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3676462 No.3676462 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3671524

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


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



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



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




>> No.3676467
File: 3 KB, 80x102, cacoward.png [View same] [iqdb] [saucenao] [google] [report]

=== NEWS ===

[12] There was some interest in starting a Quake equivalent of DUMP within the previous thread, if interested consider inquiring

[12-12] Brutal Doom 64 2.0 released

[12-10] The 13th Cacowards were announced in celebration of Doom's 23rd birthday!

[12-10] New Mapset

[12-10] Colourfull hell got updated to 0.88

[12-7] DoomRL source code released!

[12-6] Run For It, a mod where all decorations/projectiles/items grow pairs of legs and run around, was released
https://www.youtube.com/watch?v=LE96VqwW2zs [Embed]

[12-5] Anon map release; Hubris Containment Sector

[12-4] Arcane Dimensions v1.5 for Quake released

[12-4] One anon made a music mod, using OGG format

[12-3] Smooth Doom revived with a bugfix update; plans to add in Doom64 plasma weaponry later

[12-1] 'No End In Sight', an Ultimate Doom megawad

[11-29] RIP Steven Hornback, former Apogee/3D Realms artist

[11-27] The Macbook Pro's touch bar runs Doom
https://www.youtube.com/watch?v=GD0L46y3IqI [Embed]

[11-22] Retro Jam 5, a Wind Tunnel-themed map pack for Quake

[11-19] MetaDoom v2.0 is out


If you would like to submit any news or your personal map releases here, please reply/backlink to this post.

>> No.3676470
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google] [report]

>I forgot to clean up the embed tags


>> No.3676505
File: 18 KB, 420x300, Agitates Quietly.jpg [View same] [iqdb] [saucenao] [google] [report]

If you had to be roommates with any one demon, who would you choose and why?

>> No.3676523
File: 48 KB, 470x128, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>that new banner

>> No.3676527

>caca award

>> No.3676528

Anyone think Doom has aged really poorly? I just tried playing it for the first time ever and it's just not fun.

>> No.3676536

He looks so happy.

>> No.3676541

Are you still here?

>> No.3676542

Dunno if anyone saw this yet, but there's a documentary about NuDoom's development cycle by a channel called Noclip. Two parts have been made, and they show early versions of NuDoom, even the "Call of Doom" build. There's to be a new part to the documentary every day till it's done.

Part 1: https://www.youtube.com/watch?v=PS6SBnccxMA

Part 2: https://www.youtube.com/watch?v=vsoVQWnSOfM

>> No.3676543

Doom 1?
Nah, i enjoy the level design of all the episodes (E4 felt very hit or miss, and was harder only in the first 3 maps, the rest were dangerously cheesy)
Doom 2
Fuck the entire map design of this shit, i replayed it with a friend on zandronum and since i run on open GL, i found a FUCKTON of HOM's like god fucking damn, and even if people overrate Romero's maps back and forth, they are still garbage. TNT Evilurion somehow manages to be worse, Plutonia is just like making a harder version of Doom 2, at least i had genius details i can give them that (i.e. the entirely of Hunted)

Still, Doom 2 is just garbage entirely, the megawads just made it useless, Scythe 1 is more replayable than Doom 2 because it uses some genius enemy placing and its also arcadeish short but challenging levels, and even if people go "hurr megawads are only good until map20 when they start becoming slaughtershit", bitch welcome to hell, at least the Hell episode shows that you are actually in hell, that means you get hellish difficulty.

>> No.3676548

Also, unrelated question. I just found out that Id planned 5 free updates, along with the 3 multiplayer DLCs. With the fifth free update just released, and DLC 3 around the corner, do you think Id will add any more stuff to NuDoom after that point?

>> No.3676556

Who knows?

I hope a sequel isn't far away, I would love some more levels, maybe a couple of new monsters and weapons too.

>> No.3676559

i just played through doom and i enjoyed it

>> No.3676608
File: 850 KB, 1920x1080, Screenshot_Doom_20161213_233243.png [View same] [iqdb] [saucenao] [google] [report]

I'm starting to wonder if i'm even sane at this point. Rainbow Six weapons + Oblige megawad + Monster Randomizer. Half the monsters can one-shot me head-on, and I have to watch my ammo count due to the fact that real powerful shit like the shotguns rarely get ammo most of the time.

>> No.3676635

>Monster Randomizer

You mean DoomKrakken's mod? An odd cut that mod.

I remember trying that out with the Guncaster patch and it essentially just gave some former humans the player's overpowered weapons and so ends up in a lot of dumb one-shot deaths.

>> No.3676670

Pretty much. The Super Shotgunner is not only incredibly accurate and a head-on shot can exceed 100 HP from across the area, but he can double-fire, which (if both shots mostly hit) is pretty much an assured death.

>> No.3676675
File: 30 KB, 256x264, 1478133859144.png [View same] [iqdb] [saucenao] [google] [report]

did a rerun of doom earlier this year

it was tons of fun

1/10 got me to reply

>> No.3676701

he got a trophy for doom?

>> No.3676707

He won a cacoward for E1M8b and someone put together a real one and mailed it to him.

>> No.3676762

snapmap has got a long way ahead still

we haven't even got any placeable doors a

>> No.3676863

Snapmap should've gotten the Mockaward

>> No.3676919

Doom 1 shareware ep is great
Doom 1 is ok
Doom 2 is garbage, only useful for modding

>> No.3676935

yeah vanilla doom is meh. No one here plays vanilla doom. We've all played it to death over the last 20 years.
We all play either gameplay mods, new mapsets, or both.

>> No.3676942

>No one here plays vanilla doom.
Speak for yourself, friend.

>> No.3676947

Does anyone run a Zandronum server?

I've started playing again and am curious about it. I looked into it a little and it sounds like people have had some success with Raspberry Pis, but some people have said they can't do any of the craziest stuff. Is this true of RPi 3s, too? Anyone have a good link to a guide/"build log" or their own experiences to share?

>> No.3676965

I guess those born post 2000 might still find it fresh in a retro kind of way.

I never play doom unless Its a new map-set. most of the fun is exploring unfamiliar levels and dealing with situations in real time. You can only get a few run-throughs out of the original game/s before they get stale. Not exactly a game with a lot of replay value. You can pistol start, play on nightmare, but the exit is always going to be in the same place every time. Too linear and too little character possibilities for much replay value. Hexen on the other hand you could try different classes, go different ways, get lost etc.

>> No.3676983 [DELETED] 

Arent some new mapsets STILL vanilla, though?

>> No.3676995

>I guess those born post 2000 might still find it fresh in a retro kind of way.

What? I've hardly seen any purists that were that young. Most young doomers I see instead tend to be part of the "brutal doom is they way doom is meant to be played" crowd.

>> No.3677002

>no one here plays vanilla doom
Theres a good reason for that. Chocolate Doom is the superior option to using dosbox if you want vanilla engine behavior.

>We all play either gameplay mods, new mapsets, or both.
>new mapsets

Some new mapsets are still vanilla/chocolate compatible, though.

>> No.3677004

Nah, Doom 2, for all it's poor and mediocre levels, is quite fun for the first 10 or so.

>> No.3677035

Just because you're bad doesn't mean the game is shit. You just have to get good.

>> No.3677043

Where in the world did that come from?

>> No.3677049

Too many scrubs shitting on Doom 2.

>> No.3677098

I'd pick an rocket skeltal because he will never use the bathroom or the kitchen

>> No.3677110

Pretty sure its not because they're bad at the game. The common consensus is that Doom 2 is easy-medium at most. Petersen's levels (which take up more than half the game) just aren't for everybody, as they often have weird pacing, odd aesthetic choices, and gimmicks that aren't necessarily executed well.

People are more forgiving of his Doom 1 levels, as they tended to be smaller scale, didn't make use of gimmicks nearly as much, and most of the earlier ones were based on layouts by Tom Hall.

>> No.3677117

>The common consensus
Three idiots screaming they hate Doom 2 because it uses keys instead of just being a bunch of slaughter rooms doesn't make a concensus.

>> No.3677127

I never said Doom 2 was difficult or frustrating?
It's kind of easy, really, I just think most of the maps are kind of boring and uninteresting, with the exception of the first third of the game.

>> No.3677128

>Three idiots screaming they hate Doom 2 because it uses keys instead of just being a bunch of slaughter rooms doesn't make a concensus.

What on earth does this have to do with what I said?

>> No.3677131

>and most of the earlier ones were based on layouts by Tom Hall
I honestly love the maps based on his.

E2M2 and E2M7 are really fun and atmospheric, and Map 10 in Doom 2 is very good as well, he had good fundamentals for techbase maps.

Where are you projecting all of this from?

>> No.3677135

Just as I said. Three idiots yelling loudly.
How sadly predictable.

>> No.3677138

Who's yelling now?

>> No.3677140

You, of course.

>> No.3677148

How am I yelling? Someone said Doom 2 had shitty levels, I said it actually had quite a few fun ones.

Then I mentioned how I like Tom Hall's levels.

>> No.3677151

Fake and gay.
The only good mapper is Hank Hill.

>> No.3677172
File: 176 KB, 1920x1080, Screenshot_Doom_20161214_043028.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3677175

>Retro shader is still averaging pixels and making colours that aren't actually there

>> No.3677176

I wish it was improved but I guess it's dead in the water for now.

>> No.3677178


Hugo is such a qt

>> No.3677180

wtf @ nail polish

>> No.3677181

Snapmap feels more like a heavily updated version of the Timesplitters mapmaker.

>> No.3677202


I play vanilla doom

in my smartphone

>> No.3677204

although on second thought, it's black, and that makes it different.

>> No.3677205
File: 798 KB, 600x505, Hell.gif [View same] [iqdb] [saucenao] [google] [report]


>romero will never came in your face while mcgee pounds your ass

>> No.3677251

because Romero
he don't need to explain anything to his bitches

>> No.3677281

But Doom 2 have the SSG. I can forgive some shitty levels for the SSG

>> No.3677305

>Snapmap feels more like a heavily updated version of the Timesplitters mapmaker.

I made hundreds of maps in Timesplitters 2 and 3.
You have made a strangers dick very hard anon.
And an angel got their wings.

>> No.3677306

I haven't been here since D44M was released, but it sure seems like the shitposting has intensified.

>> No.3677308

Nice observation, anon.

>> No.3677326

I also prefer Doom1 to Doom2, and in my opinion TNT despite its hitscanners has better levels than Doom2. And Plutonia's Odyssey of Noises is much better than the city maps of Doom2. Also Doom2's final level is absolute irredeemable trash compared to its equivalents in both megawads of Final Doom.

The thing I like most about TNT is how it combines industrial human levels and otherwordly hellish levels. It's done even better than in Shores of Hell I think.

>> No.3677341

don't give him attention, it's that shitposter again

>> No.3677350

>it's that shitposter again

>> No.3677351

The guy who brings Doom 2 in every discussion to complain about how much it sucks.

>> No.3677356


>> No.3677367

Doom E1: Great
Doom E2/E3: Good
Doom 2: Mediocre
Doom E4: Decent
Doom 2 Master Levels: Decent
TNT: Good
Plutonia: Great
Doom 2 NRFTL: Good

>> No.3677370

i thought the master levels were pretty shitty desu senpai

>> No.3677372

the one that tried to make megaman deathmatch a meme, he also shitposts about how moderation is not about nuking criticism of modders
just don't respond

>> No.3677381

Eh, I quite liked them. Though Chris Klie's maps were a bit meh.

>> No.3677386

What's NRFTL and where's TWID and NEIS?

>> No.3677389

No rest for the living

>> No.3677393

TNT got a little iffy near the end, but I guess it's not Doom 2 at least.

>> No.3677396
File: 398 KB, 720x720, body.png [View same] [iqdb] [saucenao] [google] [report]

>TNT got a little iffy

>> No.3677403
File: 3.14 MB, 10000x10000, 1463475008646.jpg [View same] [iqdb] [saucenao] [google] [report]


I want maps so hard that I will want to claw my eyes out
Like really ultra hard with tons of enemies, like Okuplok or Chillax

>> No.3677408


That /pol/ map.

>> No.3677414


>> No.3677418 [DELETED] 

why the fuck are you trying to force this?

if anything you're going around dismissing everyone who agrees as a samefag. cut it out.

>> No.3677424 [DELETED] 

>one hour later
>still angry about it
Just learn to let it go. You got owned, that's all. End of business.

>> No.3677428

Romero did a periscope stream a few hours ago.

I'm amazed he still has his fantastic hair at 49.

>> No.3677431

American have amazing hair technology. Just look at Trump and Hillary, they look like they actually still have hair.

>> No.3677441 [DELETED] 

oh, you're one of those. here's your reply.

>> No.3677443
File: 14 KB, 264x343, demon3.png [View same] [iqdb] [saucenao] [google] [report]

Try Slaughterfest series (2011, 2012 and 3 the latest one is in WIP stage though), maps by Phml and Timeofdeath, Newgothic movement. Dark Resolution 2008 has some tricky maps and in try playing maps by Death-Destiny in general. This is what I could remember from top of my head, guess you have heard about these somewhere.

>> No.3677446 [DELETED] 

>still angry
Calm down, dude. Getting mad won't change anything at all.

>> No.3677452

you should try Mutiny sometime. it's not particularly slaughtery but it's pretty up there on the difficulty spike.

fuck off already, autist.

>> No.3677457 [DELETED] 

>this is the kind of person that hates Doom 2

>> No.3677480


>> No.3677485

but doom 2 is mediocre anon.

>> No.3677493


I'd like an answer to that too. imo TNT is pretty solid all the way. The only level I dislike is Mill. And the first secret level has a clitch that makes it unbeatable unless you exploit SR40.

>> No.3677504

Isn't Romero a second gen native? Cherokee, I want to say. Native Americans have terrific hair genetics, though they usually don't have much in the way of facial hair. He's got the superior hair genes for his rock-n-roll ways.

>> No.3677506

Speaking of hard maps, how hard is Plutonia 2 when compared to Plutonia? Like going from ITYTD to UV?

>> No.3677507

He's got weird brain genetics as well https://en.wikipedia.org/wiki/Hyperthymesia

>> No.3677558
File: 76 KB, 585x822, eUaCuNE.jpg [View same] [iqdb] [saucenao] [google] [report]

Part 3 is out guys


>> No.3677576

Not him, but >>3676467

>> No.3677592


their explanation about NuDOOM level mechanics and concepts made a lot of sense

if they went forward with carmack's CoDoom would be stupid as fuck

Also mick is a fucking genius!

>> No.3677597
File: 137 KB, 466x492, c8cdmn.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3677608
File: 3 KB, 191x187, hot cocoademon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3677616

oh boy, i smell a shitstorm of fanboys incoming to defend whoever danny gave that burn

>Danny: Id isn't a company with a lots of employees where they pump out a game every year, or a Cocky indie studio who's ego is battling for attention.

>> No.3677645
File: 656 KB, 940x529, SPC.jpg [View same] [iqdb] [saucenao] [google] [report]


If you want a few more Custom Monsters you could include my Spellcross Monster Pack for OBLIGE :)

>> No.3677650

What script type should I use if it can happen anytime in the map? Not just at the start or while dying or anythin like that

Deus Vult
Hell Revealed

>> No.3677651


you put the fist in the cocodemon and then you rip it all up

>> No.3677656

why isnt there any metroidish maps yet

>> No.3677657

Hoping someone can help me. I'm trying to think of a slaughter type wad released a few months ago. Less than a year? It was one of those uber hard slaughter packs with like an italian metal band from the 70s or something as it's namesake. I remember a lot of people praised it. It was from a famous mapper, maybe ribbiks? Does anyone know what I'm talking about?

>> No.3677665

hello games?

>> No.3677683


To me it definitely sounded like a jab on id software during the development of Quake. Why would he even put footage of Quake during that line?

And I pity the fools who get mad at Danny for that line, because if you read Masters of Doom, you would know shit got really nasty inside id software during that time.

>> No.3677687

Sunlust maybe?

>> No.3677695

>What script type should I use if it can happen anytime in the map?


>> No.3677701


i never thought of that, anyway, lets wait to see who will be butthurt 1st about that line.

>> No.3677705

Nothing happens when it's a void type.

>> No.3677707


Thanks for trying but definitely not. I remember a few other things. There's only UV difficulty (all other difficulties are called No-mo or something to that effect). The first level is covered in jungle vines and brown, with a shitload of revs and cybers shooting at you from spawn. I'm kinda drawing a blank. I remember it was released on doomworld with a music video to accompany the name?

>> No.3677746

That's Italo Doom then.

>> No.3677753


Oh shit that's EXACTLY what it was. No wonder I wasn't getting any search results when I looked for "Italiano DOOM". Thanks a ton.

>> No.3677754

You're welcome. It has some of the most creative, hilarious and unfair slaughtermaps in a long while.

>> No.3677760
File: 684 KB, 1125x1600, Chio-chan no Tsuugakuro ch 14 img000005.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3677761

I know nothing about Native Americans. Well, except that they got murdered for nothing.

>> No.3677792
File: 7 KB, 257x257, icon.png [View same] [iqdb] [saucenao] [google] [report]

DOOM-Crusher has been released. Brutally optimize your PK3 / WAD / PNG & JPG files (recursively). It's capable of reducing Blade of Agony (boa_c1.pk3) by 69 MB!

Instructions: https://github.com/Kroc/DOOM-Crusher
Download: https://github.com/Kroc/DOOM-Crusher/releases

I made this, so you can shoot any questions to me here.

>> No.3677802

Is there a quake mod that adds crosshairs?

I'm going to pick this up. Thanks anon!

>> No.3677816

I love how everyone thinks about the game as a game, even the musician

>> No.3677818

How much can you crush The Crusher from Doom 2?

>> No.3677819

are there any linux launchers?

>> No.3677824

As much as I hate BD, the music in HoE starter pack is breddy gud.
Trying to have fun with vanilla monsters, """"Realism"""" Difficulty.

>> No.3677847
File: 147 KB, 366x596, 1481742187790.png [View same] [iqdb] [saucenao] [google] [report]

I 'member that

>> No.3677854
File: 785 KB, 1125x1600, img000027.png [View same] [iqdb] [saucenao] [google] [report]

Hope you enjoy Kabaddi.

>> No.3677857

This was actually the best part ins Quake IV.

>> No.3677868

>Enter crosshair 1 in the console to enable the crosshair. Some engines bring more crosshairs, try "crosshair 2" and other integers.

From Quakeaddict

>> No.3677895

i still dont get waht that difficulty actually does

>> No.3677917
File: 202 KB, 1366x768, doom3error.png [View same] [iqdb] [saucenao] [google] [report]

Not exactly retro, but i don't know other place to ask.
This is what Doom 3 with Sikkmmod and texture replacements gives me on the Mars city loading. What can i do?

>> No.3677936

Yes, exactly. (void) scripts happen at any time on the map, not a specific time. So they need to be manually executed by a linedef or an actor.

>> No.3677943

Yesssss. Thank you very much, anon.

What should I credit you as?

>> No.3677950

His github username is Kroc, so I'd assume that.

>> No.3677975

Ah I think I get it but if I have a script which should active when the player lost a certain amount of health, what type of script should I make?
I guess I need a check on the health-property the whole time.

>> No.3678004

You don't need to credit me just for crushing youe WADs, only if you're redistributing DOOM-Crusher or using the code for some other project; in which case "Kroc Camen" is sufficient.

>> No.3678007

interesting stuff

>> No.3678091

Install Resurrection of Evil addon?

>> No.3678101

How is this going to help?

>> No.3678104

I'm loving this so much. The level designed explaining that the arenas started as a MP concept makes so much sense too, and is something a lot of people have pointed out.

Also Mick Gordon seems very talented. And cute. Very cute.
I think OPs are not putting it in the OP for some reason, maybe it's controversial? I don't know. We have the DoomRL thing already if the concern is being totally on topic.

>> No.3678105

Everyone dies faster. Walk/run speed lowered.
Basically turns it into Hotline Doom.

>> No.3678161

>Obvious bait
>0+ replies

>> No.3678185

Has anyone actually tried a hotline doom yet? I think it could work.

>> No.3678191

I think they have

>> No.3678192 [DELETED] 

I remember one interview where Romero said he fully supports ISIS.

>> No.3678198

Give it a try on the Starter Pack. Every bit of armor becomes precious--mostly makes a huge difference on gunshot wounds.
Anything that spits fire will basically body you 9 times out of 10, even with armor.
I recommend to use Vanilla Monsters or else it's just not fun/possible.

>> No.3678203 [DELETED] 

Friendly reminder that if a wad disables jump by default you can still force it back on in the settings in gameplay section so before you start whining ''I wanted to jump but this fucking wad doesn't let me!'' fucking look in the options and kill yourself.

>> No.3678214
File: 415 KB, 488x519, 9f5.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3678217 [DELETED] 

>run speed lowered
>compares it to Hotline Miami


>> No.3678289
File: 50 KB, 858x1024, 1481314706982.jpg [View same] [iqdb] [saucenao] [google] [report]

>Trent Reznor will never do the soundtrack for a gothic Quake revival

>> No.3678296

not that guy but i guess the mod also tries to search for entries for the RoE addon, try to install it, if it doesn't work, then there are many things that could be wrong, are you playing the original Doom 3 or the BFG Edition? remember that some mods are not compatible with the bfg ed and viceversa, is the mod up to date? if it is and doesn't work, try to use an older version, do you have doom 3 with the last patch? how many mods are you loading at the same time besides sikkmmod? is the mod in the base folder or on it's own folder? the more info you can give the better we can help you out.

>> No.3678307

Neat. Might be worth a playthrough but i have a feeling it would kick my ass on anything but the original IWADs

>> No.3678309

Is Romero still teaching?

>> No.3678323

Hope they could get him for a couple Quake Champions songs.

>> No.3678326
File: 23 KB, 240x260, 1481130392661.jpg [View same] [iqdb] [saucenao] [google] [report]

>class based hero shooter

>> No.3678330

Hey, take what you can get. It's a new Quake related thing in this point and time. It's basically just Quake 3 The Squeakuel anyway.

>> No.3678331

Arena FPS with classes, more like.

>> No.3678348

How come the mega link in the pastebin doesn't actually include quake, only the .pak files and music?

>> No.3678349


Because that's all you need to play with the source port of your choice.

>> No.3678354

when I launch quakespasm I get
W_LoadWadFile: couldn't load gfx.wad

>> No.3678358

Did you use the download from the pastebin with the date next to it? That works fine.

>> No.3678363

yeah, I just put the quakespasm files in the id1 folder but the game never starts.

>> No.3678370

Put them in the Quake folder, not id1. No wonder this doesn't work.

>> No.3678382

Didn't one of the Quakes have one unique ability a character or am I crazy? I hope they do that instead of unique weapons/stats

>> No.3678391


No, unless that was something they did in a console port or something. You might be thinking of a mod.

>> No.3678395

>unique ability a character
That's what they're doing.
>I hope they do that instead of unique weapons/stats
There's no unique weapon for each character, but the character stats are different.

>> No.3678402

is there a sourceport with fully working splitscreen for Doom? google results are dominated by Doom 4 regarding this feature with no mention of the classic DOS Doom.

>> No.3678410
File: 431 KB, 500x591, 1481578117704.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3678418
File: 283 KB, 500x419, xOkQ6yv.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3678428

Legacy, I think.
But it doesn't support a lot of mods.

>> No.3678435

Xbox version of Doom 3 has split screen
Same for the Live versions

I think ReMooD has it too

>> No.3678451

It's not an assfaggot. People overreact too much

>> No.3678470

I'm fine playing vanilla, just wanted to play Doom in a splitscreen environment since me and some pals were enjoying the heck out of Quake III Arena with Spearmint.

>> No.3678476

Is Mick Gordon gonna do the soundtrack for Quake Champs at all? Also interesting side note: Quake Champs isn't gonna run on the idTech engine. Rather, it's gonna run on a hybrid of both the id Tech engine and the Saber tech engine. Also, it was originally gonna be an expansion for Quake Live at some point.

Sauce: https://en.wikipedia.org/wiki/Quake_Champions

inb4 >wikipedia

>> No.3678487

The 360/PS3 ports had splitscreen, but a 30fps cap.

>> No.3678493

I feel that it is easily ignored with friends playing alongside you

>> No.3678495

It is. Shame they didn't add any deathmatch maps to those ports.

>> No.3678502

Yeah. And it won't have Vulkan either, and that sucks.
>inb4 >wikipedia
I know /mu/tants and /pol/tards hate wiki, but why the helll would this board do it

>> No.3678506

Pete and everyone fucking explained already that it wont be memewatch, i will have day 1 old TDM and DM classes is just a optional play mode

i was there, the demo was fucking sick.

>> No.3678515


please stop

>> No.3678519

Eh, I guess I anticipated a wave of people going "lol u use wikipedia 4 ur info u retard xddddd"

>> No.3678521

No, classless is the optional play mode. And no, it's not the same thing.

>> No.3678529
File: 51 KB, 600x450, 1461832482406.jpg [View same] [iqdb] [saucenao] [google] [report]

>I think OPs are not putting it in the OP for some reason, maybe it's controversial?

No, just fucking backlink it all to the news post so that I don't forget to add it. Unless some bonehead beats me to the punch it'll definitely be added in the next.

>> No.3678535


Go back to /v/ overwatch sucks

>> No.3678563

Someone 'oughta make a mod that replaces Romero's head with >>3676462, just for shits and giggles.

>> No.3678597

Just beat Quake for the first time. Really liked it. I tried it previously, and wasn't too impressed by it. I still stand that the intro levels and the human enemies are the weakest elements of the game. Once I got to the medieval levels and enemies, I loved it.

The ending was... what I collect the fourth rune and that's it? I thought there'd be some boss fight.

I'm playing Scourge of Amagon now. Should I go normal, hard or Nightmare?

Also what's the plot of Scourge? Is it a new story or a sequel?

>> No.3678606

go back to the main hall, there is a final boss.

>> No.3678613


Where is this entrance? Beause nothing has opened up.

>> No.3678624


That's weird. Because I'm there and no pit has opened up. Did I glitch my game out or something? I saved right after I got sent to Introduction and quit. Did that do something?

>> No.3678627

find the cheatcode because you may have lost some of the runes bc of a glitch.

>> No.3678629

Hey guys, looking for some comfy wads to play while its cold and shitty outside and I sit next to my amish space heater fireplace thing. I have the adventures of square, shadow of the wool and best of all chex. Wads, mods or anything is welcome really. Just comfy stuff in general I guess... any suggestions?

>> No.3678631

ReMooD does.
So does Doom Legacy.
ReMood doesn't play music I think? something about it was odd I remember...

>> No.3678668

Do you need to do something special to get Zandronum servers to actually pay attention to your sv_password value?

It seems to ignore it if I set it through command line with +sv_password "pass" and if I set it in the server's config file.

It just ends up only letting me connect literally with "password" as the password.

>> No.3678670


That's dumb. That hasn't been fixed yet?

Tried the level, it's really just annoying as hell. Bunch of Shamblers and those spider guys in one narrow hallway? Yawn. Pretty disapointing.

>> No.3678683

>get BD64 to see what its all about
>there's an intro scenario
>its just 10 doomguys in a city shooting at a bunch of enemies from imps to mancubus to a cyberdemon until you reach an exit
>first level is generic zombies, imps and pinkies

Aside from the immediate tonal shift. Didn't the story of Brutal Doom 64 state that Doomguy is basically thrown into an already overrun space station orbiting Jupiter all on his own?

>> No.3678687

The story of 64 is basically Doomguy goes back to an evacuated base on his own to kill leftover demons that are still there. Then at the end, he decides to stay in Hell forever more to constantly kill demons, which leads into Doom 4.

Doom 64 EX is a better, purer way to play to play Doom 64 anyway.

>> No.3678705

>play project brutality to see why everyone hates it
>I really fucking enjoy it
oh no
im a pleb

>> No.3678716

the brutal doom memery is based on mark being a meme

the game itself is funzies

>> No.3678737

Does doom have an arcane dimensions like mod?

>> No.3678738

What other games stylizes II as ][ besides Doom and Unreal Tournament?

>> No.3678750

>][ in any sort of official, or even popular, setting

What are you smoking? Even giving you the benefit of the doubt in assuming you mean Unreal II and not Unreal Tournament II which doesn't exist.

>> No.3678756
File: 68 KB, 970x545, cock of dully.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3678762
File: 577 KB, 1437x1005, Untitled2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3678763
File: 22 KB, 420x183, id.jpg [View same] [iqdb] [saucenao] [google] [report]

Unreal Tournament uses ][ in the map names, not the game title obviously

id reminds you that back then Doom II used square brackets when being stylized

>> No.3678767

What were those doom wads that were for beginning mappers? there are like 3 iterations and the last one was for weapon makers i think? Does anyone know where I can find them?

>> No.3678769

>Unreal Tournament uses ][
My bad I honestly thought he meant specifically in the title, which I don't think I ever saw for anything with Unreal.

>id reminds you that back then Doom II used square brackets when being stylized
I remember seeing this at E3 and thinking it was bizarre there too. I don't recall ][ being used regularly, or in any official capacity ever.

I never noticed Doom4^H before on this set. Well done id.

>> No.3678770

Project Brutality feels like Soldier of Fortune with more guns.

I wish you could disable some guns though

>> No.3678773

Lethality akin to HM, you fucking nigger. Still faster than modern dude shooting.

>> No.3678774

new challenge beat doom using extreme weapons pack are you hardore neuff?

>> No.3678780

>Anything by TNT
Pick one.

>> No.3678781

Beat nuts wad with extreme weapons pack.
are you harderthansteelharderthanbrickcore enuff?

>> No.3678784

beat 100,000 revenants without crashing once
are you the chosen one?

>> No.3678790

I am the motherfucking chosen one i have beaten Map 27 of SF2012 with Project MSX on a computer that has
-Integrated graphics intel CPU that supports OpenGL up until 1.4 (which means GZdoom hates me)
-Only 2 Mediocre GB of RAM
-At a framerate of 15 FPS with monsters IDLING
I doubt i can top that, and 100,000 revenant gives you a lot of invulnspheres so i just need to throw a grenade (Assuming they still go thru teles) and hope i cause enough infighting, the revs will pop out the invulnspheres and archangels pop out of them and start doing my dirty job for 3 hours then just walk and do my deeds with a bunch of friendly revenants swarming me).

Also how do you crash with 100,000 revenants, isn't that also a wad that you can play on boom? And boom is a sourceport that can even let you play okuu.wad (a very huge map that has 30000 monsters) at 100 FPS?
I doubt its anything special, unless its not boom compatible

>> No.3678792


>> No.3678795

>and no, it's not the same thing.
they're refining the game to be flexible enough to accommodate both play styles, god help us.

characters stats remain unchanged.

>> No.3678801

>characters stats remain unchanged.
I'm fairly sure they mentioned some characters being faster than others, having more hp, and I think Anarchy is the one that gets air control.

>> No.3678817

as their special abilities perhaps

it wouldn't make much sense for vital game mechanics, particularly mobility of all things to function within a specific threshold in one part of the game and not as they should in the other

>> No.3678819

>as their special abilities perhaps
Characters have 1 passive and 1 active. Anarki's passive is air control, his active is a healing thing, that they mention he needs because of his low health, 125 iirc.

>> No.3678878

oh, were you at QC this year?

>> No.3678881

No but there were video leaks, interviews, forum posts from people who did go, etc

>> No.3678887

Source? Found a post on leddit but the vids have been taken down by ZeniMax.

>> No.3678895

I saw some commented footage on some gameplay on the Aztec-styled map that appeared in the trailer long ago on youtube and I liked what I saw a good chunk. it was about 3 minutes long.

too bad it's gone now.

>> No.3678897
File: 1.90 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Changing Mag!

>> No.3678901

I have them saved, but they're on mp4 and a couple have sound. I'll upload them in a while.

>> No.3678902

Pain Elemental cuz he will spot me at the gym

>> No.3678904

>not BAMBI

>> No.3678908

What the hell did they actually say/what the hell does it mean in English?

>> No.3679017

i'm pretty sure i beat the first episode using that mod once
i legit love the shotty

>> No.3679018

I believe Eternity is working on this.

Here's an article that goes into how the character stuff works, and some of the changes from the traditional Q3A formula: http://www.pcgamer.com/quake-champions-aims-to-bring-characters-to-ids-arena-shooter-will-it-succeed/

To loosely sum it up:
- The stuff that makes Q3A Quake - weapon pickups, timed powerup spawns, etc. - are still there
- Every character has one active power and different speed/air control/max health
- Ranger has a portable teleporter thing, ala the UT translocator
- Sorlag has a acid spit that I guess is kinda like the molotov in CSGO, for denying access to entrances and powerup spawns
- Galena (whoever that is) drops totems that heal herself and teammates
- Anarki can self-heal, boosting his crappy max health up slightly each time
- Visor can see enemies through walls for a second or so at a time
- Having the Quad gives your teammates a lesser damage buff, sharing the love and making working together to secure the Quad spawn important
- Game modes shown were TDM (self-explanatory) and Sacrifice (capture obelisks to multiply the amount of frags you get from each kill)

>> No.3679021


No Crash, no buys

>> No.3679031

This doesn't sound terribly bad on paper. I wonder how it would do in practice.

>> No.3679056


>> No.3679070

Does anyone have those gag spoiler gifs with the revenants and the chaingunner?

>> No.3679071
File: 21 KB, 100x100, non suspicious.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3679072
File: 144 KB, 100x100, when you cross the wrong line.gif [View same] [iqdb] [saucenao] [google] [report]


got you covered friend

>> No.3679073
File: 44 KB, 542x675, INTENSE CHOMPING.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks man

>> No.3679089

Original, and RoE is installed, it is in the game floder. Original, of course, since Sikkmod. Nevermind, i just decided that i don't need it anyway and ran with original+duct tape+texture packs.

>> No.3679142
File: 45 KB, 100x100, surprise.gif [View same] [iqdb] [saucenao] [google] [report]

Do you guys want any more of these

>> No.3679174
File: 920 KB, 3840x2160, Quake-Champions-GamesCom-Images-9.jpg [View same] [iqdb] [saucenao] [google] [report]

I just realised Quake Champion's character designs are more Unreal Tournament than Unreal Tournament's are. Fuck.

>> No.3679180

It looks like the cartoony UT2004 style rather than the gritty and grungy UT99 style

>> No.3679210 [DELETED] 

Doom 4 shits all over originals.

>> No.3679213


yes please

>> No.3679215
File: 170 KB, 500x413, 1470502112612.png [View same] [iqdb] [saucenao] [google] [report]

>That Sorlag

I now need more images.

>> No.3679217


>> No.3679226 [DELETED] 


lmao the game is piss easy even on UV shows how casual and shit doombabs are

>> No.3679230 [DELETED] 

Quake 2 shits all over other ID games.

>> No.3679236


>> No.3679243 [DELETED] 

Why is Doom even sold without Brutal Doom? Vanilla is obsolete.

>> No.3679249

Even Doom 4?

>> No.3679257 [DELETED] 

Doom 4 is not an ID game and it shows because unlike ID games it's enjoyable.

>> No.3679259 [DELETED] 
File: 94 KB, 640x480, LGZj2KY.png [View same] [iqdb] [saucenao] [google] [report]

Ugliest texture in history of gaming.

>> No.3679260

>Not praising FIREBLU and it's magnificence

>> No.3679262

Fuck off to /v/ ladyboi.

>> No.3679263

How do people even play using prboom+ that gamma or whatever it is that saturates everythign makes me wanna puke

>> No.3679270 [DELETED] 

How do people even play without Brutal Doom? You can't even aim upwards and the guns are shit they make me wanna puke.

>> No.3679272 [DELETED] 
File: 136 KB, 1920x1080, Trailblazer.jpg [View same] [iqdb] [saucenao] [google] [report]

This is a good gun mod

>> No.3679273

It's one of Pillowblaster's best IMO.

>> No.3679274 [DELETED] 
File: 83 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google] [report]

And this is fucking garbage and don't think no one will notice you ripped that reloading animation idea from Eternal Damnation just because it was a mod for a semi obscure game.

>> No.3679275

mods are suspiciously slow today

>> No.3679276

> bandicam
nice shill. now fuck off.

>> No.3679281 [DELETED] 

Combined Arms is so fucking shit lmao only Hideus Destructor is worse.

>> No.3679284 [DELETED] 

E1 is the worst episode and E3 fucks it.

>> No.3679287 [DELETED] 

That's because they are tired of okaying your endless bans. Also: people got JOBS. Like, actual jobs they are busy doing. You know, for money? Mindblowing, I know.

Here's a free tip: if something constantly happens and is not opposed by the majority of users, MAYBE it's a part of local culture and you shouldn't force it out.

>> No.3679289


>> No.3679290
File: 1.34 MB, 1920x1080, Screenshot_Doom_20161215_082426.png [View same] [iqdb] [saucenao] [google] [report]

Is the bridge not supposed to go up all the way here? It's map 7 on Chainworm Kommando.

>> No.3679293 [DELETED] 

>be doombab
>play a shit game

>> No.3679295 [DELETED] 

Man, you never fail to entertain by letting everybody know just how butthurt you are with an actual youtube video.
Some people post pics, but you actually post A LINK TO A YOUTUBE VIDEO actually thinking anybody's gonna ignore your butthurt. Come on now.

>> No.3679298 [DELETED] 

> you are nothing but an animal
Somebody post a fedora for the edgelord over here. Also shitposting addict pic.

>> No.3679303



>> No.3679305
File: 68 KB, 332x333, PepeOneMillionYears.jpg [View same] [iqdb] [saucenao] [google] [report]

somebody has a duke nukem 3d apk that works?

>> No.3679309


>> No.3679316
File: 28 KB, 386x257, 142297-dukenukem_original.jpg [View same] [iqdb] [saucenao] [google] [report]

any hope of a good mobile duke port was squashed forever with the death of HTTKC. seriously, you don't wanna play the previous official mobile port, esse

>> No.3679317 [DELETED] 

Is Romero a spic? I can't point out which race is he. I wanna know who should I hate for creating such a shit game.

>> No.3679320

What with all the shitposters?

>> No.3679324 [DELETED] 

What's with all the shit megawads?

>first 20 maps are decent
>then turn it into a tedious slaughter wad
>win a Caco because the more Revenants in the room the better the gameplay according to doomtards

>> No.3679327

The same German fucktard who's been consistently fucking shit up for the Doom threads for literally 3 years and going.

>> No.3679328

Can't the mod get rid of his nazi autism?

>> No.3679329 [DELETED] 

I'm not German you fucking retard and I'm on 4chan since 2015.

>> No.3679331

Unless it means rangeblocking an entire country because of some weasel with a dynamic IP, then no.

>> No.3679335 [DELETED] 

It's just janny being butthurt mods don't allow his every ban request immediately. Note the absence of capital letters - that's how you know it's most probably him. And yeah, >>3679327

>> No.3679336

You can block a range of IPs without having to block an entire country. Just try getting banned, and then restart your router. When you'll try posting again, you'll get banned again for ban evading. It's possible to ban a ban evading shit for good.

>> No.3679338 [DELETED] 

Duke Nukem 3D is better.

>> No.3679339

You can stop now.

>> No.3679341
File: 16 KB, 320x200, vol035.png [View same] [iqdb] [saucenao] [google] [report]

Y'know what? I don't necessarily agree with this opinion, but I can respect it.

What're some of your favourite mods, anon? I'm looking to fill out my library a bit.

>> No.3679357 [DELETED] 

Doom 2016 > Doom 3 > Call of Duty > shit > Doom 2 > Ultimate Doom

>> No.3679360 [DELETED] 

This. Nostalgiafags need not apply.

>> No.3679374

Honestly we shouldn't delete these. They get posted in every thread 30 times anyways and are a great autism litmus test. They are harmless.

>> No.3679376

Doom with mods is superior to Doom 3

>> No.3679381 [DELETED] 

Worse graphics = worse game

>> No.3679402

I don't agree with your opinion, but I will concede that it's one of the very best first person shooters of it's decade.

>> No.3679428

All this muddy texture filtering makes me sick. You do realize that the reason for the inclusion of linear filtering in D64 was to obscure the lower texture resolution? You understand that the graphics of Doom were designed with nearest neighbor filtering in mind?

>> No.3679435

is dn3d world tour on Eduke yet? I'm paticularly interested in the dev commentary
speaking of which, i wish more games would do that, always a good excuse to replay it

>> No.3679442

>Doomguy empties his shotgun of shells and attempts to handfeed the wild imp

>> No.3679457 [DELETED] 

Brutal Doom is Doom done right.

>> No.3679463

Here's your (You)

>> No.3679485
File: 41 KB, 291x398, cuckodemon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3679490

Hrs some sort of Native American

>> No.3679495
File: 291 KB, 884x928, .png [View same] [iqdb] [saucenao] [google] [report]

The sort that's not actually native.

>> No.3679497

Imported native American then.

>> No.3679519


hopefully it's not gonna go full Diablo 3 in terms of being so out-of-sync in terms of art direction

>> No.3679526

pretty much this

>> No.3679590
File: 25 KB, 386x338, dickeyes.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3679608

For you

>> No.3679613

It doesn't sound bad at all past some things, but we'll have to see.

>> No.3679625
File: 38 KB, 500x333, tumblr_inline_nn0fidFr3B1svcr8i_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>when you see shitposts being deleted and revise through them one last time to get that one last big laff
>see them all gone at the press of a single button and all that remains are posts with deleted quote numbers

>> No.3679626 [SPOILER] 
File: 3 KB, 100x100, 1481823135009.png [View same] [iqdb] [saucenao] [google] [report]

Make one that has the spoiler image as usual, and have a demon teleport in over the spoiler to attack.
>Teleporter Traps.gif

>> No.3679670

I how do I git gud with detailing levels? All my levels always end up with decent layouts, but always look boring.

>> No.3679682

you have to use your imagination

>> No.3679687

Take screenshots, draw concepts on top of them, then add details based on drawings.

>> No.3679721

Doom running on a single key of a keyboard with displays on every key:


>> No.3679735

Is the game running on a single key of a keyboard, or is it running on a PC and being displayed on a single key of a keyboard? If it's the former it's impressive, if it's the latter it's meh.

>> No.3679739
File: 457 KB, 630x835, --ayanami-rei-neon-genesis-evangelion-drawn-by-hbdesign--7b8335c2849df11d0adddfc7024ab167.jpg [View same] [iqdb] [saucenao] [google] [report]


Hello Rei, its been a while since we last met in Quake 3 arena

>> No.3679740

Pretty sure it's the latter. I still think it's cute

>> No.3679746

That anime girl has a nice butt.

>> No.3679810

lol you have no idea what you are talking about

>> No.3679862

Nah man they totally ban that local IP that your router's DHCP assigns your PC when you power it up. It's not like there has to be a globally unique address for a router so it could actually recieve the data it requests over the net.

>> No.3679968
File: 69 KB, 611x548, 1461473783900.jpg [View same] [iqdb] [saucenao] [google] [report]

>that sorlag
I blame you, /tg/.

also fuck I can't begin to express how much I want the next doom to be PC only now.

but we all know that that will simply just not happen.

>> No.3679979

Hypothetically, how long would it take to make a doom mod that replaces most to all enemy and weapon sprites, and maybe 3-4 levels?

>> No.3679983

>I blame you, /tg/.
The hell are you blaming us for?

>> No.3679984

It's worth a go on the IWADs for sure. Freedoom P1 is really gud so far with it. Just absolutely use Vanilla Monsters or else there is no chance and no fub
>play "Modern"
>minimal HUD
>drop assault rifle
>pistol is now your GOAT
You can survive maybe a shotgun blast close range with 100+ armor. Imps almost always one shot you. Pinky's gobble you up super fast. >chaingunners
>blasting demons with any weapon feels fucking GREAT
>rolling and shooting the pistol is tacticool as fuck
>slowed down run speed is still fast enough to evade most gunshots
>mighty boot and heavy punches are lethal (mostly) even without Berserker
I think 10Sectors will be good with this as well.

>> No.3679985

Can you make 3d models and render animation sprites from said models, or are you planning on manually drawing pixel art for every frame of animation? From all 8 angles?

I'm not a doom modder, this is just common game artist stuff I'm spewing

>> No.3679987

Honestly I have no clue what I'm doing, just wanted to start doing doom mod ding as a hobby.

>> No.3679991

If you have the sprites done, that's about ten minutes of work to replace graphics.

>> No.3679996

Not gonna happen, yeah.
I think Doom 4 was a good fps on console though without the usual trappings.
Scalefaggotry I assume

>> No.3679998

>how long would it take to make a doom mod that replaces most to all enemy and weapon sprites
If the sprites are already done, maybe a couple days.
If the sprites aren't done and you want to draw them yourself? Well, you're looking at a gooooooood long time.

>and maybe 3-4 levels?
Depends on your level of detail and experience, but let's hazard an estimate of half a month per level, so four levels would be two months.

>> No.3680008

How to make a shitty FPS :
Step 1 : don't give any hitscan weapon to the play.
Step 2 : give hitscan weapons to the enemies.
Step 3 : have melee enemies sticking to the player like leeches.
Step 4 : make it so that each time the player get hurt, his aim is thrown off or his screen is blurred.

Congratulations, you now have a shitty FPS!

>> No.3680028
File: 150 KB, 640x480, Screenshot_Doom_20161216_005653.png [View same] [iqdb] [saucenao] [google] [report]

This wad has some interesting attention to details.

>> No.3680032

>Arcane Dimensions 1.5 Patch due this weekend

I guess it's just the new map for 1.5

>> No.3680038

>don't give any hitscan weapon to the player
has there ever actually been an FPS that did this?

>> No.3680046


>> No.3680063


im still waiting for a hand/arm/weapon replacement for D4D, now that the Doomguy's model is out


Sorg is great!

>> No.3680076

Finished it. What can I say about Chainworm Commando: this wad is good to play if you want to play through some fairly short and decent looking maps.
All fights are pretty easy and there's pretty much always enough ammo and health to go on. Though boss monster encounters are poorly executed: there're always a very cheesy ways to beat them without them being able to properly fight back.
Maps are fairly detailed yet sometimes they may feel a bit cramped.
Last map has 3 fucking secret BFGs, what the hell

>> No.3680078

Good long time being 6 months ish?

>> No.3680079

S.T.A.L.K.E.R. but it has realistic ballistics, and projectiles traveling at 800m/s might as well just be hitscan. Also System Shock 2 doesn't have hitscan weapons because the Dark Engine is so deeply crafted into being a simulation-focused engine that it's basically impossible to exert force on things without using a physical projectile with velocity and mass. Well, not impossible, but Irrational thought that it would be easier to just make bullets physical than to program an entirely new system of pointing at and damaging things.

Sniper Elite also has full ballistics but it isn't FPS.

>> No.3680082

>Sniper Elite also has full ballistics but it isn't FPS.

>> No.3680089


this is why i was finding her too "familiar" back when i played with her at Quakecon...

Nice one Id

>> No.3680102
File: 258 KB, 480x640, 1374447350586.jpg [View same] [iqdb] [saucenao] [google] [report]


Well, let's take a look at it like this.
The average enemy has four walking sprites, one pain sprite, three melee/missile sprites, about six-eight death sprites (let's do an average of seven), and sometimes there's xdeath and different melee sprites but let's skip this.
15 sprites with five angles each, that's 75 individual sprites. With 18 different monsters in Doom, that's about 1,350 total sprites. Very roughly speaking, of course.

Let's say you can do one beautifully hand-drawn sprite, shading and everything, in a day. You will take over three and a half years to finish the monsters alone.
And this is why there are so few monster sprites in the community, even for TCs.

I'm desperately trying to avoid thinking about this for my own TC/game, so fuck you for making me do the math.

>> No.3680109

jfc that is depressing to think about

>> No.3680110

S.T.A.L.K.E.R. also kind of does a couple of the other stuff he mentioned. And it's still fugging great so

>> No.3680112

sweet, how would i go about using vanilla monsters, though?
also "drop assault rifle"?

>> No.3680116

What about that 3D model technique ex pained earlier? Or should I just stick with making maps at that point

>> No.3680117

He might think of it more as a third person shooter. I don't, but I certainly wouldn't consider Sniper Elite a "normal" FPS.

>> No.3680119
File: 255 KB, 1920x1040, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I took Quake 2 player models, 3D posing programs and existing sprite sheets, use them to screenshot animations many times to put together skins. You could use SLADE to open up existing mods and try replacing graphics and seeing how things turn out when you load them in game.

There's a lot of stuff you have to learn, like offsets, palette issues, proper file formatting if you can't tell your .jpg from your .pngs.

>> No.3680121


The sad fact is that the sprite-based first-person shooter, if you don't want to Wolfenstein it out with one rotation, is the most inefficient medium to do spritework for.

Even sprite-based fighting games are more efficient; even though they tend to require just as many frames, almost all of those frames end up being regularly seen and used.
With sprite-based shooters, most of the work is spent on angles rather than actions.


If you can do a good 3D model and then draw over the models, the workload is reduced significantly, but it's still no small order to sneeze at.
I can't easily estimate how long it'd take, because I know nothing about modelling, but a modelbro (Revae) regularly does that with his stuff. He's been working on a TC with that method (REKKR), but it's been in dev for quite some time and it's still not finished.

>> No.3680135

Thanks for the info, I'll look into this while not in transit.

>> No.3680138
File: 143 KB, 1920x1040, 23.png [View same] [iqdb] [saucenao] [google] [report]

3D model to 2D sprites can take a bit off your workload since you don't have to make every sprite from scratch, but it's still going to take a lot of time to process and refine each frame.

Like for a first project I'd just pull one or two sprites, throw it all into a player skin file with no rotations done at all and throw it into the skins folder just to see if it appears. From there you can worry about shit like adding sounds, graphics that look better, palette mapping so you can change player color properly, etc.

>> No.3680146
File: 1.11 MB, 1920x1080, Screenshot_Hexen_20161215_225007.png [View same] [iqdb] [saucenao] [google] [report]

Changed my spell-circle to look a little cleaner and added some visual fluff.

>> No.3680151

maybe looks a bit too clean? I mean, given the fact that the textures around it are like a quarter of the size of that spell circle.

Though I haven't really looked into the mod yet... if it's a step towards cool spells and stuff I'd focus on making the cool spells first.

>> No.3680202

Is this why a lot of mod-added monsters are just modifications of the original sprites?

>> No.3680209

I can see what you mean about being too clean. I do plan to add more detail to it at a later point but I wanted something I could use as a starting point

The main focus is on the spells at the moment. Ive got some basic ones down like a fireball and a healing spell. But I've got some neat ideas for some higher tier spells

>> No.3680218

quite likely

>> No.3680221


>> No.3680267


You don't necessarily have to drawn on top of 3d rendered sprites, except to maybe manually fix odd outlier pixels caused by aliasing, or to manually accentuate details lost because of low resolution. Though it would be wise to accentuate those details in the 3d model itself in a way that ensures their proper representation in the sprite. You could make a render camera rig that automatically produces all of the angles and animation frames. With transparency included. Then you can automate a Photoshop macro that combines them into a sprite sheet, and perhaps even limits the color pallette to something you were looking for.

>> No.3680271

Something like changing a monster's color is extremely easy because old graphics formats such as gif are color indexed. All you need to do is open a full sprite sheet in Photoshop and replace for example the different shades of brown in an Imp to shades of purple. Changing the eyes might be difficult however since they're the same color as the blood, so changing those color index values would probably recolor the blood too.

>> No.3680273
File: 82 KB, 600x391, model_mancubus-M.jpg [View same] [iqdb] [saucenao] [google] [report]

>or to manually accentuate details lost because of low resolution.
Like the nipples on the mancubus.

>> No.3680292

does any anon have the pic like this but it's chaingunners in a charlie brown cartoon

>> No.3680293

Looking for a specific community mapset that features a lot of Zdoom-centric mapping features, and the first level starts off with a lot of fog- maybe phlegmoids that are peaceful? Then you have to breach one of them in a park or something. Constant text on the screen describes some sort of silly story, but the details are quite hazy. Does any of this sound familiar to any of you?

>> No.3680312
File: 86 KB, 500x393, Dime A Dozen.png [View same] [iqdb] [saucenao] [google] [report]

This one?

>> No.3680326
File: 256 KB, 658x604, 1464998830802.gif [View same] [iqdb] [saucenao] [google] [report]

ty anon

have a daily dose in return

>> No.3680331

Anyone remember the name of that wad that remade episode 1's geometry with Inferno textures and enemies? The idea being like "what if KDitD levels were placed in Inferno?" I think they wanted to remake the other episodes as well.

>> No.3680343


>> No.3680353

Huh, I didn't remember that name at all, I thought it was something totally different. But that's it, thanks! Looks like it's got all the levels done, too, neat.

>> No.3680379

I'll give it a try later

>> No.3680384

Okuplok's Untitled 2.

>> No.3680386

Are there any mapsets where the levels start in Hell first and then make their way to Techbase towards the end, instead of the other way around?

>> No.3680392

Something Massmouth related maybe?

>> No.3680402
File: 31 KB, 533x705, rip.png [View same] [iqdb] [saucenao] [google] [report]

It's that time again, lads. Rev up those mirrors so we don't have another drdteam incident on our hands.

>> No.3680403


No but holy shit that was cool; I'm definitely going to play through all of those. The wad I'm thinking of is sort of similar where it mixes text into a story, but i remember a lot of fog in the first area and there's a conversation going on between a consul of green goops. When you fire at one of them they teleport you into a park with a big fenced in circle in the middle. Honestly, that's all I can remember. If no one thinks of it no worries. I'll probably just go insane at the memory-itch.

>> No.3680408

>we are gonna talk about the level and combat design
>uhh glory kills uhh move forward
>can't let the monsters just run around doing whatever they want
why bother
at least mick gets it

>> No.3680423


those fucking jews

>> No.3680425
File: 111 KB, 266x500, pour-one-out.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3680452

I bought the doom classic pack on steam. Am I a cuck?

>> No.3680454

Yes, you're an idiot.

>> No.3680458


No but you are an idiot.

>> No.3680475

>no blood
>no hexen
>no wolfenstein
>no rise of the triad

what a waste of a general

>> No.3680481
File: 15 KB, 625x626, Dis Is Bait.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3680496


Nobody makes shit for Heretic, Hexen and Strife. There's some guy making a spellcasting mod for Hexen, somebody making a Dark Souls-ish thing for Hexen, and... that's it.

>> No.3680510


Videos from Mikk-'s Hexen Souls development


>> No.3680520



>> No.3680521

Then post about it?

>> No.3680535



>> No.3680537



>> No.3680543



>> No.3680548



>> No.3680556

uhhhh whatttt a new chex quest episode after all these years? Fuck yes.

Galactic Conflict lezz goooo

>> No.3680560


Did I miss something, or are you just late by 8 years?

>> No.3680565


Are you thinking episode 3? Because this is episode 4 friend. Unless I'm mistaken, this was actually just released in August 2016.


>> No.3680576


Oh, right. That.

I had forgotten about that, so I was wondering if Charles Jacobi released a Chex Quest 4 under my nose.

>> No.3680584

Well, I played part of the first level and it was really fucking tedious.

>> No.3680598


What kept you from putting these in one post?

>> No.3680606


I fucking wish. I just suck up anything chex or chex-related like a vacuum. Only problem is I haven't had a computer for the past couple months so I'm doing crazy backlogging right now trying to catch up.

It might be shit, but I'm most likely going to grin and bear it because who the fuck else is going to make chex levels...

>> No.3680683
File: 787 KB, 640x360, 1428028747643.gif [View same] [iqdb] [saucenao] [google] [report]

Today I learned that slade doesn't save txt files with ctrl+s at all, if they're opened in tab separate from the wad they're in.

>> No.3680692

the better question is what kept him from posting them as individual webms like civilized people

>> No.3680696

has there ever existed a version of DUMP for like crazy zdoom antics and shit?

>> No.3680735

I thought DUMP was crazy zdoom antics.

>> No.3680738 [DELETED] 


>you need to make webms of shit because I'm ochochan levels of butthurt about people using YT


>> No.3680742


Isn't that...exactly what DUMP is?

>> No.3680748


Incase anyone read this and was wondering, I finally fucking remembered I was thinking of WOO3. So basically the same thing as DUMP but worse.

>> No.3680765


>> No.3680803

That's exactly what it is, anon.

>> No.3680818


Honestly, I always thought DUMP was for beginners making vanilla eque maps. I get that I am as wrong as wrong can be. Thanks though.

>> No.3680832

DUMP 4 when?

>> No.3680836

Gotta reboot it, it's just DUMP.

>> No.3680837

I am now requesting someone shop the NuDoom cover so it says "DUMP" instead, and the head of NuDoomguy is replaced with Term's.

>> No.3680841

A good deal of DUMP3 contributors have made stuff in the past, it was for literally anybody wanting to just fucking make something be it for experimentation or getting their foot in the door.

>Not DUMP-in-24

>> No.3680845

QUMP will never be a thing.

>> No.3680846

I will never understand people who say TNT is bad. I very much enjoyed TNT for the most part. The amount of maps I didn't like can be counted on one hand, honestly.

Where as Doom 2 became largely hit and miss after the first 11 levels.

>> No.3680849

I remember some old 90's pwads often stylised it as Doom ][ in txt files.

>> No.3680853

lurk moar fagtron

>> No.3680856

DUMP doesn't even work in Vanilla, so dunno how you thought that.

>> No.3680858

Enemies arent doing enough damage.

>> No.3680885


no, you are an intelligent person that can show to his friends he plays doom

>> No.3680886
File: 33 KB, 160x138, DukeDeath.gif [View same] [iqdb] [saucenao] [google] [report]

The biggest thing is death animations. If you want things to go splat reasonably well you needa paint it.

>still not finished
Yeah, but most of the sprites have been done for a while. (except one monster I just did last week, and 2 death animations that are WIP) It's mostly maps and other graphics (textures, menu, etc) now...

I did the first monster 11 months ago (with no intentions of starting a TC), and probably started REKKR a month later... So I guess it's been about 10 months, minus that. I've also been doing dehacked stuff some 300 textures and mapping intermittently. Plus there was a 4 month period where I wasn't getting a lot done because my job at the time was hellish.

Point is, if you haul ass you could probably get a lot done in short order. Though you might get burnt out.

>> No.3680896


>> No.3680905

>not DUMP cake
>not Four Letters To Spell DUMP
>not DUMPshit
>not DIMP

>> No.3680925
File: 25 KB, 91x93, WORRY.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3680926

So BF1 has a secret reload for the double barrel based off of the ssg.


>> No.3680928

Yeah, we know. It's pretty fun.

>> No.3680950
File: 314 KB, 1600x900, Screenshot_Doom_20161216_024220.png [View same] [iqdb] [saucenao] [google] [report]


Funny you should mention that today.
Here's a WIP write-up I was gonna do for the next DUMP--well, not really DUMP anymore.


>> No.3680957
File: 322 KB, 398x406, 1479460089117.png [View same] [iqdb] [saucenao] [google] [report]

>Shut Up & Get On It (SUGOI)

>> No.3680959
File: 145 KB, 962x382, dadw.png [View same] [iqdb] [saucenao] [google] [report]



Lets make it a thing. I'm slowly chipping away at a map.

Lets just make a deadline or something and a google document

Here's a google document.

I dont know how long its going to take me to finish this map. My first map ever and I'm not putting much work into it.

Shall we say April fools or something for a deadline?

>> No.3680962


somebody should make a new thread

>> No.3680963
File: 38 KB, 494x456, 1477295087567.jpg [View same] [iqdb] [saucenao] [google] [report]

I like it.

>> No.3680965
File: 22 KB, 1280x800, xdYt07u.png [View same] [iqdb] [saucenao] [google] [report]

>Shut Up & Get On It
Clever, but already taken by the Sonic fan community.

>> No.3680967


Well, god dammit.

>> No.3680971


ok, I'll do it, what should I put in the first post?

>> No.3680981

why do we need a new thread again? did DUMP have a specific thread? This is bound to be slow burning with only a handful of people, its not like we'll be autosaging these threads with our endless posting. My guess is people arguing about whether we should make a new thread or not will be more voluminous than actual QUMP content.
so far: 1 QUMP post, 3 "make a new thread" posts

>> No.3680997

>did DUMP have a specific thread?

On Doom forums, yes.
On 4chan, no.

>> No.3681008

We can keep it in here and appropriately update in the news post or something.

>> No.3681034

>Shut Up and Get On It was a community project meant to encourage people to make a level. Any kind of level, without worry of quality or how your level would measure up against others! With 30 total maps, this far exceeded my expectations for entries.
Wonder if it was inspired by DUMP, was released just this September.

>> No.3681040

What if the level has a berserk pack?

>> No.3681042


It's Term doing his thing again. It's a successor to DUMP

>> No.3681046

>Big thanks to TerminusEst13 for giving the OK for me to just completely rip off his DUMP community project.
I guess he forgot.

>> No.3681049

berserk packs aren't carried from level to level, so i doubt that'd affect its placement

>> No.3681052

>"berserk packs aren't carried"
>he doesn't know

>> No.3681056

What about the monsters in said level, though?

>> No.3681070


I would assume the mapper would accommodate for the Berserk pack he put in his own level.

>> No.3681090
File: 2.98 MB, 1360x768, gzdoom 2016-12-16 12-04-53-27.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3681092

As the kids say, lit af senpai.

>> No.3681125

>those grenade launcher/double shotgun enforcers in AD
>shoot them with a grenade
>it just bounces off of them

That's fucking hilarious. I don't remember them being invulnerable to grenades in the original AD release so it must be a new thing for 1.5. Also, an enemy with the combo of GL+shotgun is a great concept, he uses the GL most of the time but switches to his shotgun when you're close to him or when you're above him.

>> No.3681212
File: 221 KB, 1200x675, Cyl_mxpWgAAbs04.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3681238


>> No.3681256
File: 196 KB, 557x605, When you rip and tear just right.png [View same] [iqdb] [saucenao] [google] [report]

SDK and goodies coming out later

For now, have your own megawads and co-op megawads in NuDOOM

>> No.3681265


now we know that NuDoom will also run on Nintendo Switch

Tiago is new carmack, but less stupid and with a better engine knowlege

>> No.3681268

Have they removed the console-imposed limits yet?

I just watched the 3 episodes of Resurrected, and I realized that the 12 enemy limit and the presence of numerous kill arenas where you can't proceed without killing everyone, both are caused by consoles. You can only have so many enemies in one situation. The kill arenas are meant to lock out enemies that the player has missed in previous areas. Speedrunners who want to play anti-Doom and not kill anything would have hordes of demons following them all through the level, which would tank performance on obsolete hardware ie. consoles.

So everyone can stop whining about nu-id making bad design choices like kill arenas. It was not a choice, it was a compromise. The only choice was for the industry and consumers to shift to consoles for their inferior FPS experience.

>> No.3681272


is not far from my rig, I have a i7 [email protected] GHz, 6 GB 1.6 GHz and a 5870 1 GB

>> No.3681273

Monster limit is the same, but can be worked around with clever scripting to despawn monsters you don't care about anymore. The other limits were raised, apparently dramatically, in a recent update.

>> No.3681295

Quake ran fine on the Nintendo 64

>> No.3681298

At 60fps even.

>> No.3681302

Halo had big outdoor levels with over a dozen enemies and allied NPCs engaged in combat at a time.

>> No.3681306

That's actually very much in line with Carmack's original philosophy, speed.

The reason Wolf3D was as simple as it was, was because they wanted speed, for the game to be fast.

There were other first person games at the time, with fully textured worlds, slopes and 3D objects, but they didn't run very fast on computers at the time.

>> No.3681312

I don't think even PCs were capable of running Quake at 60 FPS at the time

>> No.3681319

They were when Quake 64 came out (pretty sure that port is 30 FPS though) but not at Quake's launch, no.

>> No.3681320
File: 881 KB, 1030x832, quake2.png [View same] [iqdb] [saucenao] [google] [report]

I just checked, Quake 64 is indeed 30 fps, but Quake 2 is 60, it's amazing, I know.

>> No.3681332

Quake 2 runs uncapped so on real N64 hardware it'll be hovering around the 20-30 mark.

What's actually amazing about Quake 2 on N64 is that if you put the Expansion Pak in it runs in 24 bit color which is better than first three Voodoo cards could do.

>> No.3681356

>There's some guy making a spellcasting mod for Hexen, somebody making a Dark Souls-ish thing for Hexen,
theyre the same person.

>> No.3681362

Hexen souls guy here - I do post webms here but I have more control over length, quality and audio when I post to youtube, but when I post a webm is has to be mute and under 3MB so squeezing something of decent quality out of FFMPEG for 4chan aint easy.

>> No.3681370


you do not have the obligation to reply to autistics

>> No.3681406

god bless him

I love going fast

>> No.3681415
File: 2.87 MB, 750x422, FEAR combat.webm [View same] [iqdb] [saucenao] [google] [report]

Calm down Sonic.

>> No.3681447


>> No.3681451 [SPOILER] 
File: 386 KB, 592x570, 1481906175498.gif [View same] [iqdb] [saucenao] [google] [report]

in your opinion, is FEAR 2spooky or is it like STALKER where it just has a moderate horror theme and the real fun is in the combat instead of slow forced horror?

>> No.3681453

You play F.E.A.R. for the gunplay. The "story" is laughable and the scares are kinda crap.

>> No.3681458


When you realize you're a super solider that slow down time and ninja kick dudes in the face while splattering their friends into little pieces with a shotgun, and you get to the point where the enemy radio chatter is filled with the remaining guys remarking how hard you're kicking their asses, all notions of actually being scared go out the fucking window, anon.

It's rad.

>> No.3681459


mite check it out then, I hate games that go overboard with cutscene shit although I make an exception to metal gear games since it's a given

thanks m8

>> No.3681460

It's real spooky, but sadly, it only works once. You usually remember the worst scares, so you expect them the second time, and once you know the story, it's no longer spooky. There's no randomness to the scares, so all of them are played, so if you load a quick save, nothing will change.

At least the gameplay is cool enough to justify playing it again.

>> No.3681461

There's barely any of that kind of shit. Though you better like levels that are basically just grey industrial hallways half the time.

>> No.3681462

as long there's plenty of skulls to bash it's all good

>> No.3681473

the final level was pretty spooky. especially that part with the room full of ghosts that spawn through portals

I still don't know what that was about actually. were those controlled by alma?

>> No.3681478

I thought they were remnants of the Replica soldiers that you killed.

F.E.A.R.'s main problem is that it's atmospheric. So if you boil it down to high-pitched noises, little girls and things moving at the corner of your screen, it's not spooky.

>> No.3681480

not retro

>> No.3681481

BD options in pause menu:
>Use Vanilla monster y/n
Bind a key in the controls menu for "Drop Weapon," it might be under BD controls near the bottom, don't remember; afk

>> No.3681484

already downloading desu

based on the vids I saw, they didn't seem to that stuff a lot, at least not at an obnoxious level

wonder if the expansions/sequals are any good too but eh the first game should be enough for now

>> No.3681492

F.E.A.R. makes a hude difference between ghosts/spooky stuff and soldiers.
So you'll never get something that you can shoot while there are Replica in the area. And since it's mostly atmospheric, the sequences were you don't control your characters are rare. It's the opposite of Doom 3.

The expansions are similar, but the story goes completely insane.
The sequels are objectively shitty. I tried the third one, all the atmosphere from the first one is gone, just like the health pack and the advanced AI.

>> No.3681510

>It's the opposite of Doom 3.

say no more, that sounds brilliant -- thanks again

guess I'll skip the sequels then

now let's continue discussing Doom before people like >>3681480 get iffy

>> No.3681515

Off and on of Doom playing for years, and I've still never beat Plutonian.
How much of a pleb am I?

>> No.3681518

Speaking of Doom 3, how's resurrection of evil? I played the vanilla game when it came out, it was so bad that it disgusted of everything Doom until I tried Doom 2 years later.

>> No.3681520


even jeniffer hale playing the local nerdy redhead didnt worked so well

also bertruger's plot was stupid

>> No.3681524

the double barreled shotgun (I refuse to call it SSG) in that game is fucking top notch broken and it has more long distance range than the standard spreadgun you have it's hilarious. doom 3 reached a new standard in mediocre gaming all around.

>> No.3681526

So I can keep playing nu-Doom, I'm not missing anything.

>> No.3681527 [DELETED] 

Get Brutal Doom bro. SGT MKIV on youtube has worked magic with doom and upgraded everything

>> No.3681534

at least you can hit shit with both shotguns at anything past mid range there with ease.

>> No.3681536
File: 34 KB, 316x494, IMG_20161127_170241_01.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3681538

I disliked Doom 3 because of all the cutscenes. I hate these moments where my character just stands still like an idiot.

>> No.3681540



>> No.3681543

Is that Frozen? It took me five minutes of staring intently at it to begin to recognize it. A bit.

>> No.3681546

personally i liked it more than the D3 campaign, the Artifact is pretty cool, i like the effect it does on the user hands, and way more interesting than the lost mission, you'll have more fun playing mods for D3 than the actual game, since the mods are more action focused and don't have many cutscenes like >>3681538 said.
That being said i'm still waiting for this mod https://www.youtube.com/watch?v=gUIbbVeLl2g

>> No.3681548

You quoted me twice in a row.
I don't like the idea of feeding on human souls to use superpowers, but if the BFG edition get on a sale, maybe I'll try it.

>> No.3681552

wew sorry about that, i'm not against you getting the bfg edition, but in the bfg edition you can't skip cutscenes, keep that in mind you can just pirate it

>> No.3681556

>in the bfg edition you can't skip cutscenes
Okay, fuck that. I'll just stick to Doom 2 and DOOM and pretend the third one does not exist.

>> No.3681560
File: 173 KB, 381x512, REEEEEEEEEEE.png [View same] [iqdb] [saucenao] [google] [report]

>you can't skip cutscenes


>> No.3681562

Even worse, some don't let you skip intro credits.

>> No.3681570

how about unskippable babby tutorial?

>> No.3681572

that depends, is the tutorial fun?

>> No.3681574

Depends. Far Cry Blood Dragon's tutorial was fun.

>> No.3681595
File: 180 KB, 993x654, chainsaw doom 3.jpg [View same] [iqdb] [saucenao] [google] [report]

The gunplay in 3 is largely very mediocre, but the chainsaw is top notch, even better than the original.

It's worth playing through the game once, trying to use the chainsaw as much as possible, you can even take hellknights, commandos and cacos with the chainsaw with a bit of practice.

>> No.3681606 [DELETED] 

Anyone else agree that the difficulty of Sunder is overstated? I often see people compare it to Sunder, but I find the encounter designs aren't really all that much harder nor grander than what can be found in the later maps of Speed of Doom.

>> No.3681608

Anyone else agree that the difficulty of Sunlust is overstated? I often see people compare it to Sunder, but I find the encounter designs aren't really all that much harder nor grander than what can be found in the later maps of Speed of Doom.

>> No.3681619

I liked the PDAs in Doom 3, they were really spooky. Having someone's voice stating horrible facts in a semi-monotone voice was pretty unnverving.

>> No.3681624

I prefer how it was done in System Shock 2.

>> No.3681631

I respect your opinion.

>> No.3681648

I like Doom 3's system where it takes over the screen. A lot of ideas in Doom 3 where actually good.
For a survival game, which Doom is never supposed to be.

>> No.3681673
File: 92 KB, 333x500, 1243664333538.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't bind any key to RELOAD.
No matter what mod/wad/pk3 I use, R doesn't work, mouse buttons don't work. What is the problem?

>> No.3681678

Dumb question, but maybe you have R assigned to something else?
Or maybe you're black. Try to bind it to W instead.

>> No.3681681

Do you think Doom 3 would have been much more successful if they never branded themselves as Doom in the first place, keeping everything else the same?

>> No.3681687

Everyone I talked with, who played Doom 3 AFTER Doom 2, hated it.
The only exception is my brother, who loved Doom 3. But he's a major scrub who tried Thief : Dark Project once, skipped the tutorial, charged the guards, got killed, said "it's shit", and then uninstalled it.

>> No.3681690


If you're playing an older mod, some had their own version of Reload at the bottom of customize controls.

>> No.3681691

I was panicking and didn't realize it was just the new Brutal games.
Stand Alone Brutal Starter Pack and Brutal Doom 64. I try default settings, rebind to keyboard or mouse nothing.

>> No.3681694

673 here. Fucking reddit found it.

"The "reload" you're probably using isn't used for reloading in BD. To do that, you have to go to the bottom of the controls menu, and there you'll find a separate key for reloading."

>> No.3681697


So, exactly what I told you, then?

>> No.3681702

reeee, prboom+ does weird things when I try to go fullscreen on a 2015 macbook

anyone else have similar problems?

>> No.3681707
File: 157 KB, 510x1027, 1481851309274.jpg [View same] [iqdb] [saucenao] [google] [report]

>try RPG with RLA

>doesn't work

>look up

>apparently the new version of RPG isn't compatible with the current RLA but will be compatible with the next RLA

So when the fuck will it come out?

>> No.3681714
File: 191 KB, 1366x768, Screenshot_Doom_20161030_190447.png [View same] [iqdb] [saucenao] [google] [report]

greif @ yholl, he'll in turn raise the german fuck from the dead in order to tell him to stop breaking his mod. also tell him what the fuck this is.

>> No.3681716

That's clearly Neapolitan ice cream

>> No.3681719

that's ice cream m8

>> No.3681721

Yes. I didn't go all the way down at the customize controls.. -_-

>> No.3681723
File: 81 KB, 466x486, 1478133159597.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3681726

What was that Doom mod where you can play as different girls/characters that had superpowers? I used to play it a long while back so i thought i'd revisit it. I think one of the girls had a sword or something. Thx

>> No.3681732


>> No.3681734

Probably not what you're looking for, but try Demonsteele.
I imagine you're thinking of something with more than 2 girls though.

>> No.3681735

Radys Class?

>> No.3681737



>> No.3681738

Cacodemons are so cute.

>> No.3681748

Yup thats the one.

>> No.3681751

>or maybe you're black

>> No.3681760

Chainworm Commando has the best final level I've ever played in a Doom wad.

>> No.3681773

has anyone here tried to mess up with the doomguy's model on SFM and Gmod for the Hand sprites??

>> No.3681775


>> No.3681783

Nope. Whole bunch of hand sprites already available from the community.

>> No.3681789
File: 224 KB, 1000x912, Shub-Niggurath.png [View same] [iqdb] [saucenao] [google] [report]

shub niggurath is cute! CUTE!

I want to live inside shub niggurath!

>> No.3681790

What the fuck.

>> No.3681793

>not wanting to protect her delicate tentacles from evil ranger

>> No.3681808

It took me until now to try Brutal Doom and Project Brutality.
Brutal Doom wasn't too bad, even though headshots feel odd in Doom, but Project Brutality is practically unplayable.
There's a strange stutter that occurs whenever I move fast enough and it makes the aim jump around.
It's as if I teleport an extra few units in the direction I'm moving while running around.
I've tried with both the stable and latest GZDoom versions and the stutter shit happens in both, and only in PB, nothing else.
Brutal Doom runs fine.

Help me bois.

>> No.3681815 [SPOILER] 
File: 132 KB, 250x290, 1481923655067.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3681816

>headshots feel odd in Doom

this is what ruined it for me, taking down barons at no effort from fucking headshots

>> No.3681818 [SPOILER] 
File: 44 KB, 466x244, 1481923737279.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3681823
File: 12 KB, 234x262, 31OhmQkRJ4L.jpg [View same] [iqdb] [saucenao] [google] [report]

Headshotting a baron should be fucking bullshit anyway.

Ever tried shooting a bear or bull in the face? Shit doesn't fucking work, their skulls are thick and sloped (bears skulls being layered even, having a large sinus cavity), you put a bunch of buckshot or .223 (or even .308) in a baron's face head on, that shit would deflect a shitload and do minimal damage.
There's a very real reason why headshots are discouraged for hunting, you basically must have a clear angled shot towards the temple.

You use a conventional firearm against a baron, you should aim for center mass, but obviously rockets and grenades are ideal.

>> No.3681826

she does seem pretty cozy. I wonder what her skin is like. probably flabby and squishy like flan. nice.

>no hitsound
why is it so bad?

>> No.3681827
File: 100 KB, 805x540, HUH2.gif [View same] [iqdb] [saucenao] [google] [report]

I used to always think that the axe was a shovel.
>Oh cool, I start off with a shotgun and a...
>... a shovel?

>> No.3681828

>There's a very real reason why headshots are discouraged for hunting
They are? Good to know.

>> No.3681835

Yeah, many animals have skulls like that.
Curved, hard surfaces generally are kind of difficult to shoot through, especially at an angle (such as an animal's skull pointing towards you).

A successful headshot can make a fucking disgusting mess too, some people also want to keep the head to mount as trophies so that's a concern.

For hunting, scoring both lungs, or both lungs along with the heart, is considered the best kind of shots.

>> No.3681837

What do if someone who hasn't made a map before wants to try to make a map for this project? Is he going to be allowed to do that?

>> No.3681838

That means a slow and painful death. Suits a demon perfectly.

>> No.3681840

You need to start somewhere.

>> No.3681849

This is what I kinda meant. What if someone wants to start mapping from here(SUGOI)? Is it possible? And, man, I feel like I'm asking really stupid questions.

>> No.3681857

Actually a successful heart + lung shot would lead to pretty fast blood loss and drop in blood pressure, he'd probably fade out relatively briefly.

I kind of imagine the skin of a baron being pretty tough though, along with dense muscles and strong bone structure, so if you wanted to get to the heart with a gun, I imagine you would have to shoot at one spot quite a lot, basically digging through his chest with bullets, which would probably get his adrenaline going as this is happening.

>> No.3681859


Go right ahead, dude. Gotta start somewhere.
The entire point of the project is to get better and do something. Whether you make something cool or make something dumpy that needs to get put through the editor twenty times, we'd love to have you aboard.

>> No.3681860

>so if you wanted to get to the heart with a gun, I imagine you would have to shoot at one spot quite a lot, basically digging through his chest with bullets, which would probably get his adrenaline going as this is happening.

it's worth pointing out this is exactly what the in-game process is

>> No.3681863

At least that would explain how the demons can still fight even after you blow them up with a shotgun.
Pure adrelanine.

A normal human being would fall to the ground in pain after a few hits.

>> No.3681880

Yeah, so I don't think it's really worthwhile or sensible to implement headshot mechanics for anything but zombies and maybe imps.

The fighting for big bad musclebound demons with tough hides and full of hate and adrenaline is already kind of functional and reasonably sensible as it is, both in vanilla and in most mods.

Imagine an elite strongman crossed with a bull (and he can throw fireballs), who's like +7ft tall, his skin is tough like kevlar and his bones are all more than strong enough to support his weight and stature. He can produce a lot of adrenaline relatively quickly, and he doesn't mind horrible pain and injuries if it means he can get a good shot at killing you.

You'd be surprised at how long a human can stay going on adrenaline and determination, google Michael Platt

>> No.3681883

>Michael Edward Platt (born March 1968)[3] is an English hedge fund manager, the co-founder, chief executive officer, and principal of BlueCrest Capital Management, Europe's third-largest hedge-fund firm.[4] Platt co-founded the firm in 2000. Bluecrest is a systematic hedge fund, based in London.

>> No.3681893
File: 43 KB, 385x526, Chen Gets Excited.jpg [View same] [iqdb] [saucenao] [google] [report]

>which would probably get his adrenaline going as this is happening.
Holy shit, a mod that gives enemies dynamic adrenaline rushes that make them more aggressive and shit sounds like it'd be cool as fuck.
>Start shooting a baron
>As it takes more damage it gets more adrenaline
>Gets faster, hits harder, maybe even gets a pounce or charge attack if they wanted to get real crazy with it

>> No.3681907
File: 149 KB, 500x374, 1472751615764.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to play some fucking Doom /vr/, but the file doesn't exist in link OP provided. What do?

Send help for this pathetic piece of scum.

>> No.3681912

Just torrent it if you're that desperate

>> No.3681914

But anon that would telefrag her.

>> No.3681916
File: 40 KB, 307x401, shoot2.jpg [View same] [iqdb] [saucenao] [google] [report]

Wrong guy

>> No.3681917

Pure and undiluted terror.

>> No.3681925

Nothing would've happened if they used a SSG.

>> No.3681934


>> No.3681937

>the ending to quake is literally ranger falling in love with a lovecraftian horror so much, he tries to practice his vore fetish fantasy with it
>but he ends up actually killing the monster and ending the game

>> No.3681938

>start with a shovel
Could be useful for digging their graves.

>> No.3681942

you need a lot of adrenaline to make it big in the heart-stopping world of finance

>> No.3681975

>tfw you grisly but she did not grotto

>> No.3682021


>> No.3682041
File: 18 KB, 512x384, helpme.png [View same] [iqdb] [saucenao] [google] [report]

so i downloaded the latest gzdoom revision and when i try to load hideous destructor i get this error

is there something that im missing?

im an idiot who forgets images

>> No.3682043

Did you forget to post the error?

>> No.3682045


Some change in the latest builds is breaking HD if I remember correctly. Try one from before December 8th.

>> No.3682046

try the last couple revisions, graf might have derped or vaecrius might have derped

>> No.3682054

thanks dudes, much appreciated.

now i just need to learn how to actually play this.

>> No.3682057


You're welcome. You might want to keep an eye on the HD thread to see when the issue is resolved.

>> No.3682290

There are a few weapons in Doom 3 that are nice. I like the pistol, machine gun, and chaingun. The plasma rifle is okay too, but the sound is a tad weak sounding.

chainsaw is cool as fuck though, yeah.

>> No.3682305

Just finished Inferno for the first time. (I'm new to Doom)

God DAMN, that was brutal. The level design in this is way crazier than the other two and I got lost a couple of times... also fuck that hitscan nigger spider. Had to cheese that motherfucker with the BFG, it's literally impossible otherwise.

I'm terrified of the next chapter. Fuck.

>> No.3682339

>Had to cheese that motherfucker with the BFG, it's literally impossible otherwise.
The map gives you enough rockets and cell ammo to kill it from a UV pistol start. It helps if you can get the barons/cacodemons to in-fight with the spider mastermind.

>> No.3682349

But you can't even avoid its hitscan attacks, at least I couldn't. Also I didn't cheat or anything, I already had the BFG.

>> No.3682356

look here sonny boy, back in my day I beat inferno with just the keyboard and on the original resolution! at least I knew to use caps lock to get a rudimentary form of auto run.

you meddling kids these days, with your source ports and mice... it's just not the same

have fun with ep4 though. I never had the opportunity to play it as a wee boy. My copy of doom didn't include it.

>> No.3682361

>He can't pistol start the Mastermind
That's understandable. Dis is pretty hard to pistol start.

>> No.3682367


>at least I knew to use caps lock to get a rudimentary form of auto run.

Wait, that was a thing? The only auto run trick I know of that works with vanilla DOOM is the one with setting JOY_B or whatever it was to 29.

>> No.3682369

Well, at least I was playing ChocolateDoom I guess.
This is fucking insane.

>> No.3682380

You face that problem with all hitscanners. Run around the map's edge, starting to the left, to collect all the ammo, then hide behind the central structure and fire rockets from cover. When you run out, go in the structure to get the plasma gun and armor and unload until it dies.
Alternatively, you can get the plasma gun and armor first, then run around the edge for ammo, and firing off as you run around and get ammo, and you don't really need to worry about leading your shots decently because the mastermind has a fuckhuge hitbox.
If it's a hitscanner, you either take cover, keep running, or build some distance between you and them, preferably all three if you can.
And enjoy TFC, the first map is going to be a bitch for you to complete. Try not to get hit, like, at all.

>> No.3682393

But the only other hitscanners in the game are zombies which are weak as fuck. Mastermind hits like a truck.
>And enjoy TFC, the first map is going to be a bitch for you to complete. Try not to get hit, like, at all.
Jesus Christ, I'm already sweating. I'll start tomorrow, take advantage of the fact I'm going to stay home all day.

>> No.3682402

IIRC, Mastermind has "super chainguns" so there's a reason it hits so hard. When you get to Doom 2, you'll meet a new hitscanner that'll prove to be more dangerous than the other zombies.
>Jesus Christ, I'm already sweating.
The entire episode is hard but I'd say the first map is probably the hardest due to the extremely low health pick ups. If you can survive it, then you're ready for the rest of the episode. It's like an entry fee that you pay in blood.

>> No.3682423

yep. I used the arrow keys to move, a to shoot, s for use, and shift/end for strafing (they were left and right of the up arrow key)

I wanted to run sanic fast, so little me thought of using the caps lock; if it can lock shift on, why can't it lock running on?

>> No.3682437

>I want to live inside shub niggurath!
>not feeding Shug Niggurath the blood of virgins while you cuddle together in the dark forest

>> No.3682520

Personally I think you should play at least halfway through Doom II before starting TFC. TFC came after that anyways.

>> No.3682523

IMO, Ribbiks maps for the most part arent quite as hard as people make them out to be. He often sets up encounters out in a way that allows you to see things coming, so it doesn't take much to figure out a strategy if you're observant. Still very hard, don't get me wrong, but I rarely feel like his maps pulled cheap tricks on me.

>> No.3682545

The problem for me with sunlust was that I knew to go get through encounters....

-if I had x amount more health/ammo
-if I had saved -here- instead of -here-

Still a very fun wad.

>> No.3682592

Is there any strategy for DoomRL? I know it's a Roguelike, and it's turn based, but is there anything I can do to avoid getting damage? Half of the time I just unload my guns on things and hope that they die before I do.

>> No.3682598

the third one is unironically really fun in coop because of how retarded fettle is

>> No.3682606

Quake 2 on N64 was an interesting port, especially since it was arguably better technically in some ways than the PS1 port. But then the PS1 port actually had the PC campaign with some tweaks (and the new intro stage from the N64 version), whereas the N64 had a completely new series of maps. Still not sure why, space constraints?

>> No.3682620
File: 903 KB, 1439x971, textures.png [View same] [iqdb] [saucenao] [google] [report]

>Always feel like I struggle with making tech-base maps look interesting, texture wise; the STAR textures feel too bland and it can feel difficult to get certain textures to mesh well together
>Decide to go through episode 1 to study some of the texture choices and take note on certain things Romero did to give the levels that unique feel
>Realize there were a lot of odd and unorthodox texture uses
>Marble flats for ceilings, as early as the armor room in e1m1; low brick ceilings that have upper edges using computer-based wall textures (ie, the computers are built into the brick ceiling); computer system panels used for ceilings in some odd places; more frequent use of the TEK wall textures (one I'm not comfortable with using often, same with the more "realistic" looking cement wall textures); and the most noticeable choice, the toxic waste ceiling of e1m8
>Never really noticed any of this (besides e1m8) before until I took a moment to really look at every wall and ceiling texture, all of it just kinda blended together because I was never really paying that much attention to it
Now I'm curious about other odd texture choices that were made in later episodes.

>> No.3682628

Romero's pretty famous for being fast and loose texture wise in his original Doom and Quake maps.

>> No.3682648

Wasn't Halo 2 effectively held together with glue

>> No.3682662

And it had half of the game amputated in order to meet deadlines. The Halo trilogy was originally meant to be 2 games; everything in 3 was intended to be in 2, which is why the game just kind of abruptly ends story-wise.

>> No.3682672
File: 27 KB, 376x440, 1481954881545.png [View same] [iqdb] [saucenao] [google] [report]

>this will never be finished

It looks amazing, but I appreciate how hard it would be to do.

>> No.3682680
File: 419 KB, 1920x1080, Screenshot_Doom_20161216_122846.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3682681

In vanilla maps it's more about the overall texture tone I think.

>> No.3682704
File: 17 KB, 350x200, 1466495302869.jpg [View same] [iqdb] [saucenao] [google] [report]

>Marble flats for ceilings, as early as the armor room in e1m1

Shit....I never even saw that and I've been playing for years.

Haha, damn.

On your problem, my advice is look at texture packs in an editor and ideas just come to mind. It's a great creative exercise.

>> No.3682709

New thread.


>> No.3682869

>no hitsound
it goes TING TING TING TING when you hit stuff though?

>> No.3683237
File: 28 KB, 239x258, 59800d1158ea109538f0aa10746282606c33e071.png [View same] [iqdb] [saucenao] [google] [report]

The true "dedication" of neo-DOOM developers.
>We can do anything. >Who cares
>Implying that the old content of DOOM is cheap and easy to recapture.

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