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3682706 No.3682706 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3676462

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.3682707
File: 14 KB, 344x432, 1419547286164.png [View same] [iqdb] [saucenao] [google] [report]

=== NEWS ===

[Til 3-15] Dropbox will be dropping support of public folders in mid-March; now is a good time to mirror any Doom-relevant files available through this

[12] There is some interest in starting a Quake mapping project akin to DUMP, nothing has been formally organized

[12-16] A keyboard with displays on each key can run Doom

[12-16] DOOM-Crusher released; this tool can recursively optimize and reduce file sizes of your WAD and PK3 files

[12-12] DOOM Resurrected, a documentary series about Nu-Doom by Noclip, is being released in parts

[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

[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


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

>> No.3682712
File: 19 KB, 389x295, 1478222708875.gif [View same] [iqdb] [saucenao] [google] [report]

first for cacos a cute


>> No.3682714

Anyone got some varied weaponsets that are a little on the obscure side, or maybe shit like Blood weapons without extra baggage tied in?

>> No.3682715
File: 27 KB, 376x440, 1481954881545.png [View same] [iqdb] [saucenao] [google] [report]

Status on this?

>> No.3682716

Who would've thought that a Cacodemon piggy bank would become the most ideal way to turn a Cacoward into an actual thing.

Now, the Caco piggy bank is pretty cheap, but there's no way in Hell I would buy a Revenant Statue, spray it with gold and give it away as a Golden Boner, shit would be wayyyy too expensive.

>> No.3682718
File: 124 KB, 456x658, 1464850363913.jpg [View same] [iqdb] [saucenao] [google] [report]

glad to see people are still using the gif i made

>> No.3682721

>cacodemon helium balloons


>> No.3682731

>There is some interest in starting a Quake mapping project akin to DUMP, nothing has been formally organized

QUMP exists, even though its only 1 person so far

>> No.3682754

lets say I am interested and I own Q1, but I have never mapped for Quake games, how do I get started? is current popular choice editor like worldcraft of ye olde days?

>> No.3682759

get trenchbroom, a modern port like quakespasm, Tyrutils (for compiling) and a compiling GUI as a frontend for the 3 or 4 utils you will use (this will make compiling easy and done with one program)

Follow this guide:
Tyr utils: (click Windows or mac binaries to get the lot)
GUI frontend: (click [download] v1.03)

Make sure you put all this in a folder with no spaces in its name (ideally on your C drive) and save your maps with no spaces.

>> No.3682762
File: 15 KB, 653x431, progress.png [View same] [iqdb] [saucenao] [google] [report]

is q1 supposed to install this long? I remember it being a lot faster back in the day

>> No.3682764
File: 12 KB, 647x431, progress2.png [View same] [iqdb] [saucenao] [google] [report]

alright at least now I know its not broken

>> No.3682772

Get Quakespasm. It's not 100% faithful to original quake (doesn't seem to allow the lowest resolution) but its good for testing and you can run it with the compiler GUI which makes testing your level easy.

>> No.3682774

I got DirectQ, its good enough

>> No.3682790
File: 537 KB, 480x270, epic.gif [View same] [iqdb] [saucenao] [google] [report]

>It's not 100% faithful to original quake (doesn't seem to allow the lowest resolution)

>> No.3682798

so to do some testing I have downloaded Quake Injector, set it up as you are supposed to and picked a random high rated map pack which was "func map jam 6" it loaded nicely in DirectQ and played two maps through it, red flag was on one of the maps, few missing faces in one place, I thought nothing of if, maybe mapper missed it, but then when I have tried to play another map I got BSP2 error, did some digging and apparently DirectQ doesnt support BSP2 format, guess I gotta get Quakespasm afterall

>> No.3682812 [DELETED] 

Anyone else think Doom has aged terribly? I tried playing it recently and can't help but think everything about it is shit. From the graphics, sound, level design, all awful compared to modern games.

>> No.3682841

Oh, look. It's that post again.

>> No.3682852

quakespasm also just looks weird. Maybe I have dont have it set up right but it definitely isn't vanilla quake. Even the menu screen seems to have antialiased edges.

>> No.3682856
File: 62 KB, 720x960, cacobaloon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3682857


try gl_texturemode gl_nearest in Console. Should make all the textures not look as filtered and closer to vanilla.

>> No.3682860

Screw Kirovs, I want a Cacozeppelin.

>> No.3682876
File: 3 KB, 600x550, he does it!.png [View same] [iqdb] [saucenao] [google] [report]

Technically none of the ports are 100% faithful due to object in front of object rendering- stick a brush and a func_wall in the same spot and you'll get Z-fighting in Quakespasm and every other source port, while in the original executable world geometry always takes precedence over entities.

That's unimportant in the grand scheme of things though.

For single-player stuff, Quakespasm is the absolute go-to Quake port, 99% of maps are developed with it in mind. There's no tussle about different zdooms/gzdooms/omgbbwdooms like with Doom; the only other one you'd want is Fitzquake which Quakespasm is directly descended from so it's depreciated anyway.

Multiplayer has a few choices but that's just due to the different netcode, Quakespasm uses the original shit instead of Quakeworld so no easy IP connecting, no network interpolation for antilag, etc. That shit also isn't important here.

I'd count myself as the second/third person but still don't have the imagination to make an actual map instead of fiddling about learning how everything works first.

>> No.3682882

Also since people have attempted to start mapping a few times in the past few threads and always has one issue or another, would there be interest in a quick-start Quake mapping pastebin/infographic/download? There's a fair bit about it in the Quakepasta (http://pastebin.com/cpjZmazY) linked to from a different paste in the OP, but something a bit more cut-down and hand-holdey could be useful.

>> No.3682885


what hud is that?

>> No.3682886

yeah thats a good idea. I saved my post >>3682759 as a text file in case other people ask, but it would be good to have a dedicated pastebin or something. I still only know the basics. Only just learned how to use triggers and have yet to make a door (even though my map doesn't really need doors...)

>> No.3682889

It's MetaDoom with a minimized screen size to just before hudless

>> No.3682891
File: 120 KB, 900x658, SplatteredCaco.jpg [View same] [iqdb] [saucenao] [google] [report]

I just dreamed about the Quake 1 movie trailer

it had motorcycles chases with plasma rifles and first person scenes

in the end ranger slipgated so much he became a blob of flesh

>> No.3682893

Noooo, poor Caco...

>> No.3682897

Quake doesn't even have plasma rifles, stop eating cold burgers before going to bed.

>> No.3682910
File: 7 KB, 642x427, portadoom.alpha2.png [View same] [iqdb] [saucenao] [google] [report]

PortaDOOM Alpha 2 incoming as soon as 600 MB finishes uploading.

>> No.3682914


looking what they did to the doom movie I'll not be surprised

>> No.3682948


Here it is, PortaDOOM Alpha 2: A portable WAD collection presented as a '90s disk-zine.

PortaDOOM Alpha 2 (572 MB): https://mega.nz/#!r4JCEZbY!6QCM6RjLuvLp8Pxac6wJICLRidiblhWxrOsFFSjajSw

* Complete Cacowards 2015 (other years to come in later releases)
* Commercial DOOM : DOOM1/2/Master/Final, PSX & N64 (if you have the WADs; Steam & GOG installs detected automatically)
* Megawads: DTWID, D2TWID, NEIS, Maps of Chaos
* Total Conversions: FreeDOOM, Adventures of Square
* 96 pages of content & WADs!
* Fully portable DOOM! Config files and save games are stored with PortaDOOM, allowing for use on USB!

>> No.3682949

TrenchBroom 2 has a built-in compiler. Pretty certain J.A.C.K. has one as well.

>> No.3682952


not to be an ass but you are missing the nerve.wad from BFG edition

>> No.3682954

>TrenchBroom 2 has a built-in compiler.
Oh shit, is that in the newest beta build? I'm running build e439e68 and there's no compiler so I use the external compiling GUI with TyrUtils like a normal person. Is TB's compiler just repackaged bsp or is it a proprietary modification of it?

>> No.3682957

It is in PortaDOOM, just forgot to include it in that list! It'll detect DOOM3 BFG Edition automatically for NERVE.WAD.

>> No.3682963

I'm using version 2.0.0 beta, build 2f3c498. The Run menu has a compile window where you can enter profiles (pretty handy when your maps use different light.exe commands for example) and compile your map, and then launch it.

>> No.3682968
File: 293 KB, 1366x768, deathwing.jpg [View same] [iqdb] [saucenao] [google] [report]

Been playing Space Hulk: Deathwing lately and wondered something.

Are there many space station type maps that are all very dark and brooding and close in? Ones where you could actually see space outside sometimes.

You'd need more detailing to pull it off.
Reminds me, there was somebody here a while back who said he'd love to detail maps for people but he couldn't map himself.....he just liked detailing.

>> No.3682971

Do you still need to set up paths to the actual external compiling tools (i.e. it's just taking the external interface and bundling it into TB) or does it include bsp/light/vis in the editor itself now?

>> No.3682972
File: 466 KB, 1225x727, cabin.png [View same] [iqdb] [saucenao] [google] [report]

Hey, so I'm working with a friend to make an asymmetrical multiplayer mod for Quake, one where one person plays as a Wendigo and the others have to run around the map and avoid getting murdered while completing objectives.

I'm pretty new to Quake and have mostly been mapping and modeling, but if anyone has experience working with scripts and stuff, I'd be super appreciative of some advise.

I'd like the fireplace here to hold a counter for collected logs, as well as pick-ups that can be brought back to it that function sort of like keys. Basically go out, collect supplies, and bring them back otherwise the fire goes out and the Wendigo player can fuck you in the ass.

Would the firewood functions be fudgable with map triggers, or would this mostly need to be done through editing stuff with QuakeC?

>> No.3682973

You need to set up paths, obviously. There are many compilers out there.

>> No.3682974

>Wendigo player can fuck you in the ass
Oh, MY.

I'm sorry I cannot help you.

>> No.3682979

Well you can clearly map, so at least other guys can see you're not an idiot.

>> No.3682980
File: 730 KB, 945x1025, wendidoodle.png [View same] [iqdb] [saucenao] [google] [report]

Well, I mean, not literally. More of a figurative assfucking.

Here's the model of said Wendigo.

>> No.3682981

the logs themselves can be done with func_ entities- have them be moving walls hidden behind the fireplace that instantly move forward when one is collected and brought back, there's a dozen ways to kludge it

the more difficult part is the collected logs counter- it's entirely possible to have counters for additional 'items' (really triggers) that aren't gold/silver keys without needing additional quakec (and thus a -game switch instead of -map), similar to having counters for enemies killed, but iirc that requires delving into progs.dat hacking which is complete confusion to me

also is that darkplaces, you shouldn't use darkplaces because it won't always play nice with functions that work fine in other sourceports (ESPECIALLY moving objects/enemies due to the varying physics and lighting will look like shit in lots of maps)

>> No.3682982

Looks pretty cool. Reminds me of Amelia from Bloodborne.

>> No.3682983

Well I don't want that looking at me from down a hallway.

>> No.3682987

Thanks. Is there a good comprehensive guide on how triggers and functions work with examples? The quake wiki has a decent amount but a lot of it ends up being kind of esoteric, vague, or assuming about what you already know.

>> No.3682994

why are revenants the most meme demons? is it just because of spooky skeltal meme or?

>> No.3682996

To me its the AAAAAAAAA

>> No.3682997
File: 328 KB, 358x570, duskmonster.png [View same] [iqdb] [saucenao] [google] [report]

Has an infinitely better shape to it than this thing, while the same general amount of polys. Nice job!

>> No.3682998

Skeletons are 2spooky. Skeletons that scream and shoot homing rockets are 4spooky.

>> No.3683000

I'd say because they're overused - because they're too good for their niche. An excellent medium threat monster but.....they're everywhere.

Play Final Doom and you'll be over them forever.

>> No.3683008

I think that thing has more of a surrealist horror vibe to it, which I definitely like.

I've never really animated before, just mesh models - I haven't quite done the research on getting stuff into quake yet. Is it true that I need to save keyframes of animation as separate models to use as the actual animations?

>> No.3683010

Don't want to sound like a dick I know modeling is hard but that looks like a kid in a halloween outfit.

>> No.3683021

Blame the lack of neck and cardboard cutout antlers.

>> No.3683025

His head is pixelized and looks cool, but rest of body is a bit too smooth, still pretty great though.

>> No.3683030

>figurative assfucking


>> No.3683034

Well for literal you can play HDoom.

>> No.3683037

Players who prefer comfy easy gameplay hate getting tripped by them.

>> No.3683038
File: 298 KB, 1000x1000, 1481247601763.png [View same] [iqdb] [saucenao] [google] [report]

I am one of those people who think the original sprites are sexier than the weebshit, so no.

>> No.3683042

The normal demons have ass for days. Why would you need anything else?

>> No.3683049
File: 2.31 MB, 1920x802, better.png [View same] [iqdb] [saucenao] [google] [report]

Fuckin' this, though.

Why couldn't we have gotten H-Doom with either stock demons or at least some better designed girls? Weeb shit kills my boner like nobody's business.

>> No.3683050


let's stop this before this thread turns into hell knight husbando club again

>> No.3683053

I always assumed it's because they move like they're always grooving

>> No.3683056

There's a solution : get better tastes.

>> No.3683061
File: 2.86 MB, 920x690, skeletons brawling.webm [View same] [iqdb] [saucenao] [google] [report]

They're not really all that hard in most encounters, if there's any corners or pillars you can fool their rockets into those, and if you keep your distance and don't stand still, they won't be able to clobber you.

If you play on ZDoom, and a revenant is shooting a rocket towards you, with nowhere to hide, ducking can sometimes let them sail straight over your head (depending on distance), then you gotta think about your next move or he's gonna run up to you and skullfuck you (or the rocket might turn around and come back at you). Not really all that necessary of a maneuver most of the time, but it comes to mind.

Oh yeah, and use their homing fire for infighting, JFC, you literally have a projectile you can steer, trick it to hit another enemy and watch the bitchfit unfold.

I think a lot of the memery comes from Plutonia, which would use quite a bit of revenants (I recall they would often put them up on pillars). It's a pretty versatile monster though, and I think it can make a lot of encounters very fun if put to good use.

>> No.3683062

It's okay, you'll grow out of your anime phase when you're not 14 anymore

>> No.3683064
File: 155 KB, 561x962, koume groceries.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3683067

>Play Final Doom and you'll be over them forever.

Final Doom helped me get used to them, actually.

>> No.3683068

Dude, how long has this been in development? I remember seeing your webms for years now.

>> No.3683070
File: 35 KB, 278x279, sheeeiiiit.jpg [View same] [iqdb] [saucenao] [google] [report]

Not Kegan, it was just a .webm I happened to have with skeletons in it.

>> No.3683072

I agree. They're not that hard to deal with, and can make for very fun encounters. I even found Plutonia's usage perfectly fine, myself.

I was mainly referring to players who seem to freak out when they see even just 4 of them.

>> No.3683074

Used to be a Quake mod just like that... one player was a serial killer and the others victims

>> No.3683076

That sounds comfy. I'd like a small game with a cabin in the wood.

>> No.3683082

I love asymmetrical games, especially horror. Dead by Daylight was a good step in the right direction but it's really just not scary. We want to make a game that actually has a huge focus on stalking other players and waiting for opportune moments to attack to pick them off one by one.

The goal is to give the Wendigo player the Fiend's leap that they can basically down players with in one hit, while the survivors have simple shotguns that can dispatch the Wendigo fairly easily if he's caught off guard, so he has to plan his moves very carefully.

The map's going to be a pretty large forest that is mostly dark, while the players have flashlights.

The scope isn't really too huge, so we think we can pull it off pretty well - It's our first time dipping our toes into the engine and it's been interesting so far.

>> No.3683085
File: 185 KB, 839x740, wendidoodle2.png [View same] [iqdb] [saucenao] [google] [report]

Aand, have some concept art for the Wendigo.

>> No.3683089
File: 8 KB, 198x255, Blorp.jpg [View same] [iqdb] [saucenao] [google] [report]

So, kinda like the multi of the Batman game?
Also, I like wendigos. They're cool.

>> No.3683102
File: 33 KB, 539x480, xxBbgdQ.jpg [View same] [iqdb] [saucenao] [google] [report]


I will never not see this.

>> No.3683103
File: 39 KB, 460x354, two guns.jpg [View same] [iqdb] [saucenao] [google] [report]


It'll be three years in January. My job is doing a fine job of leaving not wanting to do much as of late, and it doesn't help I keep redoing shit.

End me.

>> No.3683104

Minimal Viable Product, man. Just get something out and improve it, otherwise known as "Shiterate" -- Ship and Iterate.

>> No.3683105


That's what I did, and now I'm working on the imrpovement part.

December's always a shitty month for me, and a friend recently lost his apartment so I've been helping him out in anyway I can, plus working at a walmart in holiday season is complete ass suffrage.

I'm not dead yet, but boy am I getting there.

>> No.3683107

You're awesome.

>> No.3683112

You can keep going!


>> No.3683113


I appreciate that. I really do. I won't let you guys down, besides I still need to finish GMOTA to motivate Marty to continue working on the Space Pirate.

>> No.3683123

What is it? Looks like a cool sprite.

>> No.3683136
File: 149 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I'm the guy who finished Inferno for the first time yesterday.

God damn, E4M2 is kicking my ass hard. With every replay I get a little bit farther, but it's been one hour and I haven't beaten it yet.

Pic related, I was low on health and this motherfucker spat at me and I didn't even see it.

>> No.3683137

start the level over and kill him back, anon.

>> No.3683141

e4m1 and m2 are notoriously hard, it gets easier after them

>> No.3683142

I tried to run the demo version on steam, but the framerate was bad.
Should I bother with the full version? Is it any better?

>> No.3683147

Jesus Doom 3 is terrible.
Are the extensions a bit better? I might just skip the main campaign and play the expansions if theyre good.

Not at a full price and if it doesn't run at all you can refund it (on steam)

>> No.3683161
File: 658 KB, 1024x1325, ranger__quake__by_mercenary_artist-d6h3zic.jpg [View same] [iqdb] [saucenao] [google] [report]

i will never understand /vr/ hate towards Darkplaces, i even understand that its not that retro.

But really, EP4 and most of SoA and DoE becomes creepy as fuck with those shaders


If nintendo wasn't fearmongering everyone, i would be glad if someone could manage to update Dreadnought with D4D/Prime mechanics, SFM is piss easy to find all prime and SMBWiu models with anims, and convert it to sprites

>> No.3683165
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google] [report]

E4M2 is one of the hardest maps iD made for Doom.

Basically, people who got good at the game complained that the game was too easy (and really, Doom isn't very hard on Ultra-Violence), so Nightmare! mode was added.
Thy Flesh Consumed was an episode which was added kind of as a promotional for Doom 2, aiming to give people a challenge.
Later came Final Doom, Plutonia being designed to be especially challenging (compared to the stock games) for those who felt it was too easy still.

I feel that Plutonia is more balanced and fair in it's (still challenging) difficulty, being a bit more thought out than Thy Flesh Consumed, and featuring better level design.
When I get fucked in E4M2, it feels like it's because the level is frustrating, it feels like the level wears you down through attrition and annoyance, when I get fucked in Plutonia, it's usually because I wasn't good enough, or didn't pay attention, it never really feels unfair.

>> No.3683198
File: 23 KB, 750x600, doom_hell_knight_by_doomcube-da7m4z3.png [View same] [iqdb] [saucenao] [google] [report]

It was always too late, anon

What kind of movement will the wendigo have? Will it run away if it gets injured?
Can it replicate recently heard sounds?

>> No.3683203
File: 199 KB, 321x306, green lex luthor.png [View same] [iqdb] [saucenao] [google] [report]


>hell knight

>is very obviously a baron

>> No.3683208
File: 1.68 MB, 500x375, Dungeon Meshi.gif [View same] [iqdb] [saucenao] [google] [report]

Thy Flesh Consumed.

>> No.3683218


cyber kratos

>> No.3683225

I want christmas wads of doom

>> No.3683227

I don't get it

>> No.3683230
File: 160 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I did it. The last guy was right, M3 was a bit hard because of the massive amounts of enemies but nothing like M2, and M1 (pic related) was an absolute fucking joke.

>> No.3683231
File: 67 KB, 722x725, 1480700431506.png [View same] [iqdb] [saucenao] [google] [report]

Keep it up.

>> No.3683232

Pic related is M4, my bad.

>> No.3683241

H2H-XMAS.WAD is a classic Doom II megawad.
Puts me in the Christmas spirit every year.

>> No.3683253

Can you name another? I played that last year.

But I do agree, it's so good I can probably play it again every year.
I fucking LOVE that 12 days of christmas midi

>> No.3683351
File: 251 KB, 514x433, 1481696984487.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3683361


Oh shit you made a doomworld thread? Don't get me wrong, you're not doing anything illegal, but I hope you like moralists, because this is how you get moralists.

I'm bringing the popcorn. You madman.

>> No.3683369 [DELETED] 

'how would a modern vidya company handle Doom' is a question that has been present since ever. Thing is, Doom's concept is literally a blank slate to any game developer to work with. what you might consider a pinnacle of doom design might not mean the same for others and as such, they might deviate from the original idea somewhat. this should be clear enough in the way they designed the levels and overall progression system which is already frantically different, but the essence is relatively kept the same.

>> No.3683373

'how would a modern vidya company handle Doom' is a question that has been present since ever. Thing is, Doom's concept is literally a blank slate to any game developer to work with. what you might consider a pinnacle of doom design might not mean the same for others and as such, they might deviate from the original idea somewhat. this should be clear enough in the way they designed the levels and overall progression system which is already frantically different, but the essence is relatively kept the same.

>> No.3683374

just like I'll grow out of my videogame phase?
wew that didn't work out.

>> No.3683416

don't fucking tie me down with your shit.

>> No.3683419

Is it good? I've been looking for something new to read.

>> No.3683420

You sound upset. What seems to be the problem?

>> No.3683425
File: 367 KB, 640x480, Screenshot_Doom_20161210_193955.png [View same] [iqdb] [saucenao] [google] [report]

It's bound to make you laugh, and then hungry.

>> No.3683427

You like fantasy shit that's also about cooking? You'll like Dungeon Meshi.

>> No.3683430

Pretend it's just red lighting.

>> No.3683437

shouldn't you be pretending to speak Japanese or some shit? there's my issue.

>> No.3683440

but not when you hit monsters

>> No.3683457
File: 250 KB, 500x495, 1481747358326.png [View same] [iqdb] [saucenao] [google] [report]

>trying to play vanilla doom after trying out gameplay/weapon mods
Jesus, I don't think I can ever play vanilla ever again.

>> No.3683461

I still love vanilla after all these years.

>> No.3683476
File: 66 KB, 640x960, 0F4.jpg [View same] [iqdb] [saucenao] [google] [report]

Did you play on UV? Doom on UV is a perfect game.

Let me tell you a shitty analogy: Vanilla Doom is like that death metal ballad you never get tired of hear. Gameplay mod is like a drunk punk band playing in a bar

>> No.3683480


>> No.3683496
File: 32 KB, 320x240, latest[4].gif [View same] [iqdb] [saucenao] [google] [report]

So I'm playing through TNT: Evilution for the first time. Almost halfway through it, and I'm having a gay old time.

Why does everybody hate this again?

>> No.3683501

Which gameplay mods do you usually stick to?

I've tried Brutal Doom, and I gotta say, vanilla is far superior.

>> No.3683509

>18 years later
>finally figure out that I can hit the door with the sword to force them open

>> No.3683512

Yamero. Baka.

don't know either. the number of chaingunner+revenant encounters isn't even high and the wad overall is pretty manageable. techbase themed maps actually feel believable. is it the lack of giantass hard monster encounters from Plutonia?

>> No.3683514

Evilution is fine, but Plutonia is pure trash.

>> No.3683515
File: 13 KB, 180x280, Assassination 101 by DOOMGUY.jpg [View same] [iqdb] [saucenao] [google] [report]

You should know what to do.

>> No.3683518

I like it.

>> No.3683523

Not if you play it with the custom soundtrack.


>> No.3683525

A lot of people can't deal with hitscanners, because a lot of people seem to think you're never supposed to take cover in Doom.

I used to think that, but honestly, sometimes I still have a grand old time with vanilla gameplay, Doom is fundamentally fun.

Brutal Doom has some nice ideas and a lot of horrible execution.
I feel Accessories To Murder cuts a lot of the fat from BD and looks nicer, though I've edited my versions to be more to my liking, so I'm not sure it counts.

>> No.3683539

The last 10 levels or so are pretty bad imo, especially compared to Plutonia (Mount Pain being the most egregious offender here).

>> No.3683572

I like hdoom the way it is, but man it would be great if the demons werent changed

>> No.3683580

do anybody play this?


>> No.3683583

I like the demons animations.


>> No.3683637

Wow, you're right, it's like literally the very first thing said. Oh well, all feedback is some feedback and I can always delete the thread if need be.

>> No.3683639

How do you access nightmare mode in the 1.5 update section for arcane dimensions. It was on skill 3 i. The hub but when i started a level it reverted to 2

>> No.3683646
File: 88 KB, 454x486, boner on holiday.png [View same] [iqdb] [saucenao] [google] [report]

have they removed the weapon limit and made it fun yet?

sorry anon, but TNT's OST is so much better

>> No.3683649

Scratch that im a moron i didnt select nightmare mode at all

>> No.3683658

Activating the nightmare pillar in the starting hub then moving to the 1.5 hub and jumping into one of its maps works fine for me. I don't think the 1.5 hub has its own nightmare secret.

>> No.3683692


>> No.3683695
File: 60 KB, 477x350, 1384895082799.jpg [View same] [iqdb] [saucenao] [google] [report]


Both can be fun.
I have a lot of fun working on and playing other gameplay mods, but vanilla is something I keep going back to again and again.

>> No.3683708
File: 1.06 MB, 1920x1080, quakespasm-sdl2 2016-12-17 14-59-03-10.png [View same] [iqdb] [saucenao] [google] [report]

>I don't think the 1.5 hub has its own nightmare secret.
It has the same difficulty pillar setup as the normal hub, though- and it has a hidden Nightmare pillar under the ground.

>> No.3683721

can we all agree that hugo martin singlehandedly saved id and should be appointed to every position in the company at once

>> No.3683742


Go to bed, Hugo Martin.

>> No.3683753

it's time to stop posting, Hugo

>> No.3683757


make me yours Hugo

>> No.3683760

Stop it, Hugo.

>> No.3683773

Hug me, Hugo boi.

>> No.3683778

You're not my boss, Hugo.

>> No.3683787
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]

It's that time of week again. Post what you're working on.

Post your sprites, your maps, your code, your models, whatever you've been making recently. Post that shit.

>> No.3683793

>whatever you've been making recently
Well, I'm making a lot noise. Does that count?

>> No.3683795
File: 49 KB, 320x200, grenade-launcher-test.gif [View same] [iqdb] [saucenao] [google] [report]

I tried hacking together a sprite version of the Grenade Launcher from Doom 2016's DLC. It didn't turn out enormously well, but it seems to have coaxed other, more talented people to give it a shot, so i suppose it was successful in that regard.

>> No.3683796


Have you made Tim Willits your bitch yet, based Hugo?

>> No.3683798
File: 151 KB, 945x609, crap.png [View same] [iqdb] [saucenao] [google] [report]

making my first map

>> No.3683819

>Hugo Boss

>> No.3683820

>>3683230 here again
Just finished the game. The second battle with the Mastermind was a joke compared to the first one, I was fully stocked with extra health and armor and it got into an infight with the barons that helped me a lot.

Now onto DOOM II.

>> No.3683821

>someone finally got it
About fucking time.

>> No.3683827

I only reply for Marty.

>> No.3683831
File: 1.24 MB, 1920x1007, sdfghjk.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying to muster up the motivation to start working on this one again. Working towards a complete pack of 10-20 levels

Looks good to me

>> No.3683836

That actually looks nice and easy to use. How does it compare to Worldcraft? It's my only reference.

>> No.3683856

Agreed, id Software is at its best when it is creatively led by a person of color. Makes u think

>> No.3683858

As far as I can tell it's the easiest thing ever. I picked it up in a couple days. Just look up some tutorials and you should be good to go.

Never used Worldcraft though. I'm fairly new to this whole mapping thing. Still having problems using the doom in hexen format for whatever reason so I just decided to ignore it for now.

>> No.3683870

>person of color
he's a latino, same as romero.

>> No.3683873
File: 173 KB, 381x512, 1481911448985.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3683875
File: 753 KB, 1224x2040, map sketch.jpg [View same] [iqdb] [saucenao] [google] [report]

Started working on my first map after over two years. I've only got the entry room done, though, because I spent a lot of time trying to make it look nicer and figuring out what I wanted, plus making the teleporter pad took a few iterations before I got something I liked. Tried to make it a bit reminiscent of the entry to TNT's first map, which inspired the "berserk only" idea behind the map. Might look through some texture packs in a while to find better tech-base textures to work with.

>> No.3683876
File: 824 KB, 1858x1082, ss+(2016-12-17+at+04.25.37).png [View same] [iqdb] [saucenao] [google] [report]

I got bored working with Heretic so I went back to normal Doom. I'm still not entirely sure what I'm making here.

>> No.3683885
File: 11 KB, 999x854, E3M3_map.png [View same] [iqdb] [saucenao] [google] [report]

remember, when you're stuck on a room, just scale it up or down. Humans are innately bad with scale/size; you're probably imagining something bigger or smaller than it ends up being.

And don't be afraid to mush stuff together...

>> No.3683886
File: 97 KB, 623x684, Just Doomin it 2.png [View same] [iqdb] [saucenao] [google] [report]

A sequel my previous map "Just Doomin it"
this time with less slaughter. Usually I was working on the mall map, but it gotten too spacious so i had to scrap it.

>> No.3683905

Why does my project brutality look like shit?

>> No.3683925

Because it's still pretty much Brudul Duum.

>> No.3683929

But seriously, I wonder if there are people who post in this thread that actually work at id?

>> No.3683932

>thinking race=skill

i know youre prolly joking, im taking the piss outta you

>> No.3683939



>> No.3683958

I'm using DOSBox for an old DOS version of Doom but I can't get it fullscreen and there's no sound. What do? I think the sound might be a compatibility issue since I'm using a 750ti which is a newer card.

>> No.3683962

Don't use DOSBox. Use GZDoom. Or ZDoom. Or Skulltag.

I dunnot.

>> No.3683974

use prboom+, like a real man

not that kiddy zdoom derived crap

or just use gzdoom, whatever

>> No.3683983

That's what I feared for a while because i played D4D for months but I just played through No End in Sight and Vanilla still feels so great

>> No.3684057
File: 1.85 MB, 1492x1200, PLAY3.png [View same] [iqdb] [saucenao] [google] [report]

>I'm using DOSBox for an old DOS version of Doom
There's no good reason to be playing straight DOSBox these days. Get Chocolate Doom if you want that classic experience.

>> No.3684089

More like Laser Cannon.

>> No.3684105

that red text is an eye-sore

>> No.3684107
File: 73 KB, 527x425, Z-6.jpg [View same] [iqdb] [saucenao] [google] [report]

Funny how Quake had a Gatling blaster before it even became a thing in Star Wars.

>> No.3684143
File: 691 KB, 1024x768, Screenshot_Doom_20161217_192145.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3684171

>Star Wars
When did 40k have a gatling laser?

>> No.3684172
File: 6 KB, 200x200, 1367538795704.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3684183
File: 156 KB, 680x678, 1462357177010.png [View same] [iqdb] [saucenao] [google] [report]

How does one go about setting up arcane dimensions co-op?

EZquake won't run it, and in quakespasm I just can't connect to anyone.

If anyone has a working quakespasm/fitzquake serbian pls share config and your retard feeding spoon.

>> No.3684198

What is NEIS?

>> No.3684220

Quake laser cannon gets linked to Star Wars because it pretty much uses stock blaster noises combined with the familiar red energy bolts. No 40K here.

>> No.3684224
File: 124 KB, 1488x655, macabre.jpg [View same] [iqdb] [saucenao] [google] [report]

Feeling bit macabre, getting back into mapping so I can finish Disjunction.wad ( try out beta )
I need to spice up colourscheme a bit, while the sort of spooky crypt is theme, I could use variety. Perhaps use light really strongly...

>> No.3684294


Well, this isn't an overly bad implementation of Quake on the 3DS. Only real issue is the abysmal amount of available bindings in the options, for things like specific weapons.

>> No.3684306

this would be 123253453 times better with a neck

>> No.3684313

Didn't someone get Quake running on the original DS?

>> No.3684336

Is there a wad that adds DOOM II stuff to the DOOM I maps?

>> No.3684338

it's questionably legal given that you'd have to repackage the maps with the new stuff added in
the only mod that actively does it is the PSX Doom TC, and that's because UV on PSX Doom added in Doom 2 enemies to the maps

>> No.3684339

What does that even mean?

>> No.3684340

he's never actually played doom 1 and can't live without his super shitgun

>> No.3684343

Not him but I wouldn't mind having the enemy types added in just to spice the difficulty up.
>E4M2 with chaingunners

>> No.3684345

I'll check the PSX Doom then. Thanks.
DOOM I maps with new enemies.

>> No.3684346


Not really, due to legal concerns and lack of interest. The closest you're going to get is the mentioned PSX Doom TC.

>> No.3684348

The PSX port has this. I don't know if anyone has ported the PSX WADs to PC though.

>> No.3684350

what do you think I was referring to in >>3684338

>> No.3684353
File: 75 KB, 780x438, 1478761649489.jpg [View same] [iqdb] [saucenao] [google] [report]

>>what do you think I was referring to in >>3684338
I completely skipped over your post without reading it, anon.

>> No.3684403

>If you play on ZDoom, and a revenant is shooting a rocket towards you, with nowhere to hide, duck
I hate this as much as people that jump over demons.

>> No.3684407

I hate all of those tacked on features. Just why.

>> No.3684423

I'm the opposite. I can play vanilla gameplay all day everyday. Where as I get bored of gameplay mods after 30 mins of play.

>Plutonia is pure trash

Nah. Its the most exciting iwad for me.

>> No.3684432

Yeah. This runs quite smoothly though.

There's also a PrBoom+ port on the 3DS that's included by default, but it doesn't detect CPP/N3DS ZL/ZR buttons or C-Stick.

>> No.3684446
File: 30 KB, 478x146, temp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3684449

Why does it bother you? ZDoom is ZDoom.

>> No.3684468

I remember coming across some old command-line tool that could convert Doom 1 PWADs to work with Doom 2, adding enemies and the super shotgun in there. Managed to get it to work with the Doom 1 IWAD by changing it's header, and while it works...I wouldn't recommend playing on UV after the conversion.

>> No.3684476
File: 94 KB, 640x400, Doomshock.png [View same] [iqdb] [saucenao] [google] [report]

So how's the progress on doomchock going, has there been an update yet?

>> No.3684478
File: 2 KB, 101x140, 1480656698198.png [View same] [iqdb] [saucenao] [google] [report]

Fuck me

>> No.3684489

I'm thinking of making a danmaku-inspired wad with lots of projectiles and a focus on avoiding them. Has this been done before?

>> No.3684492

well there's the literal Touhou Doom mod
Action Doom sorta, it's not a Danmaku but it goes the old Contra/Metal Slug route of 'one hit you're dead'.

there's also a literal Contra Doom mod out there that changes the gameplay to resemble Contra, but no special maps of its own

>> No.3684494

Term made a birthday map for that japanese artist a while ago that has a whole lot of bullets, don't know where you'd find it, and the final boss for DUMP 3 is apparently bullet hell ish

>> No.3684496



>> No.3684505

>don't know where you'd find it


>> No.3684509
File: 99 KB, 640x480, spasm0010.png [View same] [iqdb] [saucenao] [google] [report]

Just blocking in the rooms, haven't gone into detailing or anything yet

>> No.3684517
File: 203 KB, 800x600, Screenshot_Doom_20161217_221939.png [View same] [iqdb] [saucenao] [google] [report]

Ha, it's in orbit!

>> No.3684519
File: 385 KB, 640x480, Screenshot_Doom_20161218_023211.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3684520


>> No.3684521

started making a map for QUMP, anything specific I will have to do once the map is done?

>> No.3684524
File: 82 KB, 1445x851, dogshit.png [View same] [iqdb] [saucenao] [google] [report]

shambler ate my pic

>> No.3684553

>SSGs in space

We're fucked.

Doomed, if you will.

>> No.3684564
File: 3 KB, 592x56, !None.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3684578

Any good tutorials for TrenchBroom?

>> No.3684619

Post it here so we can play it, I guess?

It isn't really an official project or anything ,more just people saying "hey everyone always makes doom stuff, it would be cool to make some motherfuckin' quake shit."

>> No.3684625

Follow the built-in stuff in the help menu. Trenchbroom itself is pretty easy once you learn the shortcuts- the harder part is actually manipulating brushes and setting up entities, which is the same in every editor. Brushes tend to throw people for a loop the first time they try to make a simple arched doorway or even a window cutout.

>even in a simple wireframe view the slipgate on the right is immediately recognizable
man, it's the little things.

>> No.3684637

I dont plan on releasing it outside of this place really, I have made maps for different games but its first time mapping for quake.

>> No.3684650
File: 40 KB, 648x645, 012ebe6f3e08d2902b77f7c4d041b68bf4fe5d21.png [View same] [iqdb] [saucenao] [google] [report]

Post it so we can play it anyway, on Mega or dropbox or something. Quake stuff is always good.

>> No.3684663

still wip, gonna take a while as I am learning Trenchbroom as I go. when its done it will be a small map in style of E1M2 or something like that

>> No.3684728
File: 417 KB, 1280x1779, 316d6100-2820-4c61-8c2d-79dec7bda06f.jpg [View same] [iqdb] [saucenao] [google] [report]

Thinking of getting a Who Dun It server running on Zandronum. Would anyone here like to tag along?

>> No.3684734
File: 79 KB, 1381x929, doom_putrefier.jpg [View same] [iqdb] [saucenao] [google] [report]

How did he do this 3d looking flesh terrain?

That looks amazing.
Much more organic than conventional means of making something look corrupted.

>> No.3684735

model is made in 3d software, imported as terrain, texture was baked earlier and its used as a flat

>> No.3684738

How hard is it to make a model for shit like that?

If you've got some links that explain this (preferably in doom context) i'd appreciate it.

>> No.3684740

Post a link in the google doc once its done and I'll attempt to link them all together....

Then we can post them here and people can play through them n shit

>> No.3684756

So does anyone know a good, noob accepting community of Hal Life modders? I decided to check upon sven coop since a friend mentioned them to me ages ago. They seem only slightly active, and I'm catching hints that apparently some major drama shit is going on there.

>> No.3684761

>forum drama

What I love about chan culture is drama isn't ever taken outside of a thread because we don't all know one another by forum posts.

So god damn lame seeing that pathetic shit play out elsewhere.

>> No.3684765

You can post/ask about Half-Life modding here since it's on topic for the thread, but most here talk about DOOM and Quake. Personally it's pretty hard to find shit about the original Half-Life when it comes to mapping sometimes for me but I'm fucking retarded so that might be why.

Is it wrong to use Hammer to make Half-Life maps or should I switch to a third party tool?

>> No.3684769

And the shame is that it's always the same sort of drama, involving one group accusing the person in charge of being a nazimod and banning everyone the disagree with, or the person in charge accusing the group of people of fucking shit up. It's a shame when you want to look up a community to have fun with, only to find a huge reddit dump about skype logs and drama and shit.

Chans are amazing for that reason, yeah, the anonymity keeps things simple, but it also removes a bit of the community, and once you form a group, you fall prey to the same drama.

Trust me, I know. I was at least able to contact one nice person through sven co op who gave me a good bit of info for mapping/modeling, hammer is good, but I was reffered some specialist program for Half Life called sledge, though I haven't tried it out myself yet.

>> No.3684770

Yeah but we can identify eachother easily enough. Like if I show what I've been working on (or just use a name) people can be like "oh hey it's that guy".

Being anon is great because you can easily and quickly spitball ideas and your name isn't on it so what the hey.

I cringe though at cancerous idiots crapping on with "I don't like this guys politics outside of Doom so nyeeeh exclude them, make it safe for me".

You can go to forums and find people still mad at eachother for forum disagreements that happened years ago.

I think it's this sort of stuff that killed off "Ceeb" (the furry). Talented and all....but just a drama machine/magnet.

>> No.3684772

Why is it always furries? Is it the "Jews did 9/11" of internet drama?

>> No.3684773

Well you are right, though sometimes I see chans spread the line between forum drama and thread drama thin. If you've ever been to /adgd/ on /vg/, there's a ton of people that are essentially tripfags, who have shat up stuff so much that they're known by name, and essentially blacklisted to their own private communities. Sometimes even chans can't hold back a persons autism.

>> No.3684774

No idea, I don't mind them (i think their antics can be funny) but where they are drama appears.

It's kind of dropped off in recent years though.
Transexuals can be around drama I've seen lately, but furries outnumber them considerably.

A lot of forum users hate here because it's hard to build up their wanky personality cult that they think anybody cares about. Tripcode users are irritating for this reason.....you use one if you need to be identified in that thread and it's important....otherwise why bother.

>> No.3684776



He used to be a friend of mine, he actually used to make me custom weaponsets for Doom years and years ago, I kinda freaked him out when I came back to him after being out of contact so long and showed him some of the weapons I've made, now he's completely gone off the deep end and spends his time writing furry smut.

>> No.3684781

Another reasons Anonymous is great is because there's no reputation system, so everyone's opinion is valuable. On a forum, I've seen new or occasional posters being ignored because "they're never here" or "they're too new to know".
I even saw it happen on an imageboard, people being ignored because they arrived less than one year ago.

>> No.3684782

dont bother if you dont know 3D, its easy on doom side of things but on blender/max/maya side you will have to know how to properly model, unwrap, texture, light and bake textures before it can be used in doom.

>> No.3684797
File: 3.35 MB, 426x426, 1460257358578.gif [View same] [iqdb] [saucenao] [google] [report]

That doesn't surprise me.

He looked talented at what he could pull of.....he was just crazy.

>> No.3684798

No End In Sight, recently released classic-style megawad

>> No.3684814

People who make their favourite weird sex stuff the central element of their online identity tend to be... melodramatic about things on the internet at the best of times.

>> No.3684818

Pretty much.

Then because their weird sex stuff is what they see as central to who they are, they view disagreement as somebody attacking that sex stuff instead of "I disagree with your stated idea".

This explains a whole lot about drama from many people online actually, who can't stop saying how they're an xyz.

Yeah, you're an xyz, your ideas are still shit.

>> No.3684819
File: 727 KB, 200x150, 1462513025789.gif [View same] [iqdb] [saucenao] [google] [report]

>ear sticking out of helmet

>> No.3684820

in the slip no one can hear you HUUH

>> No.3684823
File: 84 KB, 1920x1080, winter.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3684824

oh shit nigga you dropped your shotgun

>> No.3684825
File: 179 KB, 1366x747, orig[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not sure how to feel about this screenshot from Cage's latest project thing...

The textures and the weapon are nothing to write home about, they're as great as it can be expected from somebody like him.

What I'm not feeling are the bruiser brothers, they look odd.

>> No.3684827


What the fuck is that, a jackhammer?

>> No.3684829

Is this Supplice or something else?

>> No.3684831

>>3684825 (me)
>The textures and the weapon are nothing to write home about, they're as great as it can be expected from somebody like him.

A small addendum for this statement: this wasn't meant to be derogatory, those who know about his works will agree he's a tremendous guy with graphics.

>> No.3684835

The thing on the end looks like some kind of muzzle break.

>> No.3684857

Looks cool, what's it about?

Looks like some kind of cannon or heavy weapon, I almost want to say it's a flamethrower.

>> No.3684869

then why nobody can figure out whats the gun on your screenshot?

>> No.3684872

What is this, and where can I learn more?

>> No.3684875
File: 185 KB, 1200x944, 1466166324443.jpg [View same] [iqdb] [saucenao] [google] [report]

>no replies

>> No.3684878

Try dead.wire or Nihilism

>> No.3684917
File: 139 KB, 1024x768, CsG3dvaWEAAuj15[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Reminder that Arcane Dimensions is receiving the final update today.

>> No.3684919

Wasn't 1.5 the final update? Are they releasing a hotfix?

>> No.3684921

Final? Aww shit.

>> No.3684925

That was done with quake 1's engine?

At a first glance you would think it's modern, but when you look at details you can see it's quake.

>> No.3684926

Quakespasm is a pretty powerful engine. Basically the GZDoom for Quake forked from Quake's very own OpenGL port from id in the 90s.

>> No.3684927
File: 156 KB, 1024x768, CuMm9UfW8AAWajh[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Bugfixes and the map (pic related) that wasn't available in 1.5.

Yup, final final.

>> No.3684928

It actually reminds me too of the beautiful levels that can be made for doom with quake's textures.

>> No.3684929

>those sprite vines
I don't know why I love them so much. Someone might call them ugly but I think it's charming.

>> No.3684930

Sure gives a level texture. If they weren't there, the level would feel way more barren.

>> No.3684931
File: 1.48 MB, 1920x1080, quakespasm-sdl2 2016-12-05 00-01-01-08.png [View same] [iqdb] [saucenao] [google] [report]

Yeah. Arcane Dimensions is a Quake 1 mod meant to be run in Quakespasm- AD makes use of some slightly snazzier than stock particle effects, expanded map limits (size and entitiy-wise), and adds some breakable objects, but most of the geometry is still all brush based and none of the texture work is any more detailed than Quake itself (other than the skyboxes- that's admittedly a big change, cube skyboxes instead of Quake's single texture), keeping the same 1 texture pixel = 1 map unit rule from the base game.

It's also fucking goddamn gorgeous. Unfortunately the newest version does include higher poly world models for the guns (which look good) and a new Shambler model (which looks less than good).

>> No.3684934

they're not sprites because they don't rotate to face the camera
they're flat textures with transparency (which is another sourceport feature, as original quake doesn't support transparency at all in textures)

>> No.3684986

>original quake doesn't support transparency at all in textures
It doesn't? Damn, it's been so long since I've played the original I don't remember anymore what it did and did not support. I was certain it supported transparent textures. Even Doom had them, it'd be weird if Quake did not.

>> No.3684997

How funny. I had the same idea yesterday. Go for it, anon

>> No.3685002

Doom had transparent textures? Or are you thinking on sprites?

>> No.3685004

mid textures such as bars/windows could be transparent, there is shitload of them anon

>> No.3685040

That looks sick as fuck!
I love the color pallete. Almost makes it look dream like!

>> No.3685070
File: 192 KB, 1024x768, texture.png [View same] [iqdb] [saucenao] [google] [report]

Doom does have transparent textures.

>> No.3685096
File: 216 KB, 640x480, 1540567-strife_10.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybody here knows a source for cool fire based deaths ? My mod has a "somewhat realistic" look so most cool firedeath animations (except maybe the one from blood) look a little too cartoony.

>> No.3685104

>not cartoony
You must have missed the blood splatters everywhere when they die after being burned alive.

>> No.3685107


I know I know, but I cant think of a more "realistic" looking one, you know, in terms of charred body, and flame look...

>> No.3685110

I kinda liked how TF2 did it, by adding new textures over the existing model, but I have no idea if it's realistic. I never saw a man burning to death.
And I don't really know how it would work anyway.

>> No.3685112

I doubt its possible in DooM, in tf2 another material is applied on top of the model with fire particles being attached to bones

>> No.3685113

Brutal Doom has some good ones.

>> No.3685116


Heh, well, I'm not looking necessarily for snuff movie realism, let's just say that Strife's yellow as fuck flames or Rise of the Triad's perfect skellington (with matching xylophone sound) would look pretty out of place. Just wondering if some game has a cool death animation with photorealistic-ish flames and a nice looking crispy corpse.

Just a question, sometimes there's fucking gems to plunder from obscure games of the past.

I guess I'll just keep modifying the one from damage incorporated to look slightly more photorealistic... But my spriting skillz are fucking shit

>> No.3685117


only Darkplaces and FTEQW does it, but Darkplaces is /vr/ hated child and FTEQW is pretty much dead and unfinished

>> No.3685120

What if you add a semi-transparent sprite over the existing one? Is it possible?

>Rise of the Triad's perfect skellington (with matching xylophone sound)
Wait what?

>> No.3685125

while tf2 was referenced but its cartoony, half life 2 sorta does a nice work
while bodies dont change their skins in real time, there were quite a few burned corpses, and any enemies who catch on fire panic and behave differently, combine soldiers flail around trying to put them out and failing, zombies scream eM pleH doG while raising their arms and antlions move faster while letting out high pitched squeaks.
you cant layer sprites in things, but as I mentioned above, you could make "burning" variants of enemies that would have slightly different behaviors, you wouldnt have to attach particles or anything, just put some flames on their existing sprites while charring them.

>> No.3685130


This.. Never seen it ?

>> No.3685134

Never played Rise of the Triad. That's pretty hilarious.

>> No.3685168
File: 545 B, 240x240, 1395892392783.png [View same] [iqdb] [saucenao] [google] [report]

>xylophone noises

>> No.3685175


I'm doing one too, and I also don't know how to do them, I think we are two persons

>> No.3685181

I guess what he meant was 'alpha values'. Those have just black as mask-value which is not drawn.

>> No.3685185

vines in that quake map >>3684927 use the same method

>> No.3685206

it's an incredible game. super hilarious at points, and a HUGE amount of content — plus lots of neat multiplayer modes and maps

wish there were proper source ports though. original controls and resolution are absolute trash

the soundtrack is amazing too


the 2013 game was ok. I payed $5 for it, and I felt like I got my value out of it

>> No.3685221

Are there any mods that turn doom into a roguelike with randomized weapons, stats and levels and shit?

>> No.3685227

DRPG with DRLA, although the current version of the former requires the upcoming version of the latter to work properly, and the UI is a bit... overwhelming, to say the least.

And use an Obliege map pack (the new version is pretty good)

>> No.3685236

>proper source ports
I played it with WinROTTgl or some shit, is that not proper?

>> No.3685257

huh, last time I checked they didn't do resolution correctly. but that was years ago.

I might have to try out these newfangled ports again

>> No.3685271

When The Apogee Pack came out on steam, I used that source port
I don't remember if it supported all resolutions, but i remember not having any complaints about it. I know that's vague as fuck, but it's coming from a guy who gets annoyed at playing Blood

>> No.3685291

So I'm doing my first run through of all the episodes of Ultimate Doom, Hurt Me Plenty difficulty:

Why are Cacodemons so tough? They take ~30 bullets to down. Hell knights and Barons are also hard as fuck, they take around 4-5 rockets each.

>> No.3685293

there are no barons in OG doom, Hell Knights are commonly refered to as "ammo tax", cacos aint that tough, use chaingun for ez kills

>> No.3685301
File: 389 KB, 1284x980, yellow orson welles in space.jpg [View same] [iqdb] [saucenao] [google] [report]

>What I love about chan culture is drama isn't ever taken outside of a thread

>> No.3685306

>there are no barons in OG Doom
Other way around, there's no Hell Knights in the first game, they were added later to fill out the bestiary and fill out the gap.

>> No.3685309

>cacos aren't that tough
I'm pretty sure they take more bullets than hell knights.

Hell barons are broken.

>> No.3685313

oh yeah I confused the names
then again, its a samefag with lower HP pool
caco is 400hp
knight is 500hp
baron is 1000hp

>> No.3685317

>Someone made a midi of song I really have wanted to use in map
Oh boy oh boy. Too bad it is kinda shoddy...

>> No.3685318

So low? I thought they were way beefier than that.

>> No.3685325

I wish we had a .midi fag in these threads.

>> No.3685329

500hp is quite stout if you compare it to Doomguy, who can be 200hp at his highest, with 200ap, which isn't exactly hp, so let's say Doomguy's maximum is roughly equivalent of 300hp or so.

>> No.3685332

Yeah. There are bunch of tracks that I would love to make a map to. The particular track I have long wanted to make map to - it is ok, but do you think it really holds up?


>> No.3685335
File: 38 KB, 600x375, 555ComeOneNow.jpg [View same] [iqdb] [saucenao] [google] [report]


>Hurt Me Plenty

>> No.3685337

Not how it works. HP/Damage asymmetry is a common thing in games.

>> No.3685339

In RPG, yeah. Not so much in FPS. Well, except Serious Sam, but in FEAR, enemies causes as much damage as you do.

>> No.3685340

He said it's first playthrough, he would he know what's and what's not?

I still play on HMP, i feel like any harder forces me to quicksave

>> No.3685379

This is cool stuff. Thanks, anon.

>> No.3685380

desu I think that ep1-3 are easy on UV without any saving at all. pistol starts aren't too bad— lots of guns lying around

>> No.3685385

>let's say Doomguy's maximum is roughly equivalent of 300hp or so.
*rubs temples* this is not that hard to calculate out. blue armor absorbs half of incoming damage. if naked baby doomguy can take 100 points of damage before he dies, 200/200 doomguy can take 400 points of damage.

>> No.3685389

you're probably right, i just never got around to re-playing doom on a harder difficulty, i only do wads

>> No.3685392

>*rubs temples*
Please don't do this.

>> No.3685394

*holds up spork*

>> No.3685417


if you are not dying 10 times per map you are not playing doom correctly

>> No.3685427

Quakespasm handles transparent textures just fine (that's what the screenshots are of), you just have to name the texture with a { at the start to tell it to turn a certain color invisible (similar to the first character making a texture lava/water/etc).

>> No.3685430

QS does alpha too, at least per-model (no actual individually transparent parts of a texture)- take the shit you want transparent, make it into a func_wall or func_door, and add the 'alpha' key for its info.

>> No.3685432

*attacks gamestop employee*

>> No.3685438
File: 229 KB, 500x600, Character_Doom_Guy.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is the game texture filtered, all but his pants? How does this work?

>> No.3685446
File: 55 KB, 1280x720, lt.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3685456

he's like a black version of eric chahi

>> No.3685457

His jumping ability is so shitty his legs don't even get filters.

>> No.3685463

Texture filtering modes are per-texture, not global. You can have one bilinearly filtered texture, one with no filtering at all (ie. nearest) and so on, for example.

>> No.3685478

The fourth episode of Doom is called "Thy flesh consumed".

>> No.3685505 [DELETED] 

Casul reddit babby shitter doom cucks

>> No.3685508


>> No.3685513 [DELETED] 

Literally the difficulty the average doom babby plays on. That's how pathetic you shitters are.

>I still play on HMP, i feel like any harder forces me to quicksave
You faggots area a fucking joke, and a very bad one at that. Go back r/gaming already you abject disgraces.

>> No.3685515

>Giving it attention

>> No.3685519 [DELETED] 

This fuckhole is the worst thing that ever happened to doom and I sincerely hope you all kill yourselves.

>> No.3685520

is that Marlon Wayans?

>> No.3685524 [DELETED] 

Lmao so funneh amirite guiz pls upv0te PL0X btw Im playan dewm in 2016 so epic amirite??? XD

>> No.3685536
File: 168 KB, 800x600, Screenshot_Doom_20160331_155042.png [View same] [iqdb] [saucenao] [google] [report]

If you haven't played Nihility, you're not a real Doomer.

Go play it now, it's really good.

>> No.3685543

And its out...

>> No.3685554

whats with the gun

>> No.3685557 [DELETED] 

>you're not a real Doomer.
No one in this cuckhole is. You are legit halo shitters though.

>> No.3685581
File: 276 KB, 800x600, Screenshot_Doom_20160331_160015.png [View same] [iqdb] [saucenao] [google] [report]

Nihility uses a lot of sprites and assets from the Alpha and Beta of Doom (where the shotgun had a wider muzzle, perhaps it was meant to be some kind of muzzlebrake or adjustable choke), to very good effect, the episode somehow feels very old fashioned in it's presentation, yet also very fresh.

t. not a real doomer

>> No.3685608

>patch has an update to ad_azad
>already suspect what it would be
>Quad Damage was added in that golem rape room in ad_azad

I knew that encounter was bullshit and had to be changed

>> No.3685624
File: 650 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3685627


Nice. To te news it goes >>3682707

>> No.3685698


>> No.3685712

since everyone seems to be raving about it, how is arcane dimentions? Which difficulty should i play it with? How's the soundtrack?

>> No.3685714

Whens Space Pirate

>> No.3685730

Okay to very good. The okay maps are okay but still better than most maps, the very good maps are fucking fantastic and will make other Quake maps look like Babby's First .Bsp.

Play it on hard, like you would with anything Quake. Nightmare is hidden but as usual it does break enemy AI like in standard Quake, which actually makes the game easier at points.

The soundtrack isn't custom, it's the standard Quake tracks.

>> No.3685771

Just wondering, has /doom/ seen this yet?

>> No.3685778
File: 7 KB, 508x132, SOC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3685781
File: 223 KB, 1024x730, kot is unsure about chicken.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3685794
File: 731 KB, 280x160, y2aMsUK.gif [View same] [iqdb] [saucenao] [google] [report]

>With the release of AD 1.5 Patch I have no more updates planned. Hopefully everyone will stick around for new projects next year from me! :)

>> No.3685797
File: 729 KB, 1280x720, 2016-12-18 12-49-55.webm [View same] [iqdb] [saucenao] [google] [report]

'realistic' fire death is something that sounds pretty difficult to do. Part of it is because actual realistic fire death is supposedly really gruesome and nasty, so much so that even in the Meet the Pyro vid TF2 did they kind of avoided showcasing them burning.

>> No.3685817

does anyone know what slayer rank is the new doom arcade mode? I've gotten gold and seen people with lower scores having slayer rank.

>> No.3685823
File: 162 KB, 1360x768, spasm0027.jpg [View same] [iqdb] [saucenao] [google] [report]

Crisis averted


>> No.3685832


>> No.3685858
File: 2.39 MB, 448x252, Big Shrug.gif [View same] [iqdb] [saucenao] [google] [report]

>Part of it is because actual realistic fire death is supposedly really gruesome and nasty
This isn't something that's debatable; death by incineration is really gruesome and painful. I mean just think about it, you've got a fire burning at such intense heats that it'll toast your skin to a charred and bloody mess before slowly melting it off and burning your muscles and fat away, your insides would slowly be scorched from the outside in, your eyes would get torched and possibly melt or pop from the intense heat and pressure (though I'm not sure if that's accurate), and you'll probably pass out and die of blood loss before the fire actually burns your heart or brain to a crisp (which would likely not be too possible unless the fire was being further fueled by an outside source). I'd assume that once your skin is scorched and fallen off, your nerves would be so damage or flat out disconnected that you wouldn't feel any surface heat, but you'd still be feeling a lot of pain from the nerves throughout the deeper insides of your body and organs.

Animating a realistic death by fire would be incredibly difficult and costly to do in 3D, such as the Meet The Team videos, and even in 2D you'd be putting in a lot of details with melting flesh and animated flames. The process of burning to death is also incredibly slow (in terms of ways to die), so ultimately the more cartoonish "burned to a crispy skeleton" route is the better option, unless you want to watch a corpse slowly cook for a while. At least with lava your body would be melted so quickly that the intense pain would just end as quickly as it began, it'd be way more fucking painful but you'd be dead a lot faster.

>> No.3685876
File: 1.81 MB, 1920x1080, E3tMVz.png [View same] [iqdb] [saucenao] [google] [report]

The more you know!

>> No.3685904

>he killed the Doomguy
Off with your head.

>> No.3685978

I'm inclined to agree that a fast and less realistic fire death would be better suited for a fast action game like Doom, if you had a burning body crawling around for a full minute (making noise, possibly), that just invokes the feeling of some of Brutal Doom's less thought out design decisions.

Drawn out death sequences should really be reserved for boss encounters.

>> No.3685997

>Drawn out death sequences should really be reserved for boss encounters.
I'd argue that horror games would do well with realistic fire deaths, probably the only genre that would actually need to use them.

>> No.3686010

Most death-by-fire situations actually result in death from suffocation, because the fire sucks away all the oxygen around you. So basically its like drowning except everything you feel is pain

>> No.3686031
File: 93 KB, 800x532, Thích_Quảng_Đức_self-immolation.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah, true, I had forgotten to consider that.

>> No.3686043


>> No.3686050
File: 51 KB, 320x240, Doom-1-.gif [View same] [iqdb] [saucenao] [google] [report]

>When you first realize that there's a baron and pinky in the background killing two marines

>> No.3686058
File: 78 KB, 640x960, doom googly eyes.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3686076
File: 308 KB, 1280x720, Screenshot_Doom_20161217_014246.png [View same] [iqdb] [saucenao] [google] [report]

I've started making a little map using the resources from

Maybe if a few other people make something by christmas we can get a little xmas vr wad going.

>> No.3686106

You got one week to make my christmas awesome

Im kidding, take your time. i love christmas though

>> No.3686113

Deathmatch or singleplayer?

>> No.3686131
File: 314 KB, 1280x720, Screenshot_Doom_20161219_022612.png [View same] [iqdb] [saucenao] [google] [report]

I hope you love cold techbases too.


>> No.3686170

Best DooM song to kick ass too.


>> No.3686179

no, that would be Metal from tnt

>> No.3686189

I don't care about your fan fiction hacks or whatever.

Vanilla DooM music all the way.

>> No.3686258
File: 100 KB, 458x750, 1478284206836.jpg [View same] [iqdb] [saucenao] [google] [report]

>official expansion packs
>fanfiction hacks

>> No.3686274

Well they're only official because of id at the last second licensing them before they were just gonna be normal map packs up for download.

>> No.3686279


Wasn't Plutonia made for Final DOOM after Evilution was picked up?

>> No.3686286


>quality gauranteed

I don't blame you, it's a shit word to spell.

>> No.3686293

that doesn't detract from the fact that the music is god-tier

>> No.3686297

it's a bunch of little things about the Revenant that add up and make it much funnier a monster than it should be

first off there's the spooky skeltal meme, yes, but then also there's the absurdity present in a giant fucking skeleton running around wearing a homing rocket launcher vest (and a jetpack in 4)

then we have how its activation noise is to basically SCREAM WITH RAGE and how its melee attack is nothing visceral like a bite or slash, but to simply punch you in the god damn face

and then there's all of this, combined with the abundance of maps that send them after you in huge packs, meaning you witness the sight of a bunch of rocket skeletons letting out a chorus of screams as they run after you in a swarm, all of them with the intent of slugging you repeatedly in the face until you're a bloody puddle on the floor

all of the above just kind of makes the Revenant into a walking joke, yet still a THREATENING one, and we love it for that

>> No.3686306

And their deaths are underwhelming compared to the demons who turn into bloody messes.

>> No.3686309


You're underwriting that wonderful bone-packed haymaker he throws complete with that comical stock slapping sound.

The entire thing is just a jangling, jiving skeletal that blasts you with rockets and intends to slap you silly (and honestly when I was a kid, I thought they were skull rockets.)

>> No.3686324

They shoot mancubus tier balls with larger collision boxes (really, look it up) and RNG indefinite homing
They're assholes, fuck 'em

>> No.3686332
File: 716 KB, 512x512, 1416089701472.gif [View same] [iqdb] [saucenao] [google] [report]

>rng indefinite homing


>> No.3686336

I don't know if it's been done intentionally, but a lot of Zandronum's Invasion mods will just kind of turn into this if a bunch of projectile spamming monsters warp in.

>> No.3686340

what's nice is we can have names here as needed and then remove them whenever we like, so in theory this place works exactly as well as we want it to

>> No.3686345

>Play Final Doom and you'll be over them forever.

Its only really Plutonia that uses a lot of them. And thats generally because its very specifically designed to be harder than the any other iwad.

TNT may have more than double than what Doom 2 itself has. But when you compare TNT's usage to most other megawads, its actually fairly normal.

>> No.3686353

I generally use HMP when playing custom levels because some mapmakers have wildly different ideas of what "hard mode"; I like to spare myself the inconsistent spikes in difficulty, but UV is perfectly fine for the stock games

>> No.3686359


>> No.3686361

>They shoot mancubus tier balls with larger collision boxes
I've always felt that the hitboxes of the mancubus fire balls were way smaller than the sprites would suggest, you always seem to just barely scrape by one without getting hurt but it feels like you should've gotten hit. I suppose the high impact damage makes up for that, if anything. Wild firing spread with narrow hitboxes but high damage output, mancubus could be more threatening if they were just a little bit better in some way.

>> No.3686367
File: 456 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

Man this new area with the scaffolding hanging over the void and the death knight + ogre + archer ambush is brutal. You get pelted to death with projectiles while trying your hardest not to fall off the map.

>> No.3686378

I always wanted a minirevenant to fight

it would run 2x as fast, be as big as an imp, and punch wildly

oh and no stunning

>> No.3686382

have you tried fractal doom? they wear sombreros iirc.

>> No.3686397


>> No.3686442

Pls respond

>> No.3686515

I noticed all these AD maps have detailing and bits bloody everywhere, does it interfere with gameplay like it would in Doom and Unreal?

>> No.3686517

What do you mean by that?

>> No.3686519

rarely, often the detail is even incorporated into the gameplay. Like bricks on a wall sticking out slightly that let you reach a secret or something.

>> No.3686525

>Like bricks on a wall sticking out slightly that let you reach a secret or something.
To be fair that's basic Quake secret-hunting- look for the thing that doesn't match and either run into it or smack it with your axe, and try to jump everywhere you can. One of the official expansion packs even had the ol 'push the sticking-out book on the bookcase' secret.

You have to get creative when you don't have a +use command to spam on every wall until you find the secret like some other games.

>> No.3686530

>There's no tussle about different zdooms/gzdooms/omgbbwdooms

This is mostly solved if you use QZDoom, though, fun fact.

>> No.3686540

I played the first episode of the "strange aeons" wad and holy fuck it was good.
It scared me often,but it was good.
Who would have thought that a lovecraftian theme could work so well with doom?

>> No.3686542

Bits of bsp sticking out that the player might get caught on.

>> No.3686546

Most people just use GZDoom though. PrBoom+ is good for running older map packs/mods before PK3/ZDoom was a thing and Chocolate Doom is more of just a curiosity thing.
I guess GZDoom with 32-bit True Color will be a thing that some people will want.

The music mainly. The second episode which mostly uses textures from Chasm: The Rift is pretty damn spooky.

>> No.3686547

these are often clipped so its a non-issue

>> No.3686548

The music made it too spooky so I turned it off.

>> No.3686549

>Most people just use GZDoom though
source: your ass
zdoom is still big, prboom is still big and pretty much the only thing used by speedrunners, dont know about choco doom, plenty of purists around but I doubt all of them want to play like its 90s again

>> No.3686553

Turn it back on you puss. It's one of the main reasons you play the thing.

>> No.3686556

Well QZDoom is an engine designed to bridge the gap between people who just want to play regular software rendering, and don't want to have to switch to GZDoom just to play a particular wad. It allows you to still play GZDoom-required wads with the same rendering as ZDoom. I use it because on my Thinkpad, GZDoom in general runs a lot worse than ZDoom and I don't want full 3d-rendered maps with sterile textures.

>> No.3686557

It's a very good idea. I might even give it a go at some point.

>> No.3686560

I don't want to be spooked too much.
It's perfectly scary for my tastes with no music.

>> No.3686571
File: 1.01 MB, 1920x1080, Screenshot_Doom_20161218_201528.png [View same] [iqdb] [saucenao] [google] [report]

Jumped on a /v/ideogames server running shotgun frenzy and ran around, building a super weapon and going ham on everything and anything, still good chaotic fun.

>> No.3686595
File: 34 KB, 316x494, froezn.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm thick
thanks for reminding me I'm still 12 years old deep inside of me.

>> No.3686618

No one? As a newfag to the Doom community I have no idea who Cage is.

>> No.3686623


>> No.3686629
File: 6 KB, 199x181, Headgibfinal.png [View same] [iqdb] [saucenao] [google] [report]

how would I set music for a custom quake map i'm working on? do I set a trigger or something? is there a MAPINFO equivalent?

>> No.3686632

Cage is a really good artist. And it's from Supplice.


>> No.3686635
File: 8 KB, 314x305, Hey Buddy....png [View same] [iqdb] [saucenao] [google] [report]


>> No.3686636

Supplice looks fantastic.

>> No.3686637

Looks like he used the the D64 versions as a base. Probably should make them bigger, though.

>> No.3686652

find worldspawn entity and add keyvalue "sounds" with with number representing game track

>> No.3686665
File: 577 KB, 1475x849, hitw.png [View same] [iqdb] [saucenao] [google] [report]

are r_speeds still an issue in modern engines?

>> No.3686669

oh nice! it works. Spacebo balshoi anon

>> No.3686680


DUMP 3 weapons have been finished, after half a year. Yholl died on the way back to his home planet. RIP.
Enjoy, mates.

>> No.3686708

Nah, Quakespasm will handle pretty much anything you can throw at it so long as it stays within map limits (4096 units in each direction from 0,0,0 because QS isn't an expanded-limits port).

If you don't want to wait for vis to calculate all those little chunks and their effect on visibility, you can select them all and turn them into a func_detail, which should save on compiling time a bit- then again depending on how good your computer is that could just mean it takes thirty-seven seconds instead of thirty-eight.

if you lined up the brushes with the actual bricks in the texture, that's fucking neat and Romero would be proud of you

>> No.3686710

linking to news

i can't believe yholl is fucking dead

>> No.3686713
File: 229 KB, 1920x1080, progress.jpg [View same] [iqdb] [saucenao] [google] [report]

I did anon, still work in progress, gonna make the other side of broken wall the same way and make rubble between in. compiling time at default setting is nearly instant so its not an issue so far, then again I am not aiming to make some 100+ monster map.
here is a screenshot with a light just for you anon~

>> No.3686716

Lookin' pretty nice, man.

>> No.3686718

>Quakespasm will handle pretty much anything you can throw at it so long as it stays within map limits (4096 units in each direction from 0,0,0 because QS isn't an expanded-limits port)

The map boundary limits were extended in 0.92.0

>> No.3686719

This. You can run shit like Cataractnacon in Quakespasm now, which makes it the definitive source port.

>> No.3686727

Oh shit, I didn't even realize there was a new version out, I'm still using .91.0.

>> No.3686732
File: 574 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

That is one sexy weapon model

>> No.3686735

Truly one of the best things about AD.

>> No.3686737
File: 137 KB, 680x678, 1465824371672.png [View same] [iqdb] [saucenao] [google] [report]

Wait until you start shooting stuff with it.

>> No.3686740

Went into a random map, got mines and laundry fu as my slot 5 and 7. At least I got a Mosin. I mean if I had gotten kung fu on that giant ass invasion map I'd have fuckin' deleted DUMP3 from my hard drive lol.

>> No.3686741

a question regarding AD, since plasma gun overrides thunderbolt, why didnt they make it so SNG overrides NG?

>> No.3686765

Cause they're still both separate weapons. The Thunderbolt is only one weapon.

>> No.3686771 [DELETED] 

fuck outa here doom babbies

>> No.3686780
File: 33 KB, 320x200, rott84.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any multiplayer focused Rise of the Triad source ports?

>> No.3686782

Only one I know of is WinROTT, which I dunno if it does multiplayer anyway.

>> No.3686832
File: 413 KB, 1059x773, collisionissue.png [View same] [iqdb] [saucenao] [google] [report]

questions to anons who know something about quake mapping:
I had this crate here that was overlapping with terrain I had selected on the pic, when compiled and in game, the crate was not solid around place where it overlapped, rest of the crate was solid as it should be. it wasnt the case of leaks as I have boxed the map to be sure, and its unique case as my slipgate is also overlaping with some terrain but its solid as it should be. any anons know what could be the issue and why it happens?
I have fixed it by moving the crate to more flat terrain but I am still wondering why its happening.

>> No.3686862
File: 1.03 MB, 500x281, I want Moar of your shit.gif [View same] [iqdb] [saucenao] [google] [report]

have you guys seen this?


>> No.3686863

wake me up inside, yada yada

>> No.3686864

I wish I could unsee it

>> No.3686868
File: 556 KB, 639x480, 1422020336495.png [View same] [iqdb] [saucenao] [google] [report]

but why?

>> No.3686869

anonymous confession time: i would play a hd texture pack if it was both 100% complete (sprites and all) and really, REALLY stylised. like, jet set radio, one of those drawings by nankakurashiki in motion levels of stylised.

what im trying to say is that i'll probably never play a hd texture pack

>> No.3686876
File: 848 KB, 245x138, 1454147600243.gif [View same] [iqdb] [saucenao] [google] [report]

>Jet Set Radioom

This is something I didn't know I wanted.

>> No.3686881

holy shit, one texture out of hundreds
call kotaku

>> No.3686884

it would be a beautiful thing. too beautiful for this world, in fact. just like the ability to emulate JSRF

>> No.3686891

jesus fucking christ its just terrible

>> No.3686895


can we just tell the guy to stop it?

>> No.3686896
File: 41 KB, 1000x1000, Serious (4).png [View same] [iqdb] [saucenao] [google] [report]


>Home made Gameboy cartridge with co-processor inside

I wanted to believe

>> No.3686902

>a strong shine
>but it doesn't animate
>it will just look like an edited photo pasted on a flat wall in game
>on the actually very simple and modest architecture of Doom

The only way this shit can work is with a shitload more effort, a different design direction, and a custom mapset intended for high res textures like these.

I'll never understand why people want super HD textures on geometry this simple, there isn't even any light or bump mapping to make the high fidelity graphic not look like a photo wallpaper.

>> No.3686917
File: 656 KB, 1296x648, Do-The-Math-Atari-Jaguar.jpg [View same] [iqdb] [saucenao] [google] [report]

more dots = better! duhh!

>> No.3686924

its funny how nowadays we get a new version of bitwar with sony and microsoft instead of sega and nintendo
>war, war never changes

>> No.3686927

4K > 1080p

>> No.3686929


HD textures tanks my fps even with the DHTPs and precache enabled and I have a 2010 PC

>> No.3686943
File: 148 KB, 1024x640, Screenshot_Doom_20161219_145722.png [View same] [iqdb] [saucenao] [google] [report]

I kinda liked his compblue wall so I resized it and removed the ugly skull to put the vanilla one.

>> No.3686946

I have been enjoying DooM a lot more recently.
I don't know what happened.
I didn't like it very much when I first tried it,but now,I understand everything.

>> No.3686954

I'm a bit confused here.
Doom is the original one, and DOOM is the new one, right?
So is DooM the old one, the new one, the movie, the pinball...

>> No.3686956

The original.
I tried it 4 years ago,and I can say that it becomes a lot better as difficulty increases.
Up until Nightmare.
Nightmare is nightmare.
The first episode on UV is max comfy.

>> No.3686957

Ha, you're just writing it differently, okay.
>mfw I want to replay DOOM in a higher difficulty because I feel like I'm not using the chainsaw and glory kills to their full potential
>needs 70 GB
>only has 40 GB free
Why is it so fucking big? I want to shoot a demon in the face so badly, the old Doom can't fulfill my blood lust.

>> No.3686961

I write it this way because I think it's funny.
Honestly,I haven't finished EP2,it just didn't feel as good.

>> No.3686964

just download D4D and play it with Scythe

>> No.3686968
File: 287 KB, 864x456, New canvas (2).jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3686970


>Why is it so fucking big?


>> No.3686972


>> No.3686973


D4D and Scythe


>> No.3686975

How the hell does that even work? Textures are just jpg images that are repeated all over the level, so why are they so big?

Ha, it's a wad.

>> No.3686976
File: 1.27 MB, 500x281, 5.gif [View same] [iqdb] [saucenao] [google] [report]

>Why is it so fucking big?

1.) It was developed for a console generation that uses dual-layer Blu-Rays (50gb capacity) as a physical medium
2.) Carmack may be gone, but his lust for MEGATEXTURES lives on.
3.) The PBR rendering system means that all of those Megatexture surfaces have a lot more information than in, say, RAGE.
4.) DLC is a mixture of free stuff and paid stuff that everyone has access to if one buyer is present, meaning everyone needs to have that data even if they don't need it.

The end result is that your hard drive gets filled with singing Cacodemons.

>> No.3686978

cmon it wasnt bad at all
played it on UV
few maps result in instakill unless you come prepared with bfg and luck is on your side
>Textures are just jpg images that are repeated all over the level
I wish it was this simple

>> No.3686979

I don't mind the result because Cacodemons are adorable and I'd like to have a mini-one has a pet, because what are megatextures and PBR rendering?
Wasn't RAGE infamous for having trouble with textures anyway? I remember the game only loading textures that were on the screen.

>> No.3686981


>Textures are just jpg images that are repeated all over the level

not in megatextures, that's the joke

>> No.3686985


someone needs to do a Singing Caco Opera if Facepunch manages to compile the textures and release

>> No.3686986

nobody uses jpeg as textures
and noone uses "textures" to display graphics, textures are just components used together to form a material that is displayed on final mesh

>> No.3686987

I'm really sorry, but all my experience (and understanding of FPS) comes from Half-Life, so I understand how geometry and textures work, but the rest is beyond me.

>> No.3686990


megatextures was created to avoid the tile pattern, every surface is painted individually

I don't care for the game weighting 70 gb, next month western digital will release a 14 tb hard disk


I didn't say anything about jpeg textures

>> No.3686992

>so I understand how geometry and textures work
you dont, your knowlege is severely outdated, refer to this >>3686986
jpeg and jpg are the same thing

>> No.3686995

>every surface is painted individually
That sounds horribly time-consuming.

>> No.3686997


I didn't say anything about jpg either

>> No.3687004

Megatextures: Every surface in a level has a unique texture, with unique details "stamped" in by artists.

PBR: You know how textures in relatively modern games have bump maps to simulate details? PBR uses more bumpmap-like textures to define how shiny a surface is, how rough it is, etc. so that it looks "right" consistently in all lighting conditions without any fudging.

>> No.3687007

Ha, so semi-transparent textures are stacked on each others to create an unique feeling? That's pretty smart.
>bump maps
I'll just google it or something, because I'm totally out of my league here.

But anyway, if megatextures are made out of stacked textures, surely a bunch of them are recycled, so they should end up taking less space? Or at least not FUCKING 70GB.

>> No.3687009

some wrong terminology there anon, but thats just my autism
by bumpmap you mean normalmap, these work in completely different way
pbr uses grayscale images for roughness, metallic and so on and these are often packed in channels on one bitmap
70gb where much of it are sounds, games have more sounds than you may think.
megatextures contain plenty of unique data, then you also have lightmaps which also take shitload of data. I think DooM4 also used prebuilt cubemaps, these are also taxing on hdd space

>> No.3687015
File: 8 KB, 398x404, tumblr_inline_nb77btYvsF1r95fgm[1].png [View same] [iqdb] [saucenao] [google] [report]

>mfw someone says Doom4 cacodemons are better

>> No.3687016

So the insane size isn't to blame only on the DLCs, multiplayer and other shit?

Is there no way at all to only download the solo mod?

>> No.3687018
File: 21 KB, 250x315, doom3caco.jpg [View same] [iqdb] [saucenao] [google] [report]

doom 4 cacos are unique and fun and sit proudly alongside our original tomato friends.

at least they're not the fucking doom 3 cacos.

>> No.3687019


and the sound is in uncompressed .wav format because is less taxing for consoles

>> No.3687021

It bothers me how their brain is exposed yet shooting it doesn't deal more damage.


>> No.3687023

here is a good read for you guys
people take things for granted too many times

>> No.3687024

They're okay, but at least they aren't Doom 3 cacos.
Doom 4 pinkies are 2cute. Doom 4 knights, barons and cyberdemon are daddy.

>> No.3687025

sound is using funky wwise compression which compresses it by 50% or so... but they also include all the VO for ten languages, which makes up the difference

>> No.3687027

desu I was just looking for a cacosprite and I saw this one and thought it was a good "mad" face

>> No.3687029

I don't understand a single thing.

>> No.3687038

That actually looks pretty good and clean.

I also like the more defined texture on the compwall slats, that's from the console ports, right?

>> No.3687042

>Mapset is very easy for the first 20-ish maps
>massive difficulty spike in the final 10 maps.

Scythe is a weird wad

>> No.3687043

That's pretty true of most megawads.

>> No.3687046



>> No.3687050

>That's pretty smart
It can be pretty versatile, and easily give good results (Rage, for all it's flaws, and if patched, will look fucking gorgeous), but it does have the drawback of being fucking huge.

>> No.3687054

Not to the extent that Scythe 1 does it. The first half of the megawad is no more challenging than bloody Knee Deep In The Dead of all things, and then the final levels are suddenly Plutonia and Hell Revealed levels of difficulty. Theres no buildup at all.

Scythe 2''s difficulty spike on map23 in comparison wasn't quite as jarring for me, because the megawad already had a decent amount of medium-hard levels beforehand.

>> No.3687057

I was pretty surprised at the sudden leap in difficulty as well. I didn't like it too much and never finished the wad.

>> No.3687082

>megawad has cool map design for 20 maps
>last third is slaughtershit

>> No.3687084

I still like Scythe. Hell, the final map is among my favorites, even though its very hard.

I just find it has the worst difficulty progression out of any megawad I've ever played.

>> No.3687085

Well, I do a lot of photoshop, so I understand the appeal of having different layers instead of just one, but putting it in a game sounds like it will consume a lot of memory, not only on the hard drive, but also to load the level.

>> No.3687089

pretty much the reason why megatextures are split into tiles that are loaded and unloaded on demand, which is why Rage had notorious texture popping. wolf:tno and d44m had less issue with that but its still present

>> No.3687092

Outside of the Scythes, what are some examples of this?

>> No.3687094

bsp.exe sometimes goofs and you can have bits of geometry that get non-solid for some reason. Often happens on tri-soup terrain or areas with lots of complex bsp intersects.

>> No.3687095

Doom 4 had texture popping? I didn't even notice.

I remember Wolf TNO had it, though.

>> No.3687096

Couldn't they fix that in RAGE? The game is full of good ideas, but I can't believe they released it like that.

>> No.3687098

I think it can depend on your display.

I played Rage on my PS3 with a widescreen 720p TV, and texture popping was just barely noticeable, you'd forget about it even, while on my brothers 1080p TV, it was a lot more visible.

I'm not an expert obviously, so don't take what I'm saying as fact.

>> No.3687102

I played both Wolf TNO and Doom 4 on a 1080p monitor, with the same GPU and overall specs. Only TNO noticably had texture popping for me.

Haven't played Rage on this machine.

>> No.3687103

Probably every acclaimed megawad ever, except sometimes the slaughter starts earlier than 2/3 the way in.

>> No.3687105

I'm asking for actual examples, though. Not generalisations.

>> No.3687108

RAGE was... built at an odd time. The consoles it was targeting had just 512mb of RAM!

>> No.3687112
File: 32 KB, 195x200, 1474055976081.png [View same] [iqdb] [saucenao] [google] [report]

>just 512mb of RAM
... yeah, that's a lot all right.

>> No.3687115

Good map design and slaughter gameplay are not mutually exclusive.

>> No.3687165


>> No.3687180

Thats not a megawad. Thats a youtube video.

>> No.3687184

alien vendetta is slaughter after 25

>> No.3687187

Speed of Doom is the first really obvious one that comes to mind.

>> No.3687192

>after 25

The megawad has a few slaughtery moments as early as map14.

>> No.3687206

What? Speed of Doom was pretty gradual with its slaughter gameplay. Even map06 had a few encounters thats borderline slaughter.

>> No.3687219
File: 197 KB, 1024x640, Screenshot_Doom_20161219_183815.png [View same] [iqdb] [saucenao] [google] [report]

Yeah it's the console port texture.
I prefer it because of its grainy texture look.

>> No.3687221
File: 1.34 MB, 1360x768, gzdoom 2016-12-19 19-30-15-47.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3687224

that rocket from cyb is karma for cheesing

>> No.3687254

Yeah. When it comes to iwads, UV is pretty much the only way to go.

>> No.3687269
File: 5 KB, 41x49, v_r_md.png [View same] [iqdb] [saucenao] [google] [report]

I made this sprite out of the Wolf3D guard a few days ago.
Let's see if y'all can figure out who this guy is.

>> No.3687278



>> No.3687279

I recognize pathfinder but what is the rest?

>> No.3687286

curious george's man with the yellow hat as a furry suffering from vietnam war ptsd

>> No.3687290

Right so senpai

Always hated Curious George tho

>> No.3687307

Who is this semen demon and how can I obtain her?

>> No.3687326

Pathfinder? You mean Trailblazer, right? If you're asking what I think you're asking, those monsters are from Colourful Hell I believe.

>> No.3687331
File: 33 KB, 810x768, time to split.jpg [View same] [iqdb] [saucenao] [google] [report]

That's what I meant. Thanks man.

>> No.3687334

One of the vrskins which I think you can get at TSPG Painkillers site

>> No.3687339


>> No.3687386
File: 1.37 MB, 1280x689, nowlookatthisbfgthatijustfound.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3687394

>When I say go, be ready to shoot!

> -BZOOT- *gibbing sound*

>> No.3687401

>tfw you kill a caco with only two ssg blasts

>> No.3687405
File: 39 KB, 725x259, Doom-cacodemon-video-game-h1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3687410

can someone explain caco movement to me? it seems they have a fixed height they like to hover at, but then sometimes they stay higher or lower... in the end, they just lumber towards you, right?

do different monsters even have different tracking/movement algorithms? seems like pinkies just make a beeline for you...

>> No.3687415

Cacos will generally try to get on the same elevation and prefer to bite you, I find.

They got smarter in Doom RLA

>> No.3687434

Any good tutorials on making custom textures, sprites, enemies, weapons? All I can find are some old tools for the Win XP days that don't work anymore.

>> No.3687438
File: 70 KB, 500x500, 1464387804085.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you kill a mancubus with 3 rockets

>> No.3687440

Is it possible to make good sprites with Mangastudio or Illustrator, or do I need something specific?

>> No.3687442
File: 386 KB, 1920x1080, spasm0013.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know why I thought doing the shambler dance in a darkened room would work

>> No.3687456

>sprites with Mangastudio

I want to see that.

>> No.3687458

I'd like to know, because Mangastudio is the only one I have installed. If I have to add sprites or textures, I want to know beforehand.

>> No.3687459

Hexen or heretic with Dnd mechanics and classes when?

>> No.3687461


I can't offer help, friend, I'm artistically inept and have never tried it before.

But if you can get it working, I'd eagerly follow you along whatever mad path you take.

>> No.3687464

That shit would be harder to make than
doom rpg + doom rouge like.

>> No.3687465
File: 1.39 MB, 1280x689, nowlookatthisbfgthatijustfound.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3687467
File: 19 KB, 800x600, New canvas.jpg [View same] [iqdb] [saucenao] [google] [report]

Mangastudio is just another name. It's also called Comic Paint Studio. Same thing, different names.
Not like I can draw anything, to be honest, but it's good to know.

>> No.3687487
File: 41 KB, 472x443, cocodemon_by_podopteryx-d8dhfee.jpg [View same] [iqdb] [saucenao] [google] [report]

what does hissy think

>> No.3687491

wrath of chronos is what i'd call "close enough"

these bloody black cacos that dodge so well

>> No.3687492
File: 337 KB, 1280x1483, to intelegent too ezqauke.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I sex fitzquake/quakespasm multiplayer into working?

>> No.3687498

I want Crispy Doom for Heretic with limited mouse-freelook (ie. you can look up and down with mouse but only to the angle that vanilla Heretic allows with keyboard).

Does this exist?

>> No.3687512


Not as far as I'm aware.

I understand that it'd be a really niche thing, but it saddens me that there isn't a PrBoom+ equivalent or anything similar for the non-DOOM DOOM engine games.
You either have to deal with Chocolate Doom's vanilla idiosyncrasies such as being locked to 320x200 and forced keyboard-freelook, or go fullhog with a ZDoom-derived port with all the issues they present and lack of accuracy to the originals.

>> No.3687515

Ok thanks anon.

Maybe I'll look in to doing it myself after I'm done messing around with the Doom code.

>> No.3687534

cacobyss are worse, they don't dodge but their amigos resurrect them, and they can supercharge other cacobyss and amigos.

>> No.3687542

Anyone? I need an adult

>> No.3687543

I would say something more geared toward pixel art would be optimal but if you can clean up your sprites and save them as png you could use them as high res textures or sprites.

>> No.3687548

I though different clients don't work together

>> No.3687549

>they can supercharge other cacobyss and amigos.
fugg. i never noticed that before. let's hope for the best for my next playtrough.

oh yeah, that reminds me, any good boss map replacer for DRLA/oblige? the IoS is a bit... well, it kind of sucks after the 5th time

>> No.3687553

sv_protocol 666 werks together

And it's not fitz + spasm crossplay, it's fitz OR spasm. How to even connect to anyone.

>> No.3687554

well, there was the idea for a redone ios based around the seven deadly sins.

>> No.3687651
File: 10 KB, 225x294, ra,unisex_tshirt,x1000,33281f 5b604c86ce,front-c,235,200,225,294-bg,ffffff.u2.jpg [View same] [iqdb] [saucenao] [google] [report]

guys should i get a quake shirt? I like quake and think the logo logo looks neat. i wont get any weird looks wont i?

>> No.3687658

I don't think so. Even if people don't recognize it, they'd probably think it's some metal/hard rock band

>> No.3687673

>eclipse the competition
>final nail in the coffin of doom clones
Is it actually what the logo is supposed to be (aside from stylised Q) or is that a frivolous interpretation

>> No.3687681


For what it's worth, I don't remember Masters of Doom having an explanation for the logo.

>> No.3687683
File: 656 KB, 940x529, SPC.jpg [View same] [iqdb] [saucenao] [google] [report]

I've uploaded my Spellcross 35 Monster Pack for Realm 667 submission, available here:


Also, I've might've found way to fix the offsets, so you wont have to change the OPENGL settings to use them in future. Once Realm667 work is done, I will upload a new version of the OBLIGE and Spellcross Arena maps available with the latest updates.

>> No.3687754

Hey guys, can we talk about the game-
>"I've might've found way to fix the offsets, so you wont have to change the OPENGL settings to use them in future"
Okay, nevermind.

>> No.3687769

Please don't spell OpenGL in full caps

>> No.3687782


>> No.3687786

Stop yelling.

>> No.3687794

all I want for Christmas

for the plasma gun...


>> No.3687796
File: 335 KB, 1200x1372, wew lad.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3687813
File: 33 KB, 225x220, AAAHHH.png [View same] [iqdb] [saucenao] [google] [report]

>Pass over linedef trigger
Now I need an image of Doomguy with cotton balls/earplugs in his ears and a plasma rifle.

>> No.3687820

I remember not using the Plasma gun when cheating in my early days of playing Doom just because of how loud it was.

>> No.3687821

>press a button
>a fancy staircase slowly appears out of the ground, with each step being an individual elevator thing


>> No.3687832

it never occurred to me just how ludicrous doom's staircases were.

it's like this is the most fun shit hell has ever had so it's throwing all the spotlights on his ass and rolling out the fucking most fancy shit that hell's architecture could find.

he's a hellebrity

>> No.3687854

For some reason, I'm now imagining a pack of revenants screaming the 20th Century Fox theme while the stairs at the end of E1M8 rise.

>> No.3687863

>For some reason, I'm now imagining a pack of revenants screaming the 20th Century Fox theme while the stairs at the end of E1M8 rise.
Jesus Christ, my ears.
Video when?
THX intro would also be awful.

>> No.3687883

so when is the tinnitus—simulator mod coming out?

the moment you fire the ssg everything is like


>> No.3687885

Ok I'm not memeing when I say this.

Real Guns Hardcore is legit fun.

>> No.3687895

I really need too see and hear this now

>> No.3687903

Is there a way to play this with scanlines on gzdoom

>> No.3687907

It's not really my taste but I can see why people can have fun with it.

I like all sorts of mods though, my favorites right now is Black Warrior and Hideous Destructor

I also just like Brutal Doom for the shotguns and Rocket Launcher, they're really satisfying

>> No.3687924
File: 54 KB, 324x404, QUMPlogo.png [View same] [iqdb] [saucenao] [google] [report]

QUMP is ticking along, we have a few mappers trickling in, and we're discussing things (and hopefully going to get some help) and the func_messagebaord, as well as here.

Add yourself in if you're interersted:

Thanks to Term for the inspiration, I hope you dont mind us using your DUMP idea modified for quake.

We're probably going to have a central hub, that way people can balance their maps for shotgun start.

>> No.3687926

>Thanks to Term for the inspiration, I hope you dont mind us using your DUMP idea modified for quake.

Not at all, I don't have a copyright on ideas.
Use and abuse away, mate.

>> No.3687947
File: 237 KB, 733x1000, 1482202101130.png [View same] [iqdb] [saucenao] [google] [report]

are we allowed to post political doom memes here?

ah,fuck it

>> No.3687948
File: 13 KB, 500x300, 1480796372656.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3687950

>No Doom images in the background like "shoot the cyber demon until it dies"

>> No.3687969

is there a way I can get d4d to run on zdoom?

>> No.3687983
File: 23 KB, 500x500, 590.jpg [View same] [iqdb] [saucenao] [google] [report]


I know its supposed to be like DUMP but thats pretty funny

>> No.3688008
File: 38 KB, 165x165, Megadoom_SoFarSoGood.png [View same] [iqdb] [saucenao] [google] [report]

should this be a mod

>> No.3688056

I love the mods that replace the sound with the Doom 3 sound. Doom 4 Doom is good with this too because the Doom 4 plasma gun sound is really pleasant.

>> No.3688057

yes pls gib me

>> No.3688069

No, it's a good design.

People who know what quake is might make a remark, those that don't won't recognize it as from a videogame so won't think you're a geek if that's what worries you.

I bought one of the Doom shirts, luckily I got the last one in small. It's the same design as from way back in the day.

>> No.3688071 [DELETED] 

Did that, made it the next OP image even.


>> No.3688075

Disregard that I suck cocks


>> No.3688076

PS: that doom shirt is obviously a game, but i wear it to the gym or to bed so don't care

all my vidya shirts (I got 3 for the price of 1 when all i wanted was 1) are gym shirts

>> No.3688173


>> No.3688459

it's a Q
Q for Quake

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