same] [iqdb] [saucenao] [google] [report]

is Master Levels for Doom II any good or should I just jump to Final Doom?

heard Master Levels were made by various authors and isn't really consistent so idk if the quality is there

>> No.3621354

Master Levels are good by 95 standards. So if 90's maps are your thing, give them a try. Some of its maps are more puzzly compared to the iwads, though.

>> No.3621375

There has to be a better way to make the player fly around than +nogravity.

>> No.3621442

heey yaalll

>> No.3621449
File: 116 KB, 1224x653, rick_taylor_and_doom_guy_by_ishida1694-d80jqhu.png.jpg [View same] [iqdb] [saucenao] [google] [report]

How much gore do you guys think it's enough?
For me, it would be Ketchup's "Lots" of blood setting. It spawns a fucking lot of blood, but not enough that is blocks my view on what's going on, and not enough that it lowers my FPS. So, it's my usual go to amount of gore.

>> No.3621470

Here's a garbage gameplay mod. The gimmick is you're in a hovering spaceship or some shit. All but two of the weapons are from Realm667.

>> No.3621472


>> No.3621505

How the fuck is a spaceship supposed to operate a crossbow?

>> No.3621516

The weapons are all clip-on.

>> No.3621523
File: 16 KB, 325x325, 1375329447888.jpg [View same] [iqdb] [saucenao] [google] [report]

>That one piece of music starts playing
>You know that you're in for a lengthy map

>> No.3621526


>> No.3621532
File: 22 KB, 405x344, 1408718643729.jpg [View same] [iqdb] [saucenao] [google] [report]

>work in doom 64 builder for weeks
>go back to normal doom builder to play around with Heretic
>all this new shit that wasn't in 64 builder

What's the best version for Heretic? I'm using zDoom Heretic version.

>> No.3621568
File: 296 KB, 1280x800, 1470573016351.png [View same] [iqdb] [saucenao] [google] [report]

Man, Demons of Problematique is really pretty and creepy.

>> No.3621572
File: 747 KB, 1280x800, 1457850427924.png [View same] [iqdb] [saucenao] [google] [report]

Actually, scratch that.
The fuck is this shit?

>> No.3621575

Red Pandas. The scariest thing in Hell.

>> No.3621583

>id software actually celebrating that Brutal Doom 64 somehow ended up nominated for Best User-Made Content

>> No.3621585

Uhhhh, I don't remember that when I played this wad

>> No.3621589


Speaking of which, anyone happens to have a link to the IWADs?

>> No.3621590

Well, unless D4D messes with the textures, because that's the only mod I'm loading.

>> No.3621598

It's in a secret.

Not sure what it's from.

>> No.3621635

>No Metal
Honestly, I find it hard to take a Doom game and not have some sort of metal or dark fantasy-style track in there.

Special circle for furries to have an orgy of course.

>> No.3621639

Here's a short, sweet map I leave with before I go to bed. Might follow up with another small map in the same style. Music is some midi I found in a pack that I preceded to "remix"(change instruments, repeat a few bars, etc,). No difficulty options, but it shouldn't be too hard. Feedback would be nice.

>> No.3621641
File: 41 KB, 291x398, 1477674770490.jpg [View same] [iqdb] [saucenao] [google] [report]

>no metal
>it's just rock instead


>> No.3621654


>> No.3621662

i believe they patched the muffled sounds problem, and you can turn on the "legacy" voice recordings as long as you're not playing the new episode

>> No.3621670

>How did that get a cacoward?
It was back when GZDoom was relatively new, it's visually and technically impressive.

Also, the cacoward does mention the maze.
>The map drags significantly in the middle with an atrocious dark maze that does not appear on your automap, but, fortunately, it picks up again afterwards. If you can slog through that segment, you are in for a really fun experience and will enjoy playing this wad.

>> No.3621671


>> No.3621725

I've considered it a few times since I play Doom on my laptop a lot, so aiming with the mousepad can be difficult and touchy at times, but I manage decently enough by using my pinky to turn left/right with the arrow keys.
Though my first time playing Doom was on the XBLA, so I was using a 360 controller then. Still prefer mouse and keyboard though.

>> No.3621760

Better in what way? Like, realistic gliding?

>> No.3621834
File: 219 KB, 640x480, Screenshot_Doom_20161117_082936.png [View same] [iqdb] [saucenao] [google] [report]

GZDB can now shade and colorize your slopes!

>> No.3621838

I'm not going to live to see the new mordeth ever get released

I believed in you Gaston Lahaut

>> No.3621857

If we don't get to use that sword at the end of DOOM 4 in a sequel, I at least hope D4D or one of it's fan add-ons add it in.

>> No.3621870
File: 597 KB, 1600x900, Screenshot_Doom_20161117_002028.png [View same] [iqdb] [saucenao] [google] [report]

So I made a map. https://www.dropbox.com/s/wyf8q35cdofkk7i/Castle%20of%20NoFun.wad?dl=0
Actually I finished this a long time ago but recently took it out of the multi-map wad it was in and touched it up a bit. Try it out if you want, just remember to quicksave. It's Boom compat so you can run it in basically anything.

>> No.3621921
File: 249 KB, 1280x720, Screenshot_Doom_20161117_202745.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing Cheogsh right now for the first time and the maze wasn't a problem at all, the torches give plenty of light and you just follow the sound of walls lowering or the source of revenants each time you press a switch. Turn your brightness/sound up, or something.

>> No.3621938
File: 475 KB, 1280x720, Screenshot_Doom_20161117_205145.png [View same] [iqdb] [saucenao] [google] [report]

Man, this area is cool.. the giant, blocky fullbright SP_FACE1 indents surrounding the pentagramm(sic) chamber sour it a little, though.

>> No.3621952
File: 634 KB, 1920x960, picture.png [View same] [iqdb] [saucenao] [google] [report]

FDA: http://puu dot sh/sl8II/ebd30aba83.zip
At some moments map's name fits really well. It has healthy amount of ammo, but killing mid-tier enemies with just sg\cg is simply tedious.
Throwing a player in a dark hurtfloor maze filled with spectres without non-secret radsuit secret radsuit is easy to find and is located just 5 metres away from teleport however is a move people don't approve of despite the fact that ther's a radsuit somewhere in the maze itself.
There's a one-way teleport to beginning of the level which is a not good thing considering need to travel damaging maze yet again. Also you may want to texture sides on some crushers in the crusher maze to remove some graphic glitches in that place.
Also there's a way to get stuck: at south part of the map if player presses the switch that lowers FIREBLU barrier around another switch and backtracks it is possible to rise that barrier again without further possibility to lower it.

>> No.3622006

I'm glad they didn't go for generic metal trash. It has its place but the soundtrack for Doom2016 was perfect.

>> No.3622008

but the doom2016 soundtrack had plenty of metal

>> No.3622009

d44m soundtrack was literally poser metal the whole way through

>> No.3622010

>poser metal
and then there is this meme loving fuck

>> No.3622012

It's a meme, but doesn't change the fact that djent is garbage for scene kids

>> No.3622014

there aint that much djent/coreshit outside of tracks like rip&tear, bfginjection or flesh&metal. most of the music actually resembles old school industrial with techno influence an some random guitars.

>> No.3622015

>some random guitars.
That all have a djent tone dialed in and overprocessed to death

>> No.3622017
File: 33 KB, 400x286, 15644684687.jpg [View same] [iqdb] [saucenao] [google] [report]

Replace the soundtrack with nile

>> No.3622019

It reminds be a bit of KMFDM

Except darker and more grimy.

>> No.3622023

Music lends itself nice to the action, but outside of it 90% of it sounds like randomised nu-metally samples.

>> No.3622028

I think the best FPS soundtrack of all time has got to be Timesplitters 2 for the number of tracks, great quality and huge variety.

>> No.3622029

none of you have ever been able to describe the taste of a meal without using the words "like chicken"

>> No.3622031

I want /mu/ to leave.

>> No.3622037

What is a chicken?
How does it taste copared to Turmion Kätilöt?

>> No.3622043
File: 94 KB, 849x566, 1461961911527.jpg [View same] [iqdb] [saucenao] [google] [report]

>turmion katilot

>> No.3622063

Screw you and the high horse you ride on

>> No.3622096

I'm playing plutonia for the first time rn, should i continue playing it normally or start doing pistol starts. It's already hard as it is but it kinda feels like cheating coming into each level with all the weapons.

>> No.3622114

Depends on what you find the most enjoyable. I'm not always necessarily looking for a hard challenge, and keeping weapons gives a sense of progression so I usually do so.

Some mapsets however are more fun and adventurous with pistol start.

>> No.3622121

Disease simulator 2016

>> No.3622125

Pleeeease include a Rabies effect which causes monsters to randomly infight their peers (spreading the rabies if the monster they attack ends up the victor)

>> No.3622207

>pick up keycard
>locked in a tiny square arena surrounded by a deathpit from all sides
>a champion baron that moves extra fast, has a gorillion hitpoints and shitty broken hitbox so the ssg does fuck all if you aren't shooting at absolute point blank spawns in
>and it's INVISIBLE
>that's just the most recent stupidity
Man when people said ZPack is fucking dog shit they weren't kidding. I'm only 4 maps in and this is already a trainwreck

>> No.3622208

What was that one game that made the rounds on /v/ years ago where you had to make a virus and try to kill off everybody, and that Madagascar was hard as shit to get to?

Doom version of that when?

>> No.3622219

Pandemic 1 & 2 I believe.

>> No.3622227

Good idea. When infected they now are prone to infighting - it's not random, but they will attack their own ranks if provoked.

>> No.3622253

Short and sweet indeed, managed to beat it without taking any damage. The only real 'problem' is that some of the corridors are a bit awkward to move around in, but that's absolutely fine since the tight quarters make the hellknight more threatening.

>> No.3622278

Is there a command to get credits in D4D? I wanna see what it's like being all powered up.

>> No.3622284

>doom download is 2 fucking gigs

Is there a download that just has the WADS and necessary stuff?

>> No.3622289

First pasta.

>> No.3622291

thanks famarooni

>> No.3622301
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3622303

no ty

>> No.3622304


>> No.3622305

wow that was shit
have a good tribute song

>> No.3622321
File: 19 KB, 168x192, 4648645213.jpg [View same] [iqdb] [saucenao] [google] [report]

>not just listening to the tracks the doom soundtrack was based on

>> No.3622345

wad name?

>> No.3622347

back to saturn x episode 2

>> No.3622349

That was one of my favourites too.
I remember replaying it with Accessories to Murder and it being a complete bitch to complete though.

>> No.3622350

>give d4dcash 99999

>> No.3622358
File: 245 KB, 450x349, 1463753673786.png [View same] [iqdb] [saucenao] [google] [report]

>start quake map
>enemy counter : 564

>> No.3622380

Firebreak weapon test with sound

>> No.3622381
File: 99 KB, 350x490, 1454406073303.png [View same] [iqdb] [saucenao] [google] [report]

>start doom map
>enemy counter : 900+
>half of the map is empty rooms

>> No.3622382
File: 563 KB, 1280x720, Screenshot_Doom_20161117_192042.png [View same] [iqdb] [saucenao] [google] [report]

second room done, wowzers.
fuck aligning textures for now.

>> No.3622390
File: 773 KB, 1366x768, Screenshot_Doom_20161116_211617.png [View same] [iqdb] [saucenao] [google] [report]

this'll go well

>> No.3622391
File: 30 KB, 316x202, 3213.jpg [View same] [iqdb] [saucenao] [google] [report]

>last 5 maps of the wad are slaughter maps
dropped desu

>> No.3622396
File: 241 KB, 455x348, Fiend_1.png [View same] [iqdb] [saucenao] [google] [report]

How do you go from this?

>> No.3622397
File: 18 KB, 225x225, 1427830960758.jpg [View same] [iqdb] [saucenao] [google] [report]

>first map of the wad contains a cyberdemon

>> No.3622398
File: 49 KB, 892x1000, KLEER.jpg [View same] [iqdb] [saucenao] [google] [report]

To this?

>> No.3622407
File: 92 KB, 500x376, 1476232073031.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3622413

Are you doing the whole map?

>> No.3622424

Fiends jump a lot further than Kleers though.

>> No.3622428

Any tutorials on how to mod for Wolfenstein? Want to do a few things with it.

>> No.3622430

Use DevTextures when building a map, replace with actual textures when needed.

>> No.3622431

kleers skip leg day

>> No.3622432

ECWolf would be a good idea if you're planning any sort of heavy modding.

>> No.3622435

Yes and I'll hopefully have it ready by the end of the year.

>> No.3622443

Please place all the deathmatch spawnpoints/items as well if it's not too much work. It's a great MP map.

>> No.3622450

Should be pretty easy to do, sure.

>> No.3622454

But you don't encounter 200 fiends per every map now do you?

>> No.3622463

Shh, don't give people ideas

>> No.3622471

You're missing out on quite a lot of gems this way tho.

>> No.3622472
File: 11 KB, 225x225, url.jpg [View same] [iqdb] [saucenao] [google] [report]

>all that shit on the hud

>> No.3622502

name 1 (one) other than ancient aliens

>> No.3622507

What's the problem?

>> No.3622517

cyberdreams is a lot of fun even tho its more of a puzzle wad.

>> No.3622519

https://streamable.com/o034 My hud is busier.

>> No.3622520



>> No.3622521

>Halo is 15 years old today
That's funny because Halo players are all 15 year old man-children too.

>> No.3622525

this is neat. love your work

>> No.3622527

>Cyberdreams is a lot of fun
lmao no, the intro menu is pretty though

>> No.3622534
File: 81 KB, 500x500, 26e6ced77ece20f084b522cb7781444f.jpg [View same] [iqdb] [saucenao] [google] [report]

>Not shooting the cyberdemon until it dies

>> No.3622536
File: 307 KB, 1280x720, Screenshot_Doom_20161117_204738.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know why whoever made the quake texture pack made this window into two separate textures? One is the top 2 thirds and the other is the bottom, makes setting up this window a pain.

>> No.3622538

Well shit, it appears that come of my geometry merged by accident without me realizing it. That gate to the beginning is supposed to be 2-way and those crushers used to be textures, no idea what happened there.

Anyway, infighting is supposed to be used during a lot of this map, especially in the room with the megasphere. It's safer to snipe everything but it's a lot faster to evade most of it and get them fighting each other. Also that tunnel is filled with stimpacks but maybe I should just make that trail lead the player to the non-hidden radsuit and leave a few medkits at each exit. Lemme fix a few things and update that link.

Out of curiosity, did you find the plasmagun or rocket launcher?

>> No.3622572
File: 611 KB, 1200x1200, doot.jpg [View same] [iqdb] [saucenao] [google] [report]

That OP pic was triggering my autism a bit. This one isn't perfect cus I got lazy, but it's better at least...

>> No.3622604

There are several goofy secrets hidden throughout DoP.

>> No.3622609

>Does anyone know why whoever made the quake texture pack made this window into two separate textures? One is the top 2 thirds and the other is the bottom, makes setting up this window a pain.
I assume because some of them slide open when shot, and having separate textures made alignment less of a pain in the editor ID used?

>> No.3622617
File: 351 KB, 1225x932, texedit.jpg [View same] [iqdb] [saucenao] [google] [report]

Adding to that, if you're targeting zdoom you can open the "visual textures editor" and mash the two-part texture together into one without changing the image files themselves.

>> No.3622629

Thanks, that'll be useful if it comes up again.

>> No.3622630

How do you do the executions in Brutal Doom?

>> No.3622632


Pick up a berserk, do the punchy at them.

>> No.3622643

>HD textures


>> No.3622648

>did you find the plasmagun or rocket launcher
Both. I have even found BFG.Watch that demo if you want to. It should work with prboom+.

>> No.3622650

>map locks you with a cyberdemon in a 24x24 room

>> No.3622654

>map locks cyberdemon in an illusio-pit

>> No.3622695

I feel like, for a lot of that, the tedium was slightly self-inflicted due to your playstyle being a lot more safe than mine is (though it's a valid point, don't get me wrong, but watching you not use the little arena in front of the first portal and instead kite the hell knights into the tunnel was a bit painful). Also you did miss the first rocket launcher before the arena in the red castle area. I think what I'll do is give a few more missable RLs a bit earlier on so that groups can be handled easier, and make damaging blood pools in the flesh tunnel instead of having the whole thing be damaging.

>> No.3622698

>used comma instead of semicolon
Well great, my dead english prof is probably spinning in his grave.

>> No.3622706

>first map contains shotgun guys

>> No.3622708
File: 67 KB, 709x765, 1qfwZyT.jpg [View same] [iqdb] [saucenao] [google] [report]

>first map contains enemies

>> No.3622714
File: 31 KB, 499x482, 1473342626756.jpg [View same] [iqdb] [saucenao] [google] [report]

>the map doesn't give you ssg in the first 20 seconds of gameplay
permanently deleted, 0 starred with a mean comment on doomworld, will shitpost whenever seen mentioned in /vr/

>> No.3622726

My review of ZPack:

Jesus christ fuck me in the dick

>> No.3622737
File: 131 KB, 1024x768, something_wicked.jpg [View same] [iqdb] [saucenao] [google] [report]

>humoungus immersive beautiful well-balanced map
>last battle is impossible without cheats
fuk u nigga

>> No.3622738

I was watching people play Zdoom Wars on youtube but I don't get how do you win at this mod?

>> No.3622748

earrape bump

>> No.3622774


>> No.3622780

He couldn't git gud at Ancient Aliens

>> No.3622787

ancient aliens last map is straight up retarded

>> No.3622790

none(linear mipmap) a best

>> No.3622791

Honestly I got bored of AA by ~MAP10. It looks good, don't get me wrong, but it's got the "Hellbound problem" IMO of making too many levels share the exact same palette and difficulty.

>> No.3622804
File: 180 KB, 1024x576, i'm fucked.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3622807

kek I remember that. Had to cheat through the end as well. The flying gargoyles or something like that, isn't it?

>> No.3622813

Yeah the nightgaunts ruined it

>> No.3622815

how do you play megawads? I find that playing continuously is what leads to this boredom. The pistol start level by level feel works really well.

>> No.3622818

Ironman pistol start until I die a lot, then QS w/pistol start. Problem is, there's no real visual variation in AA until much later in the wad.

>> No.3622825

I think I found what is wearing you down.

Personally if I use saves it's before entering a big room that will most likely have big fights.
Then no saving in between until after it feels like there's more danger up ahead.

Something about saving in the middle of fighting just wears me down much faster than doing it this way.

>> No.3622831

I start to get megawad fatigue too, unless the maps stay really good consistantly all the way through.

I think the problem is that the levels get more complex and have more enemies the farther you go, but at that point you want to go faster, but having to burn through the enemies keeps bogging you down so much even the BFG doesn't feel like it kills the enemies fast enough. It doesn't help that every profilic mapper seems to love the "Kill over 9000 barons and mancubi with the SSG"-Simulator

>> No.3622832
File: 1 KB, 130x120, Quake_PC_027 Quad Damage.png [View same] [iqdb] [saucenao] [google] [report]

What emotion does this convey?

>> No.3622836
File: 413 KB, 500x633, 1b2.png [View same] [iqdb] [saucenao] [google] [report]

>quad-barreled shotgun

>> No.3622837

fucking pissed

>> No.3622838

As always, Ranger is fucking pissed.

>> No.3622839
File: 164 KB, 1240x1047, 1468273921621.jpg [View same] [iqdb] [saucenao] [google] [report]

>finding the Lead Cannon in Duke Nukem Advance

>> No.3622845

when you grisly but she still grotto

>> No.3622848

My fucking sides

>> No.3622859
File: 126 KB, 588x824, serpheh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3622881

It's not that, it's that it all feels like one level that never ends and never changes significantly.

>> No.3622965


>when guys like you keep spawning and you make doomguy waste a shit ton of ammo

>> No.3622969
File: 225 KB, 868x896, 1478288310248.png [View same] [iqdb] [saucenao] [google] [report]

They're meant to be absurd

>> No.3623003

>comparing AA to hellbound

>> No.3623014

>exclusively playing continuous to the point that you can't handle higher tier monsters when you dont have a BFG and full ammo from previous levels.

>> No.3623024

>le u compared 2 things mene
One's brown, the other is purple. They both bored the shit out of me.

>> No.3623041

Honestly though, what would be the ideal first map in your opinion?

>> No.3623042
File: 80 KB, 677x960, 1545223_10151832712327653_427874321_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>not liking purple

>> No.3623049
File: 131 KB, 900x879, It+s+always+sunny+in+morioh_72fbed_6074244.jpg [View same] [iqdb] [saucenao] [google] [report]

>being illiterate

>> No.3623051

Hellbound wasnt boring because it was brown. It was boring because the gameplay is unexciting and drags thanks to overly long levels.

>> No.3623059

once again
>being illiterate
I never said it was boring because it was brown, I said, at the top of the conversation, that it was samey as fuck and later said it felt like one very long level with no real changes.

>> No.3623074

>that it was samey as fuck and later said it felt like one very long level with no real changes.

I never had this feeling with AA. So why compare the two?

>> No.3623078

Made another map as promised yesterday night. For extra torment, I've added a shitty and obnoxious "remix" of one part of E1M1 using sitars like the first one. Easy mode: play without music. Hard mode: play with OPL. Nightmare: play with a "quality" soundfont of your choosing.

>> No.3623079

>my feelings are the world's feelings and/or the correct ones

>> No.3623080

pot, kettle, africans

>> No.3623091

I legitimately think you don't even fully understand what you're writing
>I didn't like AA because it was samey, got bored by MAP10, felt like Hellbound due to unchanging palette and difficulty
>>le meme response about comparing things
>equally sarcastic response about the palette
>Somehow this means I said that it was boring because of the palette despite having said it was boring because of the level design AND palette
>sarcastic response about you being a fucking idiot
>"Why are you even comparing them? I never thought they were samey" t. Ultimate Opinion Authority apparently
>sarcastic response again because you're a fucking idiot
>Accusation of hypocrisy
Can you even read the english language? Am I being trolled here?

>> No.3623093

damn, dude

>> No.3623095


It's time to sit down, dude.

>> No.3623097

I think you're right.

>> No.3623103

I think you're wrong.

>> No.3623110

I think you're right on some things, wrong on others.

>> No.3623113

But AA's difficulty is actually varied, unlike hellbound

>> No.3623118

>it felt like one very long level with no real changes.

I believe that's exactly what Hellbound was going for though. The reason it feels "samey" is because it used the vanilla doom textures throughout the entire megawad if I'm not completely mistaken. I think this was a conscious choice though because making custom textures can be very challenging especially since you working on a limited palette which also makes creating any sort of variation within palette you're given pretty difficult. I disagree that AA falls in the same category of lazy palette usage as Hellbound though.

Why would you be this assblasted

>> No.3623121

As far as I was concerned it was just "Run around avoiding fire from caged enemies, grab a berserk pack at some point, punch out some revenants, telefrag some guys (usually the caged ones), next level" and the next level looks basically the same. I know later on there are some slightly more varied levels but ultimately it wasn't worth it to me. It certainly wasn't as bad as Hellbound, but it had the same type of problem.

>Why would you be this assblasted
Spending 45 seconds to tell someone to either make an argument or fuck off isn't being assblasted. If you want to see assblasting, look at all the samefag replies.

>> No.3623124

how are you not bored with doom in general if that's how you look at it?

>> No.3623126

>look at all the samefag replies.

Its cute that you actually think this is the case.

>> No.3623128

Because not every Doom level repeats the same gimmick.

>> No.3623130

Same can be said about Ancient Aliens

>> No.3623132

Except every level I played in it did repeat what was essentially the same gimmick. "Take cover, punch revenant, telefrag dood". That's it. Again, I know that later on there are some different levels but playing through the whole thing wasn't worth it to me.

>> No.3623135

>"Run around avoiding fire from caged enemies, grab a berserk pack at some point, punch out some revenants, telefrag some guys (usually the caged ones), next level"

I don't recall the entire first 10 maps being this.

>> No.3623138

>Spending 45 seconds
Well golly fucking gee, thank god you didn't spend a whole minute that would've been way overboard

>> No.3623139

I can't take your point seriously when you insist on including "punch revenant". I mean whats next, is shooting a zombie with a shotgun too gimmicky for you?

>> No.3623140

I'll be honest that I played it within a week of release and not at all since then, so it's possible my memory is incomplete. I do recall not having much fun though, and thinking "Christ, this again?".

>> No.3623145

When it was in every level I think it's pretty much a pattern. I really don't care if you take the point seriously or not if you're so easily swayed by nitpicks.

>> No.3623152

Personally, I can't stand overly nitpicky complaints about maps. It screams "I'm trying to hate this thing" more than anything.

>> No.3623154

>map01 is using a cyberdemon as a turret
>map02 I can somewhat agree on
>map03 yes
>map04 yes
>map05 does a roaming cybie count?
>map06 is great get out of here
>map07 is classic skillsaw
>map08 is a big adventure map that's nothing like what you described
>map09 is a big slaughter lite map
>map10 is more classic skillsaw

3, maybe 4 out of 10 are like that, having 4 similar maps right at the start might be what gave you this mindset, either that or you simply don't like skillsaws way of making encounters.

>> No.3623156
File: 1.68 MB, 500x375, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

Pay attention to me because my question is extra important.

GZdoom is setting my monitor HZ to 75 when I go fullscreen.

I have it set to 120, but it keeps setting it to 75.

Using a viewsonic G810 btw

>> No.3623158

You might be right, again it was quite a while ago, but it doesn't change the fact that I didn't like it much.

>> No.3623162

Not liking it is fine, just don't make up a reason like it's gimmicky.

>> No.3623165

Except you literally outlined 5 gimmick maps right at the beginning. It is gimmicky. Everything is gimmicky, but this one uses the same gimmick repeatedly without splitting it up with other gimmicks.

>> No.3623172

Will you be making more?

>> No.3623173

What was gimmicky about map02?

>> No.3623175
File: 29 KB, 353x459, m3m3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3623179

Yeah. Any gimmicks you'd like to see? I can try and pull off 1024x1024.

>> No.3623185

wew, just had a replay of it and you're right, must've mixed it up with another in my head as I was writing it.

>> No.3623189


>> No.3623193

Your experience describes pretty much very little in the first ten levels, and especially nothing as a real major challenge in them.

You should get a refresher maybe?

You don't have to love the maps of course, just hopefully you don't like it for things it actually set out to do.

>> No.3623198


>> No.3623205

Anything is fine as long as you keep them bite sized like that. I made a video of the first two.


>> No.3623220
File: 701 KB, 1920x1080, 0.png [View same] [iqdb] [saucenao] [google] [report]

only thing I can imagine is that your game's resolution is set to something different, though I guess it's also possible that doom sourceports don't play well with resolution/hz shenanigans

>> No.3623229

same desu

>> No.3623252
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google] [report]

I always thought this was wide-eyed elation.

Squint and look at it and you will see his smile.

>> No.3623253
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]

we're a regular meme-factory these days senpai

>> No.3623265
File: 89 KB, 371x371, 1470295539570.jpg [View same] [iqdb] [saucenao] [google] [report]

>Any map of the wad uses D_RUNNIN and it isn't DOOM2.wad
shift-deleted, and then a gigantic angry post on this thread saying the .wad is a wad of shit

>> No.3623279


No joke, I think that midi is underrated. I reckon it fits city type levels pretty well.

>> No.3623287

Especially city levels with tall buildings that you have to climb to the top of

>> No.3623291

I was so gutted that MAP15 of D2TWID replaced its midi. Oh well, MAP09's midi is good anyway.

>> No.3623308

I like that stage!

>> No.3623376

this is the future of /doom/ OC

>> No.3623418

Man, Map09 of Ancient Aliens reminds me heavily of Resurgence.

>> No.3623458
File: 299 KB, 459x500, 84908369.png [View same] [iqdb] [saucenao] [google] [report]

Often when I play Doom my sound cuts off completely and the only way to get it back is to restart my computer.

This only happens with Doom 2 or wads. Anyone have any idea what's the issue?

>> No.3623487
File: 220 KB, 1024x640, Screenshot_Doom_20161118_001300.png [View same] [iqdb] [saucenao] [google] [report]

I downloaded a handful of gameplay mods from that "SO YOU WANNA PLAY DOOM" image, been having fun with GMOTA. What are some good medieval level packs/wads that'll compliment its style?
Also, I think it'd be great if GMOTA had a class system, it really makes me think of Golden Axe. Gilius Thunderhead when?

>> No.3623504

Eternal Doom

>> No.3623527
File: 102 KB, 1920x1080, doom 4 e3.jpg [View same] [iqdb] [saucenao] [google] [report]

Found this last year or 2

>> No.3623548


Blaz is essentially Gilius with a sword, he's a short guy and a beast in melee.

I still have more characters planned but I need to finish up Blaz and get this shit back on the road before I start on them

>> No.3623554

Neat, any details on planned characters you mind sharing or no?

>> No.3623556

you've been saying this for over a year, mate

i'm all for patience and i know mods don't have a schedule, but there comes a point where you've gotta stop saying "i need to do X" and actually do it

>> No.3623559


Well there's Kustam, a tall warforged bastard who's gonna use a spear, a mighty boot style kick that can be charged into a battletoads-tier finisher kick, and a handgun that fires big fuck off bullets, though he's gonna have the only hitscan weapon, best at range.

Samson's gonna be a kobold and the shortest guy, he'll use flasks and other grenade weapons, along with a crossbow and a magic saber, he'll be like a glass cannon/support kinda guy with some of his weapons.


Well what do you think I've been doing for the past few months? I've had to fix GMOTA for the last time, and at this point if I can't stick to it then it's well and truly dead. I ain't adding these guys until I get the monsters all replaced and redo the items.

The going is slow right now because I'm struggling with art assets because I'm a shitter at art. That and work is a cunt.

>> No.3623571

Tried my hand at making a new thread, including the news post. Hope I didn't fuck anything up.


>> No.3623572

>Well what do you think I've been doing for the past few months?

>> No.3623574

>Well what do you think I've been doing for the past few months?

Playing video games and shitposting on /v/?

>> No.3623576


Besides that, you smartasses

>> No.3623580


watching anime?

>> No.3623581


>> No.3623582


>> No.3623584


Being a fgt

>> No.3623585
File: 66 KB, 625x525, urawhat.jpg [View same] [iqdb] [saucenao] [google] [report]


You guys are breaking my balls, just flat out putting them in a vice.


Son of a bitch.

>> No.3623587


I still love ya, even if you hate me.

>> No.3623590


I don't think I hate anyone here. You guys are the best thing to have happened to me regarding my creative abilities. Seriously. Modding doom has opened my eyes to a lot of future prospects.

Now let's go to the new thread before this gets any gayer.

>> No.3623703
File: 24 KB, 621x371, george lopez suffers a nasty bee sting.jpg [View same] [iqdb] [saucenao] [google] [report]

Meus lados

>> No.3623751
File: 50 KB, 510x680, CsUsPI2WEAAHS2w.jpg_small.jpg [View same] [iqdb] [saucenao] [google] [report]

Based Tim. Now give me a Quake single player game without stroggs

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