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3629804 No.3629804 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3623563

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


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



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



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




>> No.3629806

=== NEWS ===

[11-19] MetaDoom v2.0 is out

[[11-19] Custom Gun: The Gun-ening. Done by the Hexen Souls author

[11-14] Doom 64-style map textures for Doom 2

[11-13] Blade of Agony Chapter 1 release

[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''.

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

[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

[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)


To submit news, reply/backlink to this post.

>> No.3629810
File: 19 KB, 389x295, 1478222708875.gif [View same] [iqdb] [saucenao] [google] [report]

first for cacodemons are qt

>> No.3629814

>~~ Let's post like ladied and gentlemen ~~

>> No.3629817

What's a weapon mod that fits with a western theme and can be played on the current stable release of Zandronum?

>> No.3629824

You're extremely bad at this, OP.

>> No.3629831
File: 156 KB, 2762x866, shaderVsChoco2.png [View same] [iqdb] [saucenao] [google] [report]

Isn't that how retroshader does it?

>> No.3629832
File: 921 KB, 500x281, 1477745009239.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3629837

Hosting a classic Fistful of Doom deathmatch on Zand. [TSPG] Painkiller: Fistful of Deathmatch.

>> No.3629845
File: 41 KB, 291x398, 1477674770490.jpg [View same] [iqdb] [saucenao] [google] [report]

>random cyberdemon at the end


>> No.3629846

it would be cool to have monsters laugh and mock player after killing him just like in metal slug games

>> No.3629859

>Enemy hiding behind the exit door

>> No.3629861

What's this from?

>> No.3629871

Ok, swapping with Boothill now. Same name though.

>> No.3629874

>level has enemies in front of exit

>> No.3629880

>level has multiple cyberdemons in cramped spaces
>no bfg

>> No.3629895
File: 35 KB, 236x236, 1465088141808.jpg [View same] [iqdb] [saucenao] [google] [report]

Cake-o-demon, kako-demon or kakow-demon?

>> No.3629902

> picture that's been used trillion times
> didn't change back the lads&gents bit AGAIN
For fuck's sake, there's point where it becomes clear you suck at something. You're clearly passed it. Give up and let the competent do this job.


>> No.3629905
File: 186 KB, 1360x768, skeleton trying to reach for a chicken through the prison bars.png [View same] [iqdb] [saucenao] [google] [report]

> metadoom 2
Have it reviewed for me ASAP.

>> No.3629907 [SPOILER] 
File: 20 KB, 399x302, 1479776791599.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3629913


>> No.3629915

>start level
>turn around
>open "secret" door


>> No.3629917

Nope, cuck-o d-mawn

>> No.3629923

I say pronounce it "kako".

>> No.3629930

>area with a lot of clutter only has rocket ammo


>> No.3629932

> wow

>> No.3629937
File: 323 KB, 400x520, SHOCK AND AWE.png [View same] [iqdb] [saucenao] [google] [report]

At least he didn't fuck up the news post like I did, I guess.

>> No.3629939


>> No.3629940

You did it wrong. My little doomguy-friend. Crazy wrong. Wow.

>> No.3629942

i'm coo coo for caco puffs

>> No.3629943

Now try with "palette" tonemap to see if it actually makes it closer.

>> No.3629947
File: 24 KB, 491x673, 1434858976554.png [View same] [iqdb] [saucenao] [google] [report]

Which megawad should I try to get back into doom after months of not playing? I left off like halfway through SoD and plutonia revisited and was getting burned out so I'd like something different. Last one I finished was uac ultra which I really liked. Tried some of ancient aliens, it seems decent. No heavy slaughtermaps pls

>> No.3629956


>> No.3629960 [DELETED] 

not fit for numales

so sorry dude

I'll be sure to upload some hotass doomguy on demon action for you using it later though

>> No.3629971

I'll give it a whirl, though from what I see the Soul Cube and Unmaker at least are added

>> No.3629995
File: 118 KB, 1200x1000, Sc9dN4g.jpg [View same] [iqdb] [saucenao] [google] [report]

Retro Jam 5 (Wind Tunnels theme)

>> No.3629996
File: 129 KB, 321x345, 1.png [View same] [iqdb] [saucenao] [google] [report]

>Game set (partially) in Hell
>You never fight Satan

Kinda surprising, actually. Seems like the obvious fit for the final boss and yet he never appears in any Doom game.

>> No.3630010

I wonder what Doom's take on Satan would've been like.

>> No.3630012


I take it you've already played Back to Saturn X?

>> No.3630013

>[[11-19] Custom Gun: The Gun-ening. Done by the Hexen Souls author
So that's what the flu shotgun was for!

>> No.3630016

John Romero's head?

>> No.3630018


I always thought that was what the Icon of Sin was supposed to be.

>> No.3630021

I should've worded my post better.
I was wondering how it would've turned out if they straight up had Satan in the game.

>> No.3630025

I imagine they probably just didn't want to piss off religious nuts more than they already had.

Besides. Doom's take on Hell has always been closer to a parallel dimension with demons in it than the actual christian afterlife.

>> No.3630027

Just episode 1. I really liked it, but just the first map from ep 2 put me off for some reason. I might go back to it

>> No.3630030

The Icon Of Sin is actually based off Baphomet (a pagan god), so no.

>Doom's take on Hell has always been closer to a parallel dimension with demons in it than the actual christian afterlife
fucking this

>> No.3630083
File: 591 KB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]

I've played three maps so far. Breezeep's map was okay, pretty challenging but not that memorable. Some encounters seemed like they were supposed to be hard but they were easy to abuse. mjb's map though, holy shit, many memorable encounters. I died in my first playthrough but it was a lot of fun. From what I understand, he's a new mapper but he shows a lot of promise.

>> No.3630084

> classic doom 3 low fps as fuck
> doom 3 np
When will fucking retarded cocksuckers stop making games that are clearly too advanced for their incompetent assholes to handle?

>> No.3630090

id animator's reel of character work he did for doom 2016. it seems to have since been deleted from vimeo, but kinsie made a bunch of other gifs from it when it was up http://kinsie.tumblr.com/search/cacodemon+gifs

>> No.3630093

>gzdoom crashes when I'm about to finish the level

>> No.3630102
File: 13 KB, 113x168, Come now.jpg [View same] [iqdb] [saucenao] [google] [report]

>Play a Pillowblaster mod
>GZDoom crashes

>> No.3630104
File: 760 KB, 1920x1080, spasm0006.jpg [View same] [iqdb] [saucenao] [google] [report]

The third map I've played is Newhouse's who also seems to be a new mapper. His level looks quite nice and makes use of colored lighting, but it's much shorter and much easier than the two previous maps. It does have an interesting centerpiece though, this pyramid-like structure with a central low-gravity tube which the player uses to go from floor to floor fighting monsters. Sounds familiar? It seems to be inspired by UT99's DM-Pyramid.

>> No.3630107
File: 524 KB, 1280x800, Doom 64 Ending.png [View same] [iqdb] [saucenao] [google] [report]

Icon of Sin and the Mother of Demons seem to be the closest things, though I think it's better that way. Perhaps the Icon was the strongest demon that fed from humanity's sins in some way, or that it was an embodiment of sin itself, and its locked up nature behind a giant wall of mechanical structures served to either contain it or maintain it (since there's some pipes of blood connecting to it.)
Likewise, the Mother of -all- demons is quite important. Whether she only birthed the common demon masses or the unique ones like Icon as well, we don't know, but killing off the source of life for all future demons is a huge deal for them, especially since Doomguy stays in hell to cull the remnants of hell's forces.
Both serve a very important status, but they're not quite as "pure evil" and "godly" as Satan, and I think that's good as it doesn't set a ceiling for the Doom universe. I mean where do you go next from killing Satan? Inb4 "killing god"

>> No.3630137

>I mean where do you go next from killing Satan?
Killing the guy that even Satan thinks is evil.

>> No.3630156

Super Satan?

>> No.3630159


>> No.3630162
File: 24 KB, 686x509, Super Satan.jpg [View same] [iqdb] [saucenao] [google] [report]

I suppose you could say that.

>> No.3630164

The Super Devil, obviously

>> No.3630169

But it's a gal.

>> No.3630170

Just be aware that E2 is harder than E1. And since you don't like slaughtermaps, avoid the secret exit in map15.

>> No.3630172

What nefarious schemes could the Super Satan/Super Devil even do? A second random cyberdemon at the end of a false exit guarding the real exit?

>> No.3630176
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

what is hell in its entirety is satan?

>> No.3630179

A spidermind that looks like a cyberdemon.
Lost "Armor Bonus" Souls
Spooky skellingtons in closets
Level-wide damage floors
DOOM 3's lighting
Torrenting on your network when you're trying to deathmatch

>> No.3630181
File: 40 KB, 670x409, Super Satan2.jpg [View same] [iqdb] [saucenao] [google] [report]

Ask not what Super Satan can do for you, but ask what you can do for Super Satan.

>> No.3630183

Yeah it felt like e2 started where e1 left off in difficulty. I'll probably go back to it, other pwads are looking more interesting. I never played finished doom 64 so I just started ex, feels so much better compared to with the goddamn n64 controller.

>> No.3630187

Nah, I'll take Satan. I don't like soup.

>> No.3630192
File: 33 KB, 600x394, 754.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3630204
File: 29 KB, 600x654, 1359511745043.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3630212

Back to /pol/ with you.

>> No.3630219 [DELETED] 
File: 115 KB, 550x850, Similarities between Satan and Super Satan.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying Obama isn't a Super Satan

>> No.3630221
File: 28 KB, 200x200, stinger change 4.gif [View same] [iqdb] [saucenao] [google] [report]

More lightning, less suggestive

>> No.3630229

How THE FUCK do I make it so that autosaves DON'T FUCKNIG OVERWRITE autosaves from another wads?!

>> No.3630232

personally what I did was copy the folder entirely into a new directory and play it from there

two different directories mean they would each have their own autosave files and thus won't overwrite each other

>> No.3630236

>talking about killing Satan in Doom


>> No.3630239

Previous one looked better for me. I don't understand the suggestiveness people were going on about.

>> No.3630242

Save your game manually if you're pausing a wad to play again later.

>> No.3630245


You can't.

Save manually.

>> No.3630248
File: 1.45 MB, 1600x1200, Satan's Son Super Satan.png [View same] [iqdb] [saucenao] [google] [report]

You flee to the darkness, in pain, knowing that once your father Satan dies we will come for you. SUPER SATAN WE FUCKED YOUR WIVE!

>> No.3630320
File: 440 KB, 200x200, doomfaces_gif_c200_by_hernysketches-d96hjy3.gif [View same] [iqdb] [saucenao] [google] [report]

>playing Megawad
>Map20 onwards is slaughtershit

Wew lad

>> No.3630321

Slowly going through old FPS games. Played beaten so far:

>Doom (plus sequels and expansions)
>Duke (no expansions)

Now I'm onto Quake. Using "Ultimate Quake" from Steam (Steam version plus fan patches).

What difficulty should I go at? Running Hard right now. Might back out to normal.

>> No.3630331

honestly I always personally do my first playthrough on any game by generally whatever default setting it lands on

yes, this meant I did Hurt Me Plenty on Doom but I did go back and do Ultra-Violence on a different playthrough, which is good since it gave me an excuse to find sekrits I didn't find the first time

I think that's just the way it's meant to be played(tm)

You should feel no shame in going in through normal on a blind first run, it's part of the experience in my opinion

>> No.3630337

if the maker resorts to slaughtershit by map20, they should either stop the megawad at map20 or hire another mapper to do the rest of the wad.
Or just not make a megawad by himself

>> No.3630341

Here we go again.

>> No.3630346

here we go what?

>> No.3630350

The "Everything is Slaughtershit" discussion.

>> No.3630356

I did say from map20 onwards.
Doesn't mean Every singe wad is slaughtershit

>> No.3630360

We all know how it ends m8.

>> No.3630361

There's a sharp rise in difficulty in E1M3 if you're playing on Hard. If you can make it past that, then the rest of the game should be no problem for you.

>> No.3630364

make ssure to play scourge of armagon!

>> No.3630365

why would I trust a slithery filthy snake?

>> No.3630367
File: 100 KB, 458x750, 1478284206836.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3630371


>> No.3630374


>> No.3630387


Me again. How do I have it so that I lose my equipment upon death?

>> No.3630389

>open clearly placed door
>a secret has been revealed


>> No.3630394
File: 185 KB, 512x512, 1474293628401.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3630398

Quake's episodes aren't designed around that. There won't be double shotguns, nailguns or grenade launchers in a map late into an episode.

>> No.3630402

well caco is the latinized form of Kako, a Greek word meaning evil. It literally means "Bad/Evil Demon".

In the word cacophony, it's pronounced cu-cough-unee, but with the word "cacodemon" it is pronounced kak-o-demon or kak-uh-demon

>> No.3630404

I can safely vouch for grunt getting it everytime.

grunt is such a fucking tryhard in that map.

>> No.3630573
File: 836 KB, 1280x800, 1474251529056.png [View same] [iqdb] [saucenao] [google] [report]

So, editing the sprites in SLADE is the only way to fix the non-widescreen bug in mods like this one, right?

I am just too lazy to learn SLADE just to fix this.

>> No.3630595


>> No.3630626

So I just started playing Blood for the first time and I use the EDuke32 port. Did I do gud?

>> No.3630627

BloodCM isn't as good as just playing it through DOSBox with bmouse.

>> No.3630632

That 'EDuke32 port' is not a port, it's a total conversion for Duke that approximately remakes Blood. If you want to play Blood then play fucking Blood.

>> No.3630639

Its stuff like this that make me just play Doom in a 4:3 resolution

>> No.3630642

You also can not play expansons and usermaps in that.

>> No.3630652

>Did I do gud?

No. Play with DOSbox. Get the GoG version it's already pretty much pre configured, only gotta change the music to midi and set bMouse if you want.

>> No.3630667
File: 71 KB, 600x450, 67b.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3630686

>So, editing the sprites in SLADE is the only way to fix the non-widescreen bug in mods like this one, right?
You could call A_weaponoffset to move the whole weapon to the right, using an ACS call to get the current aspect ratio.

If you're using g/zdoom that is.

>> No.3630809

i like it

>> No.3630828
File: 1.73 MB, 1280x720, 1477411557485.gif [View same] [iqdb] [saucenao] [google] [report]

I've just installed DoomRLA. I know nothing about it. Any settings I should change / other mods I should grab?

Also, what class should I play as? Can I get some power rankings?

>> No.3630830

Power rankings are like this:

S: Marine
A: Renegade, Scout, Demolitionist
B: Technician

>> No.3630839


>> No.3630841

Marine is best because no other class but arguably Technician gets a reliable way to flinch enemies, and Technician isn't as good at it.

Renegade, Scout, and Demo all do lots of damage but it's all burst damage, although Scout is arguably better than the other two. These guys need to play more careful than a Marine because they can't just pour fire on something to get it to stop attacking, they typically need to break line of sight.

Technician is worst because although you get to play around with all of the toys, you're not as good with them as any other class is. The extra few percentage points of damage don't really make much of an impact. Technician is probably the funnest class, though, but only if you look up all the assemblies instead of relying on maps.

>> No.3630852

>few percentage points
the +50% damage on master assemblies is still pretty great

>> No.3630856
File: 557 KB, 1920x1080, gzdoom 2016-10-26 00-05-31-90.png [View same] [iqdb] [saucenao] [google] [report]

I'd say it's all completely dependent on the map set and what you find. The classes are more like Killing Floor perks if anything and you'll probably find some monster variant that fucks you over completely regardless down the line.

Marine gets no actual damage bonuses, but has loads more sustainability and thus less time spent reloading. It's just like your Croatian vidya.

Scout can do some pretty great damage on a per-bullet basis with any pistol. Depending on what you use it's both very sustainable and damaging, but it's exclusively pistols and Uzis.

If you know how the assembly system works, Technician is very flexible and does more damage the more complex the assembly is (10/25/50% respectively). You are more working with what you have than using dedicated weapon types, and can also even startscum if you want. Like fuck, starting with a Sniper Rifle gives you a weapon that one-shots Revenants.

Renegade is simply a shotgun class with better armor, but he can also swap between weapons instantly. This is great because some weapons do take a while to put away or ready otherwise.

Demolition can abuse the splash damage immunity and ammo efficiency of later weapons (BFG, Tristar Blaster, etc) and assemblies very well, but of course that stuff can be a good while off.

Commando when

>> No.3630860

What do you recommend for blood?

>> No.3630863

Just play it through DOSBox and use bmouse which makes the mouse aiming not terrible.

>> No.3630882
File: 13 KB, 320x212, 324169-bobby_prince.jpg [View same] [iqdb] [saucenao] [google] [report]

Guys this is serious. Bobby Prince the composer for Doom 1 and 2, Keen, Wolf 3D, and more has cancer.

Please help him on GoFundMe if you can here:


System thinks the GoFundMe is spam so you can find it on Tom Hall's tweet.

>> No.3630909

Which hud is that

>> No.3630913

Wow, that's shitty. Hope he pulls through.

>> No.3630918


>> No.3630920

mine doesn't look like that

>> No.3630942
File: 12 KB, 640x400, shot0066.png [View same] [iqdb] [saucenao] [google] [report]

Xcom Doom when?

>> No.3630952

Enemy sprite artists when?

>> No.3630959

>>3630952are the original sprites too small/repetitive to use?

>> No.3631014
File: 52 KB, 197x190, 1473102727533.png [View same] [iqdb] [saucenao] [google] [report]

>Be technician
>Hoard mods for a few maps
>build master assembly that is super overpowered
>mop the floor with everything in sight

>super machine gun
>anti material rifle
>mother in law

Technician a best

>> No.3631015

Aren't megawads and level packs the same thing?

>> No.3631023

did anyone ever try the homebrew wii Doom and Quake?

>> No.3631035

Megawads always have 32 maps.
Level packs have less.

>> No.3631038

Is the autocannon any good? I've never managed to get it.

>> No.3631040

>hitscan RL that takes a few boolits per shot
it's godly

>> No.3631041

A level pack could be anywhere from 2 to 15 maps, and are usually more ambitious on a map-to-map basis because there's fewer maps overall.

"Megawad" usually denotes a WAD containing a full 32 maps (30 normal, 1 secret, 1 super-secret) capped off by a fight with Romero's Head. Megawads tend to start dragging towards the third act because that's where a lot of mappers run out of steam.

>> No.3631053

Oh, makes sense. Thanks for clarifying.

>> No.3631064

Why are Doom 1 levels so much better than in Doom 2?

>> No.3631071
File: 1.29 MB, 557x605, 1479003014113.png [View same] [iqdb] [saucenao] [google] [report]

this desu

Thy Flesh Consumed need not apply tho

>> No.3631075

I find episode 2 and 3 to be extremely bland and boring.

I think e2m9 proves that that shit was rushed.

>> No.3631079

>Level designer Petersen considers this map his best Doom level design, calling it "a little gem of creature and unit balancing".[15]


>> No.3631080
File: 128 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom's take on Hell has always been closer to a parallel dimension with demons in it than the actual christian afterlife
>You wonder where bad folks go when they die, now.

>> No.3631108

Playing bloodstain, from map 20 and onwards it's borderline slaughtershit

>> No.3631115

>that's shitty
>he has colon cancer

are you 'avin a giggle m8?

That fucking sucks, i love this guy. Hope he gets better.

>> No.3631121

Honestly the fact you even use the word slaughtershit means people shouldn't take you seriously.

>> No.3631140


>>3630320 (me)
I used the word Slaughtershit because I literally don't know what else to call it.

>> No.3631147

I googled it and found a walkthrough done by some kind of aristocrat. I imagine he's playing Doom in a tuxedo


>> No.3631152


>> No.3631153

I guess that's okay then because I do understand what you mean. The word just implies it's all bad.

>> No.3631163
File: 110 KB, 466x492, 1477717043768.png [View same] [iqdb] [saucenao] [google] [report]

>"C'mon Barons and Cacodemons, fuel your prejudices, unleash your racism!"

Doom was from a different time

>> No.3631164

>some kind of aristocrat
actually he's a brony

>> No.3631173

To each their own
I just find it sad that it goes from a comfy skill increase to suddenly OH ITS MAP20/MAP21 I'M GONNA RIP YOUR ARM OFF AND BEAT YOU OVER THE SKULL WITH THE WET END! type of difficulty.

>> No.3631179
File: 18 KB, 400x388, Feels-Bad-Man-Frog-05.jpg [View same] [iqdb] [saucenao] [google] [report]

You really don't need to point that out, dude. Now people here are going to think slightly less of the poor guy because of a stupid bias against that sort of thing.

>> No.3631183

you know exactly why he brought it up at all

>> No.3631184

>first time playing a WAD on Zdoom
>it does this.


>> No.3631186


>> No.3631187

spotted the brony

>> No.3631195

Just being difficult doesn't make it slaughtershit. It's slaughtershit when there are so many enemies with medium to high hp that it takes an unreasonable amount of time to kill them all. Like if you start wishing you'd be playing with some overpowered modded weapons just to get it over with, it's getting into slaughtershit territory.

>> No.3631198


People have watered down the term "slaughter" so much. Even the latter areas of Scythe are getting called "slaughter".

>> No.3631204

>level has enemies
what the fuck were they thinking

>> No.3631205

What is it about Wolf3d, Blake Stone, and Ken's Labyrinth that make them feel so fucking comfy? Especially with PC speaker sounds.

>> No.3631207

Haven't even watched an episode.
Just sick of seeing people be ridiculed just because they enjoy something. Its pretty much the same as the guy who goes out of their way to post "Doom Babbies :^)" in this thread.

>> No.3631208

Just because he defends someone who likes it, doesn't automatically mean he's into it too, jerkwad

>> No.3631215

he hasn't been around in a long, long, long time.

>> No.3631216 [DELETED] 

Doom Babbies :^)

>> No.3631218

yeah, I wonder how he's doing. probably off somewhere doing time and serving God.

oh, hey. new to the thread?

>> No.3631220

Uh, Scythe DOES have slaughtermaps in the 3rd episode. You're right in that it isn't all slaughter, all the time; one of the largest levels in the wad, Hell on Earth, while balls hard, doesn't even go near slaughter territory. But something like Fire and Ice is pretty firmly in slaughter territory.

>> No.3631228

Why is Blood so impossibly difficult on anything above the default difficulty?

>> No.3631276


>> No.3631298

Because Blood was designed to be a hard game.

>> No.3631323

>not playing the jerkwad

>> No.3631328

>put in vrack
>slows to a crawl

>> No.3631337
File: 2.86 MB, 640x480, SONOFBITCHMUSTPAY.webm [View same] [iqdb] [saucenao] [google] [report]

Because gitting gud is a default requirement of playing Blood

>> No.3631339
File: 37 KB, 268x795, bad grafics.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3631341

>Megawads always have 32 maps.

idgames and the wiki have always defined Megawad as 15+ maps. They don't have to be exactly 32.

>> No.3631345

Blood's difficulty settings also affect enemy hp, and in some cases, what abilities they'll have (ie, cultists only throw TNT on higher difficulties)

>> No.3631348
File: 225 KB, 868x896, 1478288310248.png [View same] [iqdb] [saucenao] [google] [report]

>mfw this will NEVER EVER go open source for delicious source posts, only shitty recreations


>> No.3631350

it's a shame blood is shit

>> No.3631353

Don't bother with him. He's probably that guy at doomworld who even tried to argue that Ribbiks maps are not slaughter.

>> No.3631356


And you're just that guy in ZDoom who makes shitty off-topic posts.

>> No.3631359

new to the board and (obviously) thread
what do you fags mean by "slaughtershit"? just parts with lots of enemies?
why the hate? I fucking love that shit, provided the room is big enough to allow you to actually dodge all the projectiles

>> No.3631361

/v/ level buzzword at this point, dont mind it

>> No.3631362

Ohh, nice comeback. You truly got me. :)

>> No.3631365

my running theory is that anyone who uses the term "slaughtershit" is someone who can be safely ignored

this theory has not been disproven

>> No.3631367

it gets old really fucking fast and is too common, just plain unoriginal at this point

>> No.3631371

Basically used by people who hate maps that demand them to leave their comfort zone.

>> No.3631373

>new to the board and (obviously) thread
how fitting.

>> No.3631375

just a local form of shitposting then? got it, thanks
was afraid you have shit taste or something

>> No.3631378

Wasn't Jace Hall working on something with Blood?

Yeah yeah we all saw your shitposting the first time.

>> No.3631379
File: 335 KB, 1200x1372, wew lad.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3631405

> biggest Eternal maps


>> No.3631419
File: 206 KB, 1366x768, 20161122134618_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3631421 [DELETED] 

Fuck off caco

>> No.3631424

Nice webm, but zombies feel like pushovers in all difficulties. The hitscanners, though, are just brutal from the train onwards.

>> No.3631425

Reminds me Spyro levels.

>> No.3631429
File: 128 KB, 501x532, SCARED.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3631432

>fire first shot of the level
>cyberdemon and spidermastermind wakeup noise


>> No.3631449

I unironically enjoy his walkthoughs.

>> No.3631453

>Teleporter places me on an open field with a door
>Open door

>> No.3631459

His Half-Life: Opposing Force walkthrough was really good.

>> No.3631461 [DELETED] 

could u plz stop making these stupid fucking doom threads?

>> No.3631463


>> No.3631481
File: 79 KB, 500x504, 90200be48e8533f13f5f596147ddd81f.jpg [View same] [iqdb] [saucenao] [google] [report]

That's Skelos Badlands
How do you do this

>> No.3631535


>> No.3631546
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google] [report]

You must be new here. Like "first time off of /v/" new. Welcome to our lovely board, m8.

>> No.3631554

It's funny how /vr/ is mostly a Doom board, since these threads generate most of the traffic.

>> No.3631557

it makes sense desu

Doom is just one of those games

>> No.3631564

not really

just that the doom threads are the most popular

>> No.3631568


>> No.3631574
File: 686 KB, 253x178, 1460345820966.gif [View same] [iqdb] [saucenao] [google] [report]

Sweet Jesus.

>> No.3631580

Doom really can and will run on absolutely anything.

>> No.3631592

Both Scythes have slaughtermaps towards the end. The final map of Scythe 2 is full blown slaughtershit.

>> No.3631598


try pressing the - and = keys on your keyboard

>> No.3631602

I wonder if anyone tried to run doom on car displays, you know those that show you outside temperature and so on

>> No.3631608


>Scout can do some pretty great damage on a per-bullet basis with any pistol. Depending on what you use it's both very sustainable and damaging, but it's exclusively pistols and Uzis.

DRLA contributor here; I did the text for weapon descriptions pages as well as the class info pages as well as at least one weapon and maybe some armors but the armors aren't in yet

I'll just clarify this for people who might want to know; the faster a pistol fires, the lower the damage bonus. Slowest pistols get 8x, fastest get 3x. 3x is, IIRC, only used by the one-handed SMGs. *Possibly* the Shredder Pistol as well?

Scouts also have the following bonuses:

-Accuracy bonuses with pistols; spread is halved with hitscans, and reduced to no deviation with projectiles.
-Starts every map with Computer Area Map.
-+10% movement speed boost

>> No.3631610


>Marine gets no actual damage bonuses, but has loads more sustainability and thus less time spent reloading.

Rapid-fire weapons consume 75% less ammo. If they're burst-firing, one burst consumes one ammo. Marine also gets +100% powerup duration.

>> No.3631627
File: 389 KB, 1920x1440, RockingCaco.jpg [View same] [iqdb] [saucenao] [google] [report]

what is a good megawad to play D4D?

>> No.3631630
File: 568 KB, 640x1061, metameme.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3631634

Play the Scythe trilogy with it.

>> No.3631646


>> No.3631649

every time

>> No.3631657

I took those screens a long time ago. I don't know shit about tone maps or what have you.

>> No.3631662

I laughed

>> No.3631702

>DOOM Series - Teaser

Pretty funny 51 seconds, I'm hype

>> No.3631715
File: 11 KB, 232x197, 1376198741320.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw finding out Bobby Prince has cancer

>> No.3631718

>The Icon Of Sin is actually based off Baphomet (a pagan god)
So yes?

>> No.3631719

Hope he makes it through.

>> No.3631742

>the trolley is full of chaingunners

>> No.3631745

No, because Baphomet isn't a Christian deity, is he?

>> No.3631753
File: 984 KB, 3180x2088, lit trolley memes.png [View same] [iqdb] [saucenao] [google] [report]


What would be the Doom equivalent of the Trolley Dilemma?

>> No.3631759
File: 429 KB, 1914x828, trolleys.png [View same] [iqdb] [saucenao] [google] [report]

kill infighting enemies or let them kill each other

>> No.3631761

They will just take it and make it another figure for the devil, duh.

>> No.3631763

seeing a button next to a keycard on platform while not seeing any enemies in past 30 seconds

>> No.3631764

>Kill a single Chaingunner on one rail
>Kill a few Hell Knights on the other

>> No.3631765

not killing them saves time and ammo.

>> No.3631769

how can anyone consider this their best level?

2 rooms, 2 types of enemy, a forced secret, and all the keys / key doors in one tiny room that leads to the exit.

My first doom map ever (the canyon) is better than this, and its pretty shit.

>> No.3631779
File: 2 KB, 132x144, suspicious.png [View same] [iqdb] [saucenao] [google] [report]

>I mean where do you go next from killing Satan? Inb4 "killing god"

I always dream that somewhere, some autistic guy has spent the last 20 years of every waking moment of his life building a behemoth multi-wad megawad that encompasses a creative revision of Dante's Divine Comedy.

I think it would work best if it went Purgatory --> Hell --> Paradise. Purgatory would be 200+ hours of mostly merciless platforming hell with minimal combat, if any. Hell would be 500+ hours of fighting your way down through the layers, culminating in the final battle vs Satan on the lake of ice. After that you jump down Satan's asshole which projects you upwards into the heavens where you take down God himself.

>> No.3631781

Grezzo 2 has you killing God.

>> No.3631785

>Somebody speedruns it in two hours

>> No.3631810

Serious answer, what denotes slaughtershit is obviously subjective but it rates a wad/part of a wad on a spectrum of challenging gameplay vs. uninteresting tedium.

Battling 100 imps can be cool if there is interesting level geometry, good weapon/ammo/item provisions and the right combination of other monsters. Also, context is important, sometimes an easy slaughterfest can be nice filler to help transition between more difficult encounters and get the right pacing.

>> No.3631826
File: 58 KB, 500x492, Judaspainkiller.jpg [View same] [iqdb] [saucenao] [google] [report]

If i had actual talent with art i'd make a heaven themed megawad called "Judgment" where you fight reskinned angelic enemies with the occasional enslaved demon
for the final battle, you'd face against metatron who'd resemble pic related minus the rad chopper

>> No.3631829

How come the headshots are wrong for all versions of brutal doom?

You have to aim above the head in order to get a headshot.

How come none of the BD mods have addressed this? Seems like a simple enough fix.

>> No.3631832
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever made a Smash TV clone in doom?

If not, I am seriously considering undertaking it

>> No.3631837

>autistic recreating the Divine Comedy but doesn't put them in correct order

Yeah right. It's like you haven't even read the story or know about the mythos behind it. You can't go from Puragtory into Hell, it doesn't work that way, and you have to traverse through Hell to get to Purgatory when you're not dead.

Inferno would be the first 1/5, Purgatorio would be 3/5, and then Paradiso would be the last 1/5.

Aligheri purposefully made Purgatorio a fucking slog to coincide with how Purgatory was arduous, something that had to be struggled and pushed through; likewise, he filled Paradiso with a lot of flowery ass language, imagery, metaphors, and all that good shit.

If someone's being autism about it then you'd probably hate the majority of it.

>> No.3631841

Go for it.

>> No.3631851

at that point why don't you just play painkiller

>> No.3631859
File: 292 KB, 500x500, 1474777044874.png [View same] [iqdb] [saucenao] [google] [report]

I always forget the turkey's an Imp and it gets me every time

>> No.3631873
File: 77 KB, 800x533, spheres.jpg [View same] [iqdb] [saucenao] [google] [report]

/doom/ can be subtle sometimes

>> No.3631881
File: 182 KB, 700x526, I understand your AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3631883
File: 30 KB, 256x264, 1478133859144.png [View same] [iqdb] [saucenao] [google] [report]

these are great

got anymore?

>> No.3631886
File: 167 KB, 400x359, megasphere.png [View same] [iqdb] [saucenao] [google] [report]

Don't overdose on Doom memes now

>> No.3631889
File: 233 KB, 400x359, blursphere.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3631890


>Seems like a simple enough fix.

It isn't, but good luck getting mark to fix anything; he still apparently can't be fucked to fix the 0.l typo.

Doom hit detection, as you might expect from a 20+ year old game, isn't great. An actor's collision is defined by two actor properties: Height and Radius. It's not actually a cylinder; it's a box.

Brutal Doom accomplishes headshots by reducing the Height of the 'body' of monster, and stacking a 'head' monster on top. The Radius of the 'body' has to be higher than the Radius of the 'head'; otherwise, the 'body' will be much narrower than its sprite suggests. So, because you can't independently change depth and width, your projectiles and hitscans end up impacting the 'body' actor.

>> No.3631892
File: 70 KB, 509x767, 1472358941569.png [View same] [iqdb] [saucenao] [google] [report]

have another

>> No.3631893
File: 131 KB, 868x896, 1478342266198.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck i nearly choked on my food from laughter

you jinxed me good

>> No.3631897

This picture would be better without all the unfunny text

>> No.3631898

Has anyone worked out player sprites for all the different weapons?

It seems like the NPC marines in BD have them, but not actual players.

>> No.3631902
File: 188 KB, 868x896, 1478213152237.png [View same] [iqdb] [saucenao] [google] [report]

have the template then

>> No.3631906
File: 157 KB, 480x273, 1468009861773.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3631907


>> No.3631910

the simple fix would be lowering the height of the body monster

>> No.3631913
File: 79 KB, 640x656, more lost soul things.png [View same] [iqdb] [saucenao] [google] [report]


What about this?

>> No.3631914

It's natively supported by Zandronum, but not by ZDoom itself. The newest versions of Samsara have a DECORATE-based solution used for Security Officer that's hackier, but works on both ports.

>> No.3631915

it's not that easy

it's never that easy


>> No.3631917

It depends on the situation. Sometimes you might wanna lend a hand to the weaker enemy. For example, a Baron can easily kill a Revenant, so you might wanna keep attacking the Baron while he's distracted with the Revenant, preferably with the chainsaw or fists if possible(shells work too, but don't over do it). If the Revenant dies first, the Baron will be in really bad shape, letting you dispose of him with minimal ammo. If the Baron dies first, you'll just have to kill the Revenant, who's also in bad shape.

>> No.3631923


>> No.3631924
File: 90 KB, 640x783, fucking keycards.png [View same] [iqdb] [saucenao] [google] [report]

Or this?

>> No.3631925
File: 81 KB, 640x656, just lost soul things.png [View same] [iqdb] [saucenao] [google] [report]


I fucked up with these because you're supposed to be abstract with your text, but I still like them

>> No.3631928

What bug?!

>> No.3631932
File: 1.99 MB, 448x252, 1438779800819-1.gif [View same] [iqdb] [saucenao] [google] [report]


...But then bullets would whizz through where the monster's shoulders would be.

This is why you shouldn't really use actor-based headshots, and instead ACS methods of determining hitscan/projectile impact through some maths. That method has been around for years, but nobody seems to use it.

>> No.3631934



I think it has to be written in a certain way too, like a lot of long sentences with bizarre shifts in storytelling

>> No.3631935

Speaking of Zandronum, what's the deal with doom netplay?

How did anyone manage to play network or online games back then on doom.exe and dialup, when the netgames I play TODAY on zandronum have desync and other problems?

Why does Zdoom and GZdoom netplay suck so bad? Why is PRBoom netplay better than ZDoom netplay?

Why is it SO fucking difficult to create an online server? And the know-how doesn't seem to be common knowledge. I never hear anyone talking about port forwarding on this board.

Why is it SO FUCKING DIFFICULT to create a simple LAN game with doomseeker. fuck

does someone want to make a seinfeld "what's the deal with X" doomguy edit or something, because I really wanted to use it with this post

>> No.3631936
File: 135 KB, 331x319, NYOHO.png [View same] [iqdb] [saucenao] [google] [report]

>the fucking chaingunner

>> No.3631937

Has there been any actual artwork to come out of these threads recently? Not just photoshop memes.

>> No.3631938

Right, so you lower the head monster onto the shoulders.

>but then bullets would whizz through the top of the head


>> No.3631939 [DELETED] 

Jesus. And that's people we idolize. Even assuming he somehow can't do anything related to composing anymore what prevents him from just working in an office, instead of lying about cancer? I'm not too touchy-feely, but this is fucking wrong.

>> No.3631940


Recently? Well Charcola drew a succubus straddling Blaz's shoulders awhile back, along with rule 63 of Cygnus, the dragon protag of guncaster

>> No.3631941

Fun fact about lost soul infighting:

Unlike other monsters, who will target their infighting opponent until either of them dies, lost souls will only strike their target once, and then return to targeting the player character.
Which is why every time lost souls fight each other, they take turns going back and forth.

>> No.3631943

Is secret exit always in 15 and super secret always in 1?

>> No.3631945

Calm your tits, I know it's not the correct order but alterations have to be made to fit the pacing of the gameplay.

>> No.3631946

Recently meaning within the past year/few months. Guess not.

>> No.3631947

a while back several threads ago people created OC drawings of a revenant from memory so there's that

>> No.3631950
File: 356 KB, 560x782, unknown.png [View same] [iqdb] [saucenao] [google] [report]


The succubus thing was like a month and a half ago, same thing with the rule 63 of Cygnus.

>> No.3631958
File: 21 KB, 100x100, not-suspicious.gif [View same] [iqdb] [saucenao] [google] [report]

I wish /vr/ had /v/ spoilers

>> No.3631960


He's referring to sprites being cut off in widescreen aspect ratios, due to them being designed for 4:3.

>> No.3631962
File: 144 KB, 100x100, TNT.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3631980

I drew a few pictures here a while ago. I've been busy with real life shit, so I haven't able to make anything recently though.

>> No.3631983

Is there any reason to use the brutal doom launcher instead of zdl like a normal person

>> No.3631986

Man those Tesla Rockets and Siphon Grenades in MetaDoom are pretty powerful

>> No.3632017

>200% Health and 200% Armor
>empty corridor
>ceiling crushes you

fuck's sake man

>> No.3632021

Is there a mod that randomizes the order of the maps in a wad? No Oblige, just the maps in a different order.

>> No.3632034
File: 59 KB, 640x480, Tre007507_16.jpg [View same] [iqdb] [saucenao] [google] [report]

how many possessed people do you see in this photo?

>> No.3632070



>> No.3632072

That dog looks pretty possessed to me.

>> No.3632074

hey thats no way to speak to anna

>> No.3632078


>> No.3632079
File: 2.38 MB, 387x404, 1474513362267.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3632081
File: 171 KB, 447x469, sine wave.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3632086
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3632096
File: 490 KB, 815x1200, 1477194800116.jpg [View same] [iqdb] [saucenao] [google] [report]

Any good 1 level WADs come out lately?

>> No.3632103
File: 30 KB, 316x202, enough.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking pizzles, how do they work!?

I'm a very intelligent man, but for the fuck of me, I cannot find most secrets in most levels, whether it's official or unofficial Doom wads. Not to mention secret exit - fucking forget those. I only found one once in Doom 1 or 2, but then died and it loaded me on the next level.
I've mastered the basic set theory as well as most of the reals' foundations and yet I cannot figure out those motherfuckers on my smart day. Is it just random bullshit or is it about knowing some autistic tricks or gimmicks, like on Olympiads?

>> No.3632108 [DELETED] 
File: 116 KB, 1366x768, 20161122182441_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Baron in Russian Hell.

>> No.3632114

Someone fucked up quaddicted

>> No.3632138


>> No.3632148
File: 2.71 MB, 640x480, Wagon.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3632150

Because it's unreliable as fuck, and does not always work with shotguns.

>> No.3632152

What visual trickery is this

>> No.3632153

Pure vanilla fuckery.

>> No.3632159

how many linedefs do you have on those wheels?

>> No.3632160
File: 1.10 MB, 560x240, 1367861958785.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3632161

Damn son can you move that though

>> No.3632163
File: 29 KB, 116x136, chrome_2016-11-23_00-53-54.png [View same] [iqdb] [saucenao] [google] [report]

>Replaying TNT, haven't touched it in years
>Get shot
>turn to see who's there
>get shot again
>put face to screen and squint
>see this
>accidentally run past trap door
>eight of them come out

this is basically the megawad

>> No.3632164

see >>3631962

>> No.3632165

What do you mean? It doesn't roll, if that's what you're asking. It's made with sectors.

>> No.3632167
File: 88 KB, 596x392, zaku what.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3632169
File: 1.24 MB, 1172x1238, startled lagi.png [View same] [iqdb] [saucenao] [google] [report]

>This on something demanding only vanilla or Boom compatibility

Goddamn. What wizardry is this and how long did it take?

>> No.3632170
File: 2.98 MB, 948x420, WOMAN.webm [View same] [iqdb] [saucenao] [google] [report]

17 each (not too many for limited use, but still quite a bit). I could probably do something passable with 7 though... But not quite perfect.

>> No.3632171

really damn, but i got to admit you're sectors are really damn good that looks like a voxels from sprites

>> No.3632172

You know there's a secret around when:

You hear a floor/door lowering/rising somewhere. Pay attention to sounds, there are quite a few secrets in Doom1/2 that are activated for a brief moment once you enter a room (or room before/after the one secret is in)

Area you can see but can not enter from where you currently are

Different texture/misalignment

Detail out of place/not in line with the rest

>> No.3632174
File: 127 KB, 1024x1024, scrap556_a.jpg [View same] [iqdb] [saucenao] [google] [report]


wouldve done some doom fanart just out of spite but my sister's copy of pokemon sun came in, so alola /vr/ ! Time to rip and tear some cellophane and chill out in not-hawaii

>> No.3632178
File: 447 KB, 265x288, moreFaceShadows.gif [View same] [iqdb] [saucenao] [google] [report]

I did it during 3 episodes of futurama, plus maybe half an hour.
Thanks. It works from just about every angle, except extreme vertical angles... But it's for vanilla, so that's alright.

I should probably work on something more useful though, since most of this map is gimmicks. Having fun with it though.

>> No.3632180


>most of this map is gimmicks. Having fun with it though.

Gimmicks are what leads to greatness, though.

>> No.3632189

Here's hoping.

>> No.3632197


>> No.3632220

>Rotom BFG

They're saving that for the Mega Evolution in the innevitable DPP remakes.

>> No.3632253

Super secret exit is usually in the secret level

>> No.3632261
File: 27 KB, 376x440, 1465293480295.png [View same] [iqdb] [saucenao] [google] [report]

>3 hours long

Anything that's not mega long?

"Fuel Devourer" was a pretty good length, but I'd take shorter.

>> No.3632272
File: 313 KB, 634x445, cartwheels.png [View same] [iqdb] [saucenao] [google] [report]

To make that illusion on the wheels, it looks like there's 3 linedefs inside each of them, using 3 different mid textures of black stripes.
I hope it doesn't break too much from movebob, though I'm not really seeing any issues in the webm.
Very clever!

>> No.3632274
File: 467 KB, 728x164, bbwprincess_zps53584e9d.png~original.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3632275

Oh, welp. There was more than I thought there was.

>> No.3632281
File: 68 KB, 900x675, quake2_character_video_by_utilizator2-d361gv4.jpg [View same] [iqdb] [saucenao] [google] [report]

>Who let in the anime?

>> No.3632292
File: 104 KB, 800x450, BrothersinHUHH.jpg [View same] [iqdb] [saucenao] [google] [report]

>Bitterman looks fucking nothing like the Quake II male yet Grunt fits the design to a T
Poor egghead.

>> No.3632314
File: 232 KB, 640x480, Screenshot_Doom_20161123_103423.png [View same] [iqdb] [saucenao] [google] [report]

Shader fuckery is slowly starting to pay off. Still need fine tuning for the directional shading, but there's a lot of circumstances and variables that work together so it's kind of hard.

Speaking of which, I think I can eventually shade the whole map dynamically (!!!) by having all the sectors individually tagged and each with a map spot bearing the same TID as the sectors Tag. This should allow me to get the Z level of each of these spots through ACS, thus making a heightmap of the entire level. with some help from more mathematically gifted people, it shouldn't then be too hard to change the light level of any sector depending on the height of it's neighbouring sectors and the angle of the sun.

That woul be kind of intensive to do in real-time while playing, but with zandronums database features one could pre-calculate it all for every level.

>> No.3632320

You could also make it calculate at the start of the level, giving it a wee bit of randomisateon.

>> No.3632328
File: 2.67 MB, 640x480, shadertest.webm [View same] [iqdb] [saucenao] [google] [report]

Depends entirely on just how long ACS would need to do these calculations without running into the instruction limit.

Anyway, here's a (long and unenventful) webm showing what it looks like to travel the map at warp speed right now.

>> No.3632335

I think I need a banana Doomguy for size reference.

>> No.3632338
File: 320 KB, 640x480, Screenshot_Doom_20161123_111200.png [View same] [iqdb] [saucenao] [google] [report]

well this turned out oddly romantic

>> No.3632340

Ohh so everything is actually very tiny? Neat!

>> No.3632345

Thinking about it, a large, open desert map could make for an interesting multiplayer mod.

>> No.3632346
File: 462 KB, 898x1034, cowblaz.png [View same] [iqdb] [saucenao] [google] [report]

Welp, GG Kura

>> No.3632347

There's an in-joke here I don't get.

>> No.3632348

Nice breastplate.

>> No.3632350
File: 704 KB, 1050x700, BY ALL THAT IS HOLY WHAT IS THIS PERFECT BALANCE OF FOOD.png [View same] [iqdb] [saucenao] [google] [report]


No, someone just wanted to see Blaz on a cow with a burger. That's pretty much it.

>> No.3632351

Oh, ok. I would've expected people wanting the Demonsteele girls doing silly things but what do I know about Doom mod character popularity.

>> No.3632352

>someone just wanted to see <...> a burger.

>> No.3632358

The map is still close in size to zandronums absolute limit before physics fold into themselves. Actors are indeed small however.

I'm going to use reasonably accurate ballistics with bullet drop and stuff eventually, so I think large and open maps (not quite as sparse as this one) could be a lot of fun.

>> No.3632359

Do you think that you might encounter any potential problems by making actors smaller? I recall some discussion of Cyberrunner bringing a similar topic up when talking about the problems of map size.

>> No.3632362

No, there's been a total of 0 issues with precision so far since I made sure every missile inherits from FastProjectile.

If someone knows any issues I haven't encountered or may encounter I'd really like to hear about them though.

>> No.3632386

Is there anyway to turn off the scoring stuff in Dakka while playing it in GZDoom? Or is it more of a Zandronum thing?

>> No.3632394

Think the scoring stuff does have some gameplay effects like the meter, which I don't even know what it does

>> No.3632403
File: 486 KB, 300x169, 1471728458158.gif [View same] [iqdb] [saucenao] [google] [report]

>Doom 2016
>Arcade mode
>Rune loadout is all glory kill related
>Glory kill faster
>Glory kill easier
>Glory kill from long range
>pick up berserk
>clear an entire monster arena by repeatedly clicking

>> No.3632408
File: 707 KB, 1920x1080, Screenshot_Doom_20161123_201414.png [View same] [iqdb] [saucenao] [google] [report]

This is a damn good sprite

>> No.3632410

I like the digital screen on the High Power Plasma Rifle.

>> No.3632436

IMO Zombies if they surround you, can be a nasty bunch

>> No.3632523

yes, go to Dakka gameplay options

>> No.3632524

Indeed. It's a palette-swapped and a bit edited via frankenspriting Eriance's stuff.

>> No.3632547

>Doom Toaster
>the lever is a switch, noise included
>the toast pops out with an imp's fireball noise

>> No.3632550
File: 190 KB, 802x632, zdoom_2016-11-19_01-12-27.png [View same] [iqdb] [saucenao] [google] [report]

I wasn't sure if they were taken from other games and edited. A lot of them are simple edits but others are just new

>> No.3632601

It could go in a Christmas gift catalogue.

>> No.3632619

go for it, champ!

>> No.3632632

Is there THAT much of a different between Chocolate Doom and ZDoom for a vanilla run?

>> No.3632635

> not UH-UH-UH-ing all the suspicious walls along your way

Secrets are usually placed in positions you'd expect them to be, or hinted by sound.

Puzzles, like multi-directional multi-level passages, can be quite annoying to go through.

>> No.3632642


You could consider using PrBoom+ instead, you know. Strikes a healthy balance.

>> No.3632647

Oh right, I could do that too.

I'm still curious though since I've already sunk some time on ZDoom, but do you know what exactly are the differences between all three of these source ports in terms of a vanilla run?

From Google, most of what I can see are just slight variation in coloring and bugs (which should be a good thing if they're fixed, right?) and I'm weighing whether or not the differences are significant enough to warrant starting over again or if they're relatively negligible.

>> No.3632702

They're all entirely different engines.
Some things will be more subtle such as colors and sounds, while others will be quite noticeable like autoaim and basic movement.

>> No.3632719
File: 658 KB, 600x600, VENT REZNOR.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3632721
File: 266 KB, 961x1327, Heirarchy2.jpg [View same] [iqdb] [saucenao] [google] [report]

Which Doom demon is your favorite? Either by visual design, or favorite to fight, or whatever.

The Baron of Hell has always been my favorite; sure, they're basically walking doors of flesh in some maps, but they're so intimidating and powerful and bring out a lot of "oh shit" moments. I've got a lot of memories of playing Doom for the first time and getting cornered by a baron and having a clutch moment of either just barely killing them or getting killed myself. They can also be fun to use in mapping, if you use them just right they can work well to create a stressful situation for the player.
Plus, the original Baron artwork by Adrian Carmack is fucking amazing. Really helps push that whole intimidation and power thing.

>> No.3632732

Yup, I've definitely noticed the differences in colors and sounds (especially the MIDI) after playing around with PrBoom+ for a bit. Thankfully it also supports widescreen since I'm a sucker for that kind of thing, unlike in Chocolate Doom. I know it's not as authentic but personally I'm not a fan of windowed or black bars/stretching on fullscreen.

I guess visually things just look paler I suppose? Less crisp, a stronger retro vibe. Movement also feels more... slippery on PrBoom+.

Interesting stuff, I appreciate it.

>> No.3632770

I would say the cacodemon, but that's cliche, so probably the mastermind.

>> No.3632775

I just love Cacodemons they're so CUTE

>> No.3632787
File: 44 KB, 466x244, D-Doomguy-kun....png [View same] [iqdb] [saucenao] [google] [report]


>> No.3632797

This is more or less right. I used more lines, but could get away with using less, and bending the tires a bit. I'll probably play with it if I reuse it. Works fine in this area though.

>> No.3632893
File: 376 KB, 1280x960, file.png [View same] [iqdb] [saucenao] [google] [report]

Retro Shader introduces so much noise for me. Any way to fix it?

>> No.3632904

Use 320x200

>> No.3632907

>by visual design
Baron, he just looks brutal as fuck, shame that he's just an Imp with larger hp pool
>favorite to fight
Speaking of which, Imp, no, IMPS, nothing is better than clearing through a nice imp horde.

>> No.3632908

Then what's the point of having a shader that brings any resolution to 200p if im going to play at 200p anyway.

>> No.3632968
File: 232 KB, 900x1125, 1479747457675.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm playing Metadoom for the first time now. What level wads would pair nicely with it?


>> No.3632995

What's the point of playing Doom in high resolutions?

>> No.3633009
File: 3.11 MB, 1920x1080, Screenshot_Doom_20161123_141812.png [View same] [iqdb] [saucenao] [google] [report]

I fucking love reshade seriously

film grain in particular is something I've always really in enjoyed in video games.

>> No.3633010

that hud hurts my eyes.

>> No.3633040



>> No.3633058

I like it anon. The HUD fucks with my eyes though.

>> No.3633062

Im playing blood for the first time and im wondering if it is intended for pitchfork start like doom. Anyone know if thats thr case?

>> No.3633067

>pinky above lost souls

>> No.3633083
File: 254 KB, 431x579, Filters.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3633091

i'm not using linear, bilinear or trilinear.

the thing people usually oppose is smudging out sprites, which is the one thing that's not happening in that pic.

>> No.3633098
File: 272 KB, 1152x864, ZionV08.png [View same] [iqdb] [saucenao] [google] [report]

you gotta be kidding me

>> No.3633102

u god da changun :DDD

>> No.3633120
File: 119 KB, 640x480, Screenshot_Doom_20161123_223726.png [View same] [iqdb] [saucenao] [google] [report]

having more fun experimenting with shaders. this one replaces the standard, no effect one with hard-coded ground level fog.

Anything below zero in height would of course be opaque gray.

>> No.3633124
File: 130 KB, 640x480, Screenshot_Doom_20161123_224337.png [View same] [iqdb] [saucenao] [google] [report]

or wait, i forgot to apply it to sector light as well

>> No.3633138

Anyone else nominated Doom for the "Test of Time" award on Steam?


>> No.3633173
File: 260 KB, 541x338, 0000002396.600x338.jpg [View same] [iqdb] [saucenao] [google] [report]

>Go to Doom's page
>The awful image quality of the preview images
Christ, were these taken from magazines straight from '93?

>> No.3633227
File: 66 KB, 474x496, tumblr_m8pniuQLsJ1r95fgm.png [View same] [iqdb] [saucenao] [google] [report]


its directly from the ultimate doom collection box art

>NuDoom on sale, friend wants to buy it for both of us without DLC, accept gift?

>> No.3633243

Well, I voted for Doom. Hopefully it wins the test of time award.
>Doom'16 is $20
>Tfw decade old toaster PC that I know won't be able to run the game well, if at all
I guess I should buy it now while it's cheap, I doubt it'll go any lower during the Christmas sales and it'll be a few more months before I can upgrade my toaster.

>> No.3633267

>tfw pretty nice PC

>dont wanna play it cause i wanna run it at max settings

High at 60fps just doesn't cut it, my brain needs to know it's highest

>> No.3633293

What fan patches? What do they change?

You better not be using fucking Darkplaces.

>> No.3633335

why does everyone hates darkplaces

is anything related to LordHavoc Giving the finger to quake community when he moved to work on Google

>> No.3633337

yeah, it's pretty fun. be sure to check out custom geometry snapmaps if you feel like it.

>> No.3633346

It breaks the physics mostly.
Yeah, sure. DLC is just MP stuff I think. Snapmap updates are free.
>tfw bought first good PC ever
>130+ FPS on Ultra in Vulkan
Technically not highest (that's Nightmare!) but still

>> No.3633348

Hell, Quake Arena Generations even decided to just ignore the existence of the Bitterman model and just go with the Grunt for their Q2 representative.

>> No.3633353
File: 98 KB, 720x540, ne_ruins03-720x540.jpg [View same] [iqdb] [saucenao] [google] [report]

It ruins the atmosphere. But I'm that guy who use console commands on Quakespasm to configure the graphics, so don't mind me

>> No.3633354

Yeah, I checked. All DLCs are multi stuff : new armors, new maps...

>> No.3633357

>that first ultra pc feel
Feels good, doesn't it? That super smooth movement, controls, consistent graphics?

>> No.3633361

It really does.
then I decide to play STALKER just cuz and now I have to deal with microstutterworth

>> No.3633374

because they followed most of quake 3 bios and went fuck it, it was grunt, not Bitterman

remember that even crash has only her "badass doomguy Drill sergeant instructor", and that phobos is the traitor marine

>> No.3633383

>traitor marine

>> No.3633389
File: 18 KB, 252x264, C.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3633404

Why do people keep making other Doom threads on /vr/?

I see a Doom 64 thread, just discuss it here dang bruh

>> No.3633406
File: 2.91 MB, 854x480, 1479179990091.webm [View same] [iqdb] [saucenao] [google] [report]

you'd be surprised how many people don't even use the catalog in the current year

>> No.3633407

remove demon REMOVE DEMON

>> No.3633409
File: 118 KB, 542x472, 2016.jpg [View same] [iqdb] [saucenao] [google] [report]

>j*hn ol*v*r
>not posting ghana


>> No.3633460

It's an internal monologue for Doomguy, not the thoughts of the developers.

Doomguy may very well be a Christian.

>> No.3633471

Now I'm curious. Except for the shitty Dante's Inferno game, is there a depiction of hell in a video game where it's a Christian afterlife?

>> No.3633479 [SPOILER] 
File: 174 KB, 1920x1080, 1479948724110.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3633485

>a depiction of hell in a video game where it's a Christian afterlife?

That's a whole can of worms, only Catholics would take Dante's Inferno as a literal depiction

and it's not like the video game is very accurate anyway

>> No.3633490

Just asking, because I always imagined hell to be the worst possible place, and I was always disappointed by how it was in video games.
Even through Painkiller had a nice hell, it wasn't the nightmarish place I fear.
And even in Doom, it's closer to a bunch of floating islands and caverns.

>> No.3633493

>Who the hell are you? Wreck.
Stupid, but I chuckled.

>> No.3633496

the problem with this is what is a "nightmarish place" that you would fear? what scares you?
now think, what scares other people?
the chances of your fears lining up together are miniscule, especially as games have drilled the "darkness" and "lifeless" and "atmospheric spookiness" angles to death

personally, i wanna see a hell for someone terrified of water

>> No.3633498

Google translate is a special thing. I got that by translating the original text to Japanese, then back to English.

>> No.3633506

Well, I'm pretty much terrified of flames and torture. That kind of stuff.
But even if DOOM features torture racks and Doom features people impaled and agonizing, it doesn't reach the degree of horror that I saw in, let's say, Dagon.

Even that horror game in developement, Agony, goes for a hell who's pretty meh.

>> No.3633508

>first Doom (1993) playthrough
>finally get to boss
>it dies in two hits from the BFG

that's it?

the twin barons of hell and cyberdemon boss was more engaging than this

>> No.3633509

stop whining and start mapping your version of hell then

>> No.3633510

Doom 1's enemies are pretty shallow and straightforward.

>> No.3633513
File: 69 KB, 562x530, 1469209895180.jpg [View same] [iqdb] [saucenao] [google] [report]

>he doesnt play pistol start

>> No.3633515
File: 54 KB, 197x190, Nvg21aY[1].png [View same] [iqdb] [saucenao] [google] [report]

I fucking love this guy. He's like the Bob Ross of video game walkthroughs.

If I ever need some white noise in the background to fall asleep to, I put on one of his DOOM walkthroughs on very low volume. The sound of his smooth, baritone voice, accompanying the blasts of the super shotgun and the roars of Hell knights, is the apex of comfy.

>"I like to use the BFG for this part. It does a good job of clearing out the pain elementals without too much hassle."

So relaxing...

>> No.3633517


a gameplay mod that strips all of your weapons away after every stage could either be really interesting or super annoying depending on the mapset you're playing through.

>> No.3633524
File: 1000 KB, 1920x1080, Screenshot_Doom_20161124_015152.png [View same] [iqdb] [saucenao] [google] [report]

as crazy as this looks, it's so far a sucessful experiment. I'm sending the plane's X and Y map position to a shader through the actors alpha channel with some bit shift magic I don't understand, then unpacking them on the other side and using the coordinates to compare with the pixelpos.xyz vector for each pixel on the plane's surface, meaning I should be able to do some form of actual directional shading in the end if it all works out. Like sun glint or whatever.

>> No.3633526


They didn't balance the levels for a progressive playthrough (as opposed to pistol starting every level). The Spider Mastermind is tougher if you don't go into the level with a full arsenal, but it's still not that terribly exciting of a boss fight.

Fun fact: If I recall correctly, one of the level designers admitted that the Spider was a poor boss and that they should've swapped the Cyberdemon and the Spider Mastermind.

>> No.3633530

>nice hell

that sounds like a good band name

along with she likes cloth

>> No.3633539

This guy sounds nice and everyone is praising him so I'm gonna give him a watch
I like to do that too but I usually used playthroughs with no commentary

>> No.3633567

why not try to fake smooth-shiny surfaces? there is no actual light data in doom, but it doesnt mean you cant fake it through manipulation of mesh data, after all your plane does have smoothing groups, maybe this would be enough to give it highlights and so on

>> No.3633579

yeah, that's one of the things I want to try doing. none of this is anything I really planned on having, but I've been thinking about various applications for bitshift alpha abuse for a while and this is one use where the shitty accuracy perhaps won't matter that much eventually.

Another potential fun use that's entirely reasonable is a monster that glitches

>> No.3633583

..depending on it's level of health, or whose eyes gradually turn change color etc.

>> No.3633641

Should you not do this? I play at 1080p and it looks pretty much the same as 640x480 but I don't see any problems.

>> No.3633648
File: 290 KB, 320x240, Wall_wiggle_resolution.gif [View same] [iqdb] [saucenao] [google] [report]


I'm not really sure what he was getting at, either. While DOOM isn't exactly the most technically advanced game, playing at a higher resolution doesn't hamper the game's visual appearance.

Aside for the odd issue that becomes more of a problem at high resolutions, e.g https://doomwiki.org/wiki/Wall_wiggle_bug

>> No.3633651

Your computer monitor.

>> No.3633654

looking awesome man.

I have like 3 tracks in the works for you, gonna finish them off before I send them though

>> No.3633761

>that one imp that sits behind the door leading to the exit

i bet he think he's so funny

>> No.3633768


>> No.3633801

Isn't this a software-renderer only glitch?

>> No.3633803

More than that, eliminated in most source ports since 2006

>> No.3633997

Since I put your first track in as the level music, I've listened to it so much the last few days that I heard it in my head while falling asleep last night. And I still enjoy it :P

>> No.3634028


>> No.3634051
File: 5 KB, 177x78, reee.jpg [View same] [iqdb] [saucenao] [google] [report]

Im in trouble folks.
I rly like weapons in hexercise, and i like lvling and gold in woc 1.8
the thing is that the mod that merges both has woc in 1.6
what do i do? play woc 1.8, hexercise alone or both with 1.6 woc?
also is there a way to fix the broken non damaging lava in woc? like in console or something

>> No.3634063

>also is there a way to fix the broken non damaging lava in woc? like in console or something
I guess the way WoC's armor system works messes things up. If player wears all pieces of armor he magically becomes immune to low damage lava and zombie shots as well because armor blocks all the damage dealt.

>> No.3634069
File: 94 KB, 743x1000, 1239407952093.jpg [View same] [iqdb] [saucenao] [google] [report]

Mancubus. He's kind of a slow ass, but dodging his volleys of fireballs is fun, and he looks terrifying

>> No.3634071

The Icon of Sin is literally a reference to Satan in Paradise Lost, with the looks of 80s heavy metal Satan.

You uncultured swine.

>> No.3634074

[citation needed]

>> No.3634104
File: 2.67 MB, 852x480, zdoom_2016_11_24_09_57_01_165.webm [View same] [iqdb] [saucenao] [google] [report]

I love to set up infighting encounters
anyone knows how to keep good quality while using webm for retards?

>> No.3634107 [DELETED] 


a gameplay mod that strips all of your weapons away after every stage could either be really interesting or super annoying depending on the mapset you're playing through.

>> No.3634109

>[11-13] Blade of Agony Chapter 1 release
im getting
Script error, "boa_c1.pk3:actors/misc/player.txt" line 35:
"player.viewbob" is an unknown actor property
in zdoom

>> No.3634112

ah i think i need gzdoom, nvm

>> No.3634132

Isn't there some kind of deep-lore thing where the cacodemons and baphomim (knights and barons) are feuding demon clans? I think it may have been something from the novels.

>> No.3634148

Yeah, it was actually based on E2M9 even.

>> No.3634152

haha I've found thats a problem when playtesting... you hear the same track over and over. I had the same issue when writing my own music for my own mods. I'm glad its standing the test of time heh.

>> No.3634153
File: 179 KB, 1143x860, even demons have families.jpg [View same] [iqdb] [saucenao] [google] [report]

>There are demons on /doom/ RIGHT NOW that side with meatballs

>> No.3634194
File: 1.87 MB, 1920x1080, Screenshot_Doom_20161124_130240.png [View same] [iqdb] [saucenao] [google] [report]

>Blade of Agony with GZDoom
>its raining
>pic rel

>> No.3634196

Are you wearing a suit? Because you sure sound like an important person with serious business whose game playing time is expensive.

>> No.3634238
File: 2.77 MB, 852x480, zdoom_2016_11_24_12_21_47_323.webm [View same] [iqdb] [saucenao] [google] [report]

alright guys, playtest my map!
it replaces map03 in doom2, built it with boom compatibility, might be few errors here and there as I didnt actually test it with boom, some people might remember my map01 that was posted here recently, the one with chaingunner right at beginning, I thought of using it as a gimmick and there will be a chaingunner at beginning of every map, the type that has his back turned to you.
map was designed for pistol start, map01 and 02 are blank meaning YOU MUST WARP TO MAP03
have a shitty webm to go with it.
there are two secrets, one has blue armor and its easy, the other is megasphere and its hard.

>> No.3634239

I should note that all graphics are merely placeholders, gameplay first, pretty stuff later

>> No.3634258
File: 11 KB, 295x164, YouKnowWhatToDo.png [View same] [iqdb] [saucenao] [google] [report]

This new 'retro FPS' called Space Trucker just came out on Steam. It's being sold for 18 bucks and uses stolen assets from Doom, Duke Nukem 3D, Blood, Tekwar, Fate, etc

>> No.3634262
File: 3 KB, 317x71, ss+(2016-11-24+at+01.11.05).png [View same] [iqdb] [saucenao] [google] [report]

Well it's not like I had anything else to do today.

>> No.3634273

Curious. Any place where I can pirate it?

>> No.3634312

Looks nice. Downloading.

>> No.3634316

What engine do they use? Wouldn't surprise me if it's GZDoom or EDuke32

>> No.3634325

try to 100% it anon, webm I posted was made on UV, this is a rather hard map but I was generous with ammo and health. graphics are nowhere near final, but I am looking to hearing your thoughts on enemy, health and ammo placement.

>> No.3634339

I think the lava in WoC is just totally busted for some reason, like it doesn't do anything even if you don't have armor.

>> No.3634358

Remember to Vote it guys



>> No.3634359

fuck off Steve.

>> No.3634384
File: 134 KB, 1280x720, Screenshot_Doom_20161124_154801.png [View same] [iqdb] [saucenao] [google] [report]

very very nice, much like your first map but a little harder and more open. Did two playthroughs, one to get everything and one to go fast.
I think I got a good time.

>> No.3634387

lemme guess, jumping?
thats map breaking you know, no idea how else you would be able to get a faster time

>> No.3634395

Well, I did a 100% attempt in about 1:40 and that was with quite shitty ammo management.
However, with jumping that map would take less than 20 seconds and with death slide time would be even faster. absolutely different guy

>> No.3634398

then a question, how do you increase difficulty in map without resorting to chaingunner/revenant lockers or turning it into slaughermap?
I dont want to introduce strong monsters too early

>> No.3634404

>without [...] turning it into a slaughtermap
literally the least thing to worry about, desu

difficulty's a pretty straightforward scale
if you put down two hell knights, an encounter is more difficult than if it was one hell knight
clever placement of monsters (shotgunners on ledges for no-auto-look sourceports, etc) can help provide additional difficulty

someone will complain about your map no matter what

>> No.3634407

The difficulty is fine, the real advice I would give is to put some barrels where all the spectres are to get rid of them faster.
Not every map needs to be able to kill you if you don't play perfectly, this one only kills you if you're reckless which is just fine. Your map is fun and that's what's important.


>> No.3634409

Put monsters in interesting areas such as high grounds or behind pillars and corners.
You can also reduce the amount of health/armor pickups.
That being said, feel free to add a few closets, big encounters or tight corridors. Just don't overuse them.

>> No.3634412

>no-auto-look sourceports
thats one of the issues, you have two types of players, those who use freelook and those who dont, on top of that most of the people who play doom nowadays are veterans who will chew through vanila stuff easily.
thanks for vid anon
there are quite a few places where you will get fucked if not careful, most notably soulsphere secret and rocket launcher area, shotgunners are often underestimated. also map is not balanced in terms of difficulty, will probably do it before I move onto detailing

>> No.3634414
File: 211 KB, 1920x1080, Screenshot_Doom_20161124_100648.png [View same] [iqdb] [saucenao] [google] [report]

That was really good, reminds me of a classic doom 1 episode 1 map.
Theres a graphical glitch in the room with the chaingunners next to the yellow switch.
i also really liked the mazes with the soulsphere and the rocket launcher.

>> No.3634423

rocket launcher room isnt really a maze, its more of a "barracks" type of area that didnt get detailed enough to be recognized.
this glitch on wall is me forgetting to slap a texture there, I have these "sound tunnels" between sectors to have monsters in closets alerted to player presence, much like in map01 of D2 where imps walk out of secret area.

>> No.3634437

When I was really young, I would play with God mode, try not to kill any archviles and keep killing the monsters that the archviles resurrected until the archvile got killed by something else

>> No.3634472

Neat. But can you make the pickups glow in the fog?

>> No.3634483

I'm assuming with brightmaps, yes.

>> No.3634484
File: 871 KB, 631x471, 1408196433014.png [View same] [iqdb] [saucenao] [google] [report]

Tell me again why GZDoom doesn't support decals on floors? I mean, as much as using 3d models or flat sprites for the blood pools "works", it's still kind of shitty how it looks when it's close to a ledge and it looks like it's suspended in midair.

>> No.3634494

Am I the only one who enjoyed the Thy Flesh Consumed? When I got Ultimate Doom as a kid (got Doom 2 few years earlier), I remember playing the 4th episode few times, because it seemed so fun. More fun than Doom 2 at least. Maybe it's just the nostalgia. This happened at the time, I didn't know about anything about user-made pwads yet.

>> No.3634496

>Tell me again why GZDoom doesn't support decals on floors?
Because, as far as I know, no one suggested it.

>> No.3634497

TFC is gr8

>> No.3634504

A lot of people get turned off by the sudden difficulty spike because they played it right after Inferno instead of playing Doom 2 like you would've done in 1994 because TFC wasn't released until later.

>> No.3634513

Really? I thought a cool feature like that would have been suggested by now. Someone once said it had something to do with a limitation in the engine. Something to do with Doom not being "true 3D" or whatever.

>> No.3634519
File: 50 KB, 1600x1200, 320.png [View same] [iqdb] [saucenao] [google] [report]

> playing at a higher resolution doesn't hamper the game's visual appearance

Are you blind? Here's a piece of Martian architecture captured with rough strokes…

>> No.3634520

because you can draw on walls but you can't draw on floors/ceilings

walls are not the end of the level, you can bypass them and tweak them easily
floors/ceilings are the hard end

>> No.3634528
File: 103 KB, 1600x1200, 640.png [View same] [iqdb] [saucenao] [google] [report]

…and the same shot with doubled resolution. The ''''''pentagram'''''' is already dangerously close to look imitated, sprites start to look like zero thickness objects, and simplicity of geometry starts to show.

>> No.3634531

looks fine, desu

>> No.3634537
File: 493 KB, 1920x1200, gz.png [View same] [iqdb] [saucenao] [google] [report]

Then the travesty of rendering in modern resolutions. There is no way to match the thinnest edge of a polygon with enormous pixels of textures and sprites. Doom looks like a shitty cheap 3d shooter from 1998. We-couldn't-even-make-3D-models-instead-of-sprites cheap.

>> No.3634538
File: 21 KB, 320x314, witness me.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3634542


You're weird, dude. It looks fine.

>> No.3634543

Finally completed all of Unloved, Cold As Hell and Legacy Of Suffering. I actually enjoyed them. Are there any more good horror wads or is this it? Not meaning any slenderman/screamer crap, but stuff with actual doom gameplay, with horror elements thrown there to create an atmospheric experience without annoying stuff like too dark rooms and lack of ammo. I tried Happy Time Circus, but it seemed too goofy for me. Felt more like joke wad than horror wad to me.

>> No.3634547
File: 109 KB, 444x330, 1479496771405.jpg [View same] [iqdb] [saucenao] [google] [report]

>Who the hell are you?

>> No.3634548

Ease off the 'tism a little, mate.

>> No.3634550

Hmmm, now I think there can be a geometry shader or tessellation stage to make edges jagged to match the texture pixels…

It has been said many times that rendering resolution, object complexity (real or faked with tricks like bump mapping), and texture resolution should match, or the image will look unprofessional. That's why modern high resolution games have to spend millions of dollars on property artists for most useless in-game objects.

>> No.3634562
File: 221 KB, 400x300, file.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever tried recreating ZF1 Pod Weapon System in Doom?

At least mechanically - make bullets home in an arc onto the last target that was hit?

>> No.3634563

I'm gonna get crucified for saying this, but this is exactly why I use filters. It's just the most pleasing experience for eyes, without sacrificing the resolution.

>> No.3634567


Did you just pull that sentence directly from your ass?
Despite the gist being mostly correct, I count multiple irrelevant, incorrect, and non-existent words & phrases.

>> No.3634568
File: 4 KB, 396x180, ewww.png [View same] [iqdb] [saucenao] [google] [report]


Explain what happens there.

>> No.3634573

>I purposely killed the barons in that spot to make it look like shit

>> No.3634580

You have sprite clipping turned on so it sinks into the ground?

>> No.3634583

It doesn't look like shit in intended resolution, though, because geometry is rendered with the same (im)precision textures/sprites have.

>> No.3634584

absolutely nothing of interest or issue

>> No.3634585



>opengl on default settings

Come on, guy. You can do better than that.

>> No.3634586

Default GZDoom settings (sans vomit blur filter for sprites).

You can place the sprite right next to it, or just look at the wall textures themselves, it doesn't matter.

>> No.3634591 [DELETED] 

like flies on shit

>> No.3634594

So, yes, you have sprite clipping turned on?

Well there's your problem, then.

>> No.3634596

IIRC GZDoom doesn't support geometry shaders.

>> No.3634598

But I guess we'll never know since you can't seem to make a screenshot with the 'intended resolution' and shit-clipping on.

>> No.3634607

well since I'm fucking with how the engine renders everything globally, sure.

You could write and pack a custom shader like this with it and take fog and sector color numbers and use them for anything, or really freaky shit like using the R,G, and B channel of a texture used as a brightmap for entirely different things (I'm pretty sure).

>> No.3634613

>make bullets home in an arc onto the last target that was hit?

The ZDoom mod "Dakka" has a plasma-based weapon called the Channeller that does that.

It takes some serious ACS coding to work properly though. In fact, the dakka guy compiled it with GDCC which can compile ACS objects with support for some more C-like language syntax.

A link to that mod:

>> No.3634614

>At least mechanically - make bullets home in an arc onto the last target that was hit?
that's ez if you know your way around pointers.

some current forks/dev builds do

>> No.3634616

>what is the reality of using 2D sprites in a 3D environment
Just deal with it.

>> No.3634617

It doesn't matter. Any renderer that outputs HD image draws slanted edges of any object with tiny one pixel increments.

You don't seem to understand that the problem discussed is not the clipping.

>> No.3634624
File: 13 KB, 788x186, miss.png [View same] [iqdb] [saucenao] [google] [report]

>It takes some serious ACS coding to work properly though

>> No.3634626

>Any renderer that outputs HD image draws slanted edges of any object with tiny one pixel increments.
maybe it's just me, but i really can't bring myself to believe that this is a Serious And Terrible Issue

>> No.3634628

Ah, good to know that. Also,shader support in GLDEFS when

>> No.3634630

And you still have not provided an image of shit-clipping in your intended resolution.

Does it look like garbage? Who knows.

If you're going to provide comparison screenshots, keep it consistent. Maybe just change the resolution without relaunching the entire game.

>> No.3634638

>Also,shader support in GLDEFS when

What do you mean? You can already apply shaders there for individual graphics (including 3d model skins).

>> No.3634639
File: 2.79 MB, 320x240, glboom-plus-20161124-2009559.webm [View same] [iqdb] [saucenao] [google] [report]

Have an UV-max webm.

>> No.3634646

Oh, that's been added already? Yesss

>> No.3634652

thanks anon, looks more fun to play than it actually is

>> No.3634659

Can someone buy it and upload it somewhere?

>> No.3634663

If you've grown playing “8bit” Flash games that freely rotated and zoomed sprites, you probably don't see how fucking horrible pixelated objects that escaped pixel grid are.

Look at the corpses in
The contrast red edges are rendered with pixel resolution that matches sprite and texture resolution, so that everything on screen s balanced.

>> No.3634664
File: 2.28 MB, 640x480, zdoom-20161124-1748021.webm [View same] [iqdb] [saucenao] [google] [report]

Gee, I have no idea then.

>> No.3634671

That's a super old feature anon. Even zandybam has support for it.

>> No.3634674

Oh. I meant screen space shaders, like Retroshader.

>> No.3634675

It looks fine. If bothers you that much, than just lower the resolution.
Play the game how you want. I wonder why there are so many ports with different goals in mind... It couldn't be because different people like different things, could it?

>> No.3634680

Oh you were talking about hurtfloor in general. The lava in the normal Hexen campaign with WoC doesn't do anything.

>> No.3634685
File: 2 KB, 313x144, muhpixels.png [View same] [iqdb] [saucenao] [google] [report]

>If you've grown playing “8bit” Flash games that freely rotated and zoomed sprites, you probably don't see how fucking horrible pixelated objects that escaped pixel grid are.
Doom freely zooms its sprites, they're just unfiltered. You'd get the same effect if you set Flash's quality to "Low".

>The contrast red edges are rendered with pixel resolution that matches sprite and texture resolution
Can we please stop this?

>> No.3634690

oh well now I see. Only recent gzdoom dev builds have support for screen space shaders.

>> No.3634695

I can't believe you need to lower the clarity of the image to be able to fool yourself that the game you play consists of anything other than low res sprites and simple geometry, why don't you complain the corpses always face you then?

>> No.3634696

Just stop responding. He revealed himself from that first sentence.

>> No.3634702

Yeah, what I orginally meant was screen space shaders through GLDEFS. DpJudas said he'd try to work on it (http://forum.zdoom.org/viewtopic.php?f=19&t=53250#p938543) , but rewriting the QZDoom renderer seems to be using all of his time.

>> No.3634712

The whole point of 3D graphics is to trick the viewer with as little resources as possible.

Low resolution textures and low face count world models have fixed upper limit of complexity that can't be satisfyingly increased with various methods of filtering data. Using much more precise world grid (a product of screen resolution), you don't increase “clarity”, just make it painfully obvious that something is a shitty textured cube.

>> No.3634713

I don't know what is it with people and making these useless snarky remarks on people responding to shitposters

especially when they simply walk off and don't report the shitposts they supposedly claim are gathering replies

>> No.3634718

i guess if they were gonna shitpost, today would be the day, since it's a holiday so assumedly the janitor would be occupied with something else

>> No.3634719

> Doom freely zooms its sprites
Snapping them to a rendering pixel grid of 320x200, you idiot. On the contrary, changing Flash vector rendering and scaling quality doesn't magically make it stop using desktop resolution and align all the resources on a universal grid.

>> No.3634726


and it's the same guy, every single time.


the risk comes when you do the same posts every time shitposting happens; everyone will think you're the shitposter, your posts gets deleted and it gets you banned

>> No.3634730

>The whole point of 3D graphics is to trick the viewer with as little resources as possible.

I have the feeling someone's gonna say [citation needed]. And no, that person's not me.

>> No.3634734
File: 1.64 MB, 1920x1080, Screenshot_Doom_20151228_014722.png [View same] [iqdb] [saucenao] [google] [report]

Honestly I thought that's how the bloom feauture in recent builds I hear about worked. I've been too busy turning zandronum inside out to mess with gzdoom recently.

Anyway, that will be pretty sweet when we finally get it. I did enjoy faking screen space shaders with horrible misuse of HudMessage though :P

>> No.3634736

The whole point of graphics is to trick the viewer.

The whole point of real-time 3D graphics is to trick the viewer with as little resources as possible.


>> No.3634746

Zandronum, eh? Just wondering, have you seen this?
It's QZDoom's renderer, in Z&. Could be useful for players on outdated rigs.

It was fine before.

>> No.3634754

Never heard of that, sounds cool!

But shouldn't outdated rigs actually handle the hardware renderer better as long as they have a real (if outdated) gpu?

>> No.3634761
File: 534 KB, 1505x889, cacotimer.png [View same] [iqdb] [saucenao] [google] [report]

I present to you: the cacotimer!
silly name but describes what is going on.
basically I want cacodemon to fly into the playable area, but I dont want him to do it too early, best to surprise the player, caco takes quite some time to fly out of this tunnel, meanwhile player should be done with carnage in main area, this means that caco can surprise player in different places depending on how long player took around the map

>> No.3634764

>The whole point of graphics is to trick the viewer.
That is your preconceived notion with no basis other than your opinion.

I enjoy sharp, edgy graphics for they provide clear indicator of what lies where and allow me to easily distinguish how my character would interact with said environment. That is best for a game, for gameplay.

If you need to fool yourself, there are far better ways to do so than via a video game

>> No.3634767

>reporting it
>not buying it
Best game of the year

>> No.3634789

Wouldn't it be easier to use a single really tall platform that lowers from a high slot in the ceiling?

>> No.3634790

I love how there's like a dozen positive reviews from Russia, and those are just about the only ones there are.
Is there just a legion of Russian kids digging through Steam's new releases, and more importantly, is the concept of copyright and property completely alien to Russians?

Oh wait, I guess I can answer my own question. Communism.

>> No.3634791

>But shouldn't outdated rigs actually handle the hardware renderer better as long as they have a real (if outdated) gpu?
QZDoom (just like standard ZDoom) can use DirectX9 for sprite drawing. Not just that, but the column drawers are multithreaded, so those dual-core Pentiums from ~2008 get a speed boost. To top it off, it uses LLVM ( the thing MESA uses) to abstract processor extensions, so it's always running as quickly as it can. Some higher end Intels can actually manage ~350 FPS in E1M1 with this thing.

>> No.3634794

Wow, I thought it just brute forced everything with the CPU.

What gzdoom/zandro gl mode features does it lack? 3d models?

>> No.3634802

thing is that I want caco to be awakened by gunfire, not by a linedef, basically a sneaky bastard that you dont expect.

>> No.3634804

Those Russian kids must be at least 100 years old, as the last time someone seriously considered building Communist state was a century ago.

>> No.3634807

As long as the platform isn't specifically set to block sound you'd be good to go.

>> No.3634808

I think that was reviews from the development crew accounts :P

>> No.3634809
File: 563 KB, 750x1200, 2hu.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3634814

It currently has no model support, but DpJudas is doing a complete renderer rewrite to support:

- True looking up/down
- MD2/3 Models
-GZDoom style skyboxes
- GLSL shaders, at some point (LLVM can translate GLSL into assembly code in real time)
-JIT scripting, in a very distant future (LLVM can do that too)

>> No.3634815

it would still have to be triggered by a linedef and this does not accomplish what I want as caco should start moving when player starts firing, which may not happen in first few rooms

>> No.3634817

you somehow instantly reminded me of those kind of dog food plates with the special obstacles and bumps that prevent it from eating too fast

cacodemons are cute like that

>> No.3634819

Make a thin shaft near the platform.

What are you going to do with hiss?

>> No.3634825

Dang you're right, sorry.

Really impressive work on his part. That means I won't be able to use the qzandro or whatever thing though, since I use models for like everything.

>> No.3634826

Unlikely as they talk about the price being too high. I'd expect nothing but praise from developer crew accounts.

>> No.3634831
File: 203 KB, 1889x1011, cacotimer2.png [View same] [iqdb] [saucenao] [google] [report]

to hear hiss, you would have to be near exit and fighting imps by it, but before you get there you will aggro 10+ other monsters and there will be too much noise to even hear the hiss

>> No.3634832

Btw for reference: salary of 230$ a month is considered "okay" here

>> No.3634881

I need some slaughter maps

>> No.3634890
File: 26 KB, 617x980, No_Rest_for_the_Living_Map05.png [View same] [iqdb] [saucenao] [google] [report]

You can use the ordinary stalls.

>> No.3634903

did you play the new stardate? 20x7 I think it was.

>> No.3634978
File: 74 KB, 662x635, 1382867468944.png [View same] [iqdb] [saucenao] [google] [report]

Newfag to /vr/ here.

Just got D4D mod, and are there any good mapsets for it that utilises double jump and such? Feels like I'm breaking the game otherwise since vanilla Doom wasn't designed for that.

>> No.3634984

what does insanelca.wad do?

>> No.3634985

most well made maps will be broken by double jumping and so on, for maximum fun with D4D try Scythe and Going Down

>> No.3634987

Many maps can only be completed with jumping / crouching

>> No.3635002



Is there any mod that changes the enemies in D4D to be more.. well, vanilla? I like dodging projectiles and all but it seems like modders these days add super fast enemies with super fast projectiles. I don't have the reaction time to deal with souped up enemies like that. Vanilla enemies are just fine but you get tired of them sooner or later.

>> No.3635005

D4D options -> monster type

>> No.3635007

There's an option in the D4D options menu to use the vanilla enemies I think.

>> No.3635014

Add-on that alters some enemies and stuff in Legendary Complex add-on for Complex Doom add-on for Zandronum port of Doom™

It's a pk3 archive, open it yourself.

>> No.3635021

I may get flak for this, but the "brutal doom starter pack" mapset (without the gameplay mod) should work well.

You should also try "Putrefier", a single map that while it doesn't play all that well looks fucking gorgeous and will probably fit the d4d aeshetic.

>> No.3635036

couldn't you just make a really long straight tunnel instead

>> No.3635094
File: 1.26 MB, 2324x1290, 1474139734409.png [View same] [iqdb] [saucenao] [google] [report]

fighting game when?

>> No.3635101

when someone makes them into MUGEN characters.

RO's Yuri/Alosha/Marty would be S tier broken.

>> No.3635104

*spams concrete donkeys*

>> No.3635116

*unzips all combos and teleports behind you*

>> No.3635126

where's Psychic Man?

>> No.3635128


>> No.3635181

*quantum jumps on top of you*
*Yamato alt*

>> No.3635213
File: 1.37 MB, 1600x924, file.png [View same] [iqdb] [saucenao] [google] [report]

A wild game appears

>> No.3635240

>This abomination is actually on steam
end my life

>> No.3635245

solution I used is more compact, and if I want to change time of arrival, all I gotta do is lower/raise ceiling and floor on one of the bends

>> No.3635247


This isn't even the worst the store has seen.

>> No.3635251

Yeah, Space Trucker ain't got shit compared to The Slaughtering Grounds.

>> No.3635286

What's Hideous's special abilities?
Glass cannon?

>> No.3635304

*idclevs to next map and bangs ur gf*

>> No.3635310

Can someone help me out? I just started playing HDoom and when the demons fall to the ground and laying there, can I fuck them? How?

>> No.3635312

One has to wonder why Greenlight even still exists anymore

>> No.3635313

take out your weener by pressing b

>> No.3635315
File: 18 KB, 274x272, 1449358015972.jpg [View same] [iqdb] [saucenao] [google] [report]


Equip your penis

>> No.3635321

*god2 in console*
*kill anon*

>> No.3635324


>> No.3635327

*kill thread*

>> No.3635328

B didn't work.
Where's the button to change this?

>> No.3635338

you notice how sometimes they just stand there shaking for a while after you shoot them
walk up to them and press use

think a glory kill
except it's a glorious fill

>> No.3635339

also remember to bind the other Hdoom commands in the controls menu.

>> No.3635342


>> No.3635343

Have you actually masturbated to HDoom?

>> No.3635345

Not one of the anons you asked but yes, a couple of times.
My life is empty.

>> No.3635346

Lol if you haven't

>> No.3635348
File: 192 KB, 500x442, gramastahp.png [View same] [iqdb] [saucenao] [google] [report]

>glorious fill

>> No.3635350
File: 37 KB, 189x279, tumblr_inline_o6kzmfCPUl1t0c32s_250.png [View same] [iqdb] [saucenao] [google] [report]



Have you?

>> No.3635351

>have you masturbated
never thought I'd see a question of this caliber asked around here

>> No.3635353

I did when they added the Pinky anal scene.

>> No.3635358

This is as good a place as any to ask. I'm trying to run a sven coop server with opposing force, but when it hits of3a2 it crashes, and there apparently is no of3a3, though I see it listed on some map lists... Anyway. I dunno why the server is crashing.

>> No.3635359

Look on the plus side. If this can make it, then all the /agdg/ fags are right. We're all gonna make it.

>> No.3635384

I have.
I still long to see a footjob in there though.


>> No.3635458

>I still long to see a footjob in there though.


keep longing, nerd

>> No.3635461

>blasting a pigcop with the shotgun and immediately switching to the pistol to finish him off
satisfying as fuck

anybody know if there are any other games or doom mods were you can reload cancel? that shit gets me wet every single time and the way it keeps the gunplay flow flawlessly is enticing. I only know, like, quake and nudoom to do that.

>> No.3635464

metadoom lets you interrupt the shotgun cocking animation with the melee attack. does that count?

>> No.3635472
File: 1.51 MB, 400x250, b6c.gif [View same] [iqdb] [saucenao] [google] [report]

I know you're trying to stump my desires, but I know for sure I won't be head over heels anytime soon for the sole fact that I'm toe stubborn with what I want. see things from my ankle; I won't suffer seeing my wishes plant into the ground lest I want a foot in the grave. you won't step on my dreams. I'm tough as nails.

>> No.3635476

okay I smirked

>> No.3635478


Be completely honest here, for how long you wished to post that?

>> No.3635480

I've lost trail.

>> No.3635482

What's the most AMERICAN mod there is?

>> No.3635483

Trump Doom

>> No.3635484

sure, that'll do

haven't played metadoom since what, demo 1 I believe?

>> No.3635493

New thread.


>> No.3635558

I don't get it

>> No.3635735
File: 197 KB, 333x346, 1438566539153.png [View same] [iqdb] [saucenao] [google] [report]


Went into slade to change a monsters HP and when I went back to my map ALL my decorate items are gone and replaced with ? marks. Wtf did I do and how do I undo it?

>> No.3635743


It's a screenshot from a rather terrible Steam game that was discussed earlier in the thread. It steals assets from various retro FPS titles, and you can even see an example of that in the screenshot (I believe the sprites are stolen from TekWar(.

>> No.3635754

The gzdoom update is fuggin with my custom items/monsters. Using older version they came back 0_o

>> No.3636115

No, though Imp-tan is pretty cute.
Or, was.

>> No.3636279

eyes, eyes everywhere
noises that don't belong (not jumpscares, small backround noises that make you go "what was that?")
unnatural patterns (our brain is wired to enjoy symmetry and regular patterns)

with that alone, you should be able to make some descent spoopy hell

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