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3702485 No.3702485 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3692385

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.3702496
File: 800 KB, 680x961, Crash its so Kawaii.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

[12-24] Xaser has released a beta of a new map, dead.air

[12-24] Return to Ruins, a new mini-episode for Powerslave/Exhumed AND mapping documentation!

[12-22] Xeotroid released his cover of the TNT soundtrack
https://www.youtube.com/watch?v=He3F4CQFZVY [Embed]

[12-21] Intermission, a Doom/Retro FPS podcast by Term and friends, wraps up the year with E1M8
https://www.youtube.com/watch?v=-75U6NLVuKY [Embed]

[12-20] QUMP formalized; get mapping!

[12-19] DUMP 3 weapons finally finished!

[12-19] Arcane Dimensions 1.5 Patch released

[12-18] PortaDoom Alpha 2 released; a HUGE portable WAD collection in 90's disk-zine format

[12-16] A keyboard with displays on each key can run Doom
https://www.youtube.com/watch?v=q7b9glYuAXw&feature=youtu.be [Embed]

[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

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


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

>> No.3702527
File: 158 KB, 917x1280, c34.jpg [View same] [iqdb] [saucenao] [google] [report]


New temporary Archive for DoomIwads link on V7 Image

>Replace DoomIwads link with AllidStuff, thanks to a Anon who posted the dropbox link

Noclip released separate Interviews with Hugo Martin and Mick Gordon

DBThanatos Announced D4T, A.k.a Potato Doom4Doom or Death Foretold for old builds of G/Zdoom and Zandronum

Old thread link due to 4chan stupidity and Spam filter : >>3696528

>> No.3702541
File: 31 KB, 480x480, 13257044_1093052524075054_1569311875_n.jpg [View same] [iqdb] [saucenao] [google] [report]

what did /doom/ do for chrismas?

>> No.3702548


Ate a lot of sushi at a restaurant, then went home and drank the night away.

>> No.3702551
File: 60 KB, 438x382, fuuuug.png [View same] [iqdb] [saucenao] [google] [report]

Tried to finish this stupid map.
The new section just feels really empty. I really feel like deleting most of it bar the large circular sector...

>> No.3702557

What The...Creepy Bone

>> No.3702559

Played some pokeyman.

>> No.3702567

mourned the death of my DRAM

>> No.3702570


Spent time with family. And played a bit of Bayonetta, if Christmas eve counts.

>> No.3702578

Who are you?

>> No.3702581

Good gameplay mods to try with Oblige?

>> No.3702592


>> No.3702597

Those big watery areas remind me... I've always wondered about this regarding Doom mapping. Has no one attempted to have a horizon of a huge ocean, or is there some reason why such a thing absolutely must be restricted by some kind of walls? The Doom engine basically has no draw distance limit. So what's stopping people from making the illusion of a planetary horizon by stretching out gigantic water floors for miles? I'm not even talking about an accessible area, just something that looks nice.

Or does the obvious repetition tiling of animated textures just make things look too awful to look at when overused? Wait... is it a performance issue due to the texture being animated?

>> No.3702603

Take a look at the hub map for dump 3. How close is that to what you want?

>> No.3702616
File: 98 KB, 913x455, fig.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom starts to break when map geometry gets large ( size >65k units IIRC, although this is what I have only experienced with Boom-format, UDMF probably can do it. )

Usually it is better to try to make it look proper horizon by restricting player and etc.

>> No.3702641

Would someone please recommend a wad for stress relief?

>> No.3702650

You could just add more monsters if they feel empty.

>> No.3702653

Swift Death

>> No.3702663
File: 60 KB, 800x644, goofy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3702684
File: 52 KB, 952x500, 1bbr8l.jpg [View same] [iqdb] [saucenao] [google] [report]

>The Doom engine basically has no draw distance limit.

If you make a map too big, the collision will start to tear itself appart.

>> No.3702686

Does it do anything interesting?

>> No.3702691


>> No.3702704

How big?

>> No.3702707


are we talking of the entire map or a single room?

>> No.3702719


wellfoursiteis giant as fuck and is stable

Doom2Memorual its also huge as fuck and its "stable"

unless someone is trying to do Daggerfall on Doom

>> No.3702734
File: 23 KB, 703x706, max.png [View same] [iqdb] [saucenao] [google] [report]

Around 1/4 of the grid that you can see in Doom Builder when you zoom out everything.
For reference, check Terminus jump racing thing, Mark's motorcycle mod, and that Manhattan city remake map. They get really close of breaking it.

Entire map.

>> No.3702738

chill down anon

Foursite is Huge, YES, and its stable.

Doom 2 Memorial its all Doom 32 Maps mashed into one, its huge? not that much as foursite or a fucking zebes, but its also stable,

>> No.3702750

What should I do for my first map? Just some vanilla-ass thing?

>> No.3702753

Make an entryway.

>> No.3702764

Isn't myhouse.wad obligatory

>> No.3702781

Spent quality time with my familly, then went back to studying for college.

>> No.3702792


your school

>> No.3702813
File: 1.81 MB, 1278x1023, moddb_pre_beta_1.6_image.png [View same] [iqdb] [saucenao] [google] [report]

Why is there at least two mods that port Doom to Doom 3 engine, but I couldn't find a mod that brings Doom 3 campaign to Doom engine?

>> No.3702836
File: 135 KB, 1137x453, gimmicky.jpg [View same] [iqdb] [saucenao] [google] [report]

It just felt bit too spacious - I don't think just adding monsters would have worked that well. It was just plain, weak, etc.

I kinda revised the area, but no idea. Maybe I'll use the ideas I had in other area I still gotta make.

Perhaps I am pushing myself too hard. I spent 2 hours on the area earlier, though - and deleted it in seconds...

Basically limits of how the coordinates are stored ( 16 bit integers ).

>> No.3702846

something you know.

or try making your own version of existing doom level.

>> No.3702847

because Doom 3 is shit (as a Doom game, at least)

>> No.3702850

Can the Doom engine even deal with lightning and events?

>> No.3702860
File: 3 KB, 280x164, PINKE2E8.png [View same] [iqdb] [saucenao] [google] [report]

There were a couple of attempts back in the day, the one that got the furthest was Doom 2.5 for EDGE. It had really good weapon sprites and really quality monster sprites.

>> No.3702861

It gets pretty fucking weird once you start dealing with numbers and limits which transcend our conception of reality.

Someone (Linguica I think) calculated based on code and did some testing and found that the original .exe would crash if left running for a couple billion years on Icon Of Sin

Making impossibly big maps also lends itself to some fuckery.

>> No.3702864

>Someone (Linguica I think) calculated based on code and did some testing and found that the original .exe would crash if left running for a couple billion years on Icon Of Sin
SOME PEOPLE have too much spare time.
Then again, I remember that guy who left a bunch of bots on a closed server for years.

>> No.3702867

fake and dumb story, quake 3 bots don't learn shit and they aren't neural networks

>> No.3702873

First Carrie Fisher dies, then I learn that 99% of the restaurant that Gordon Ramsay tried to save ended up closing, and now you're telling me that my favorite story is fake.

Today is not a good day.

>> No.3702878

life is bad and stupid

anyone alive's a dumbass

>> No.3702885

It would at least play better with Doom gunplay.

For impossible stuff there are sourceports that pretty much can handle it. Simplified version of it at least.

I see. Shame it got abandoned.

>> No.3702980
File: 145 KB, 501x446, watermark.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3702991
File: 162 KB, 704x768, scrap601_a.png [View same] [iqdb] [saucenao] [google] [report]

Spent mine sick with a cold trying to get better. Still am trying to kick this cough. Shit sucks

>> No.3703006

I just remembered that one doom 3 project by this guy who swore the entire thing would be released by the time doom 4 came out. there were a couple vids on it and there was supposedly a demo too.

now I'm sad.

>> No.3703081

I got it off google images.

>> No.3703121

Toilet of the Gods

>> No.3703126

Make an E1/Romero tribute map. Can't have too many of those.

>> No.3703136
File: 18 KB, 539x465, 1356868024306.png [View same] [iqdb] [saucenao] [google] [report]

>chaingunners far away

The Archvile fake wall one I can see as obvious fuckheadery, the shotgunguy directly behind the door.....yeah I guess.

But Chaingunners far away?
That's alright in most cases.

They can't do a lot of damage, but they do cause infighting and they help harass the player until they're silenced.

Unless all you have is a pistol or something - you can easily take them out with rockets.

>> No.3703175

>Someone (Linguica I think) calculated based on code and did some testing and found that the original .exe would crash if left running for a couple billion years on Icon Of Sin
I think you must be thinking of the bug where an icon cube that is fired directly east / west won't spawn a monster, but once an integer wraps around the entire 32-bit space it will finally spawn after like 12 years.

however, he DID make a WAD based on ceiling crushers with prime-number periods that would take more than a googol (10^100) years to beat.

>> No.3703178

Visited grandma and great grandma.
Also visited the rest of the family.
Except for the ones living in the countryside

>> No.3703181

guys, nothing to do with doom but, if I have an ftp server behind a router I only need to forward port 21?

>> No.3703185

>nothing to do with doom
then go to /g/ you dip

>> No.3703196

Are there any mappacks made in the same vein as Plutonia's map11 or map32?

>> No.3703204

Spent time with my dad. We wound up watching like 5 straight hours of semi truck drag racing and snowmobile crashes.

>> No.3703237

How do you pronounce the Quad Damage sound?

>> No.3703241

kwayd damaje

>> No.3703242
File: 44 KB, 542x675, INTENSE CHOMPING.jpg [View same] [iqdb] [saucenao] [google] [report]



bwong bwong bwong

>> No.3703243

No, I meant the sound from Quake 1. I'm not sure if "BWOYNG" would be the right way to pronounce it.

>> No.3703251


I type it as "BRAAAHUUU"

>> No.3703256

when she ridin on top of u and says
"I got the damage value algorithm but tripled"
and then u speedrun to the exit

>> No.3703260
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holy fuck

>> No.3703261

Quake 1 and 2's quad damage gave 4x damage

>> No.3703262

How do you pronounce the Pentagram of Protection sound?

>> No.3703263
File: 115 KB, 640x637, 1463773347500.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking swear you're the same guy who came up with the original grisly grotto meme.

never give up, you glorious cumhaze.

>> No.3703265



uoooo uoooo uoooo

>> No.3703275
File: 19 KB, 480x288, ranger__s___quakeguy___faces_by_clownboss-d45ye26.png [View same] [iqdb] [saucenao] [google] [report]

wouuuuuaaaah Eeehhh Eehhh

>> No.3703282


>> No.3703286

zdoom has line_horizon

it almost always looks kind of like ass

>> No.3703287


Ranger's "really low health" face looks sad and pitiful for some reason. It makes me feel bad whenever I see it while playing.

>> No.3703293
File: 36 KB, 683x536, ranger's fucking pissed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3703309

what should I install to have a doom and a quake 1 server on ubuntu?

>> No.3703325
File: 11 KB, 454x263, 1325854768401.jpg [View same] [iqdb] [saucenao] [google] [report]

Evenin' Doomers.

I've seen a lot of threads and posts in the Doom community talking about things players *don't* like in maps, but can you guys respond to this post with things that you *do* like (and perhaps why)?

But not replies like
>not bad
>"atmospheric" (unless you say what that even means)

As an aspiring mapper, this is important.

>> No.3703334

>Player must time their teleport to telefrag a big baddie

I don't even know how many mappers do this, I just think it's nice

>> No.3703339

Fluid map design
cool architecture
well hidden secrets

>> No.3703349

One thing i definitely appreciate is when I see a door, and I go up to the door, and I use the door, and the door opens, not fails to be a door, not is a trap pretending to be a door, not giving a message saying how the door's broken, not saying it needs a key and it's totally not obvious that it needs a key, not refusing to open because the switch is right next to it but blends in to the wall texture and thus you spend the next half hour looking for a way to open the door, none of that shit, just the door opens and wow things are good. If you're going to have a door that is not a door then at least make it so there aren't lots of doors or that at least one of them opens to let you advance or reveal monsters but I'm getting real sick of doors that aren't functional doors.

You could say that this is a problem that I do not adoor

>> No.3703356
File: 1.74 MB, 1600x900, Screenshot_Doom_20161228_103535.png [View same] [iqdb] [saucenao] [google] [report]

>finnaly at the end of an endurance round
Fuck this

>> No.3703364
File: 15 KB, 300x300, Front-Door.jpg [View same] [iqdb] [saucenao] [google] [report]

I think unless it's a cage it's hard to time and many players would get teleported next to a cyberdemon.

Well what's "fluid" and "cool"?
The secrets I get.

I promise that my level will contain at least 1 functioning, no nonsense door. No keys, no traps and no switches

I'll even have it close behind you when you go through it so the draft doesn't get in.

>> No.3703451

Nested secrets
Encounters that pressure the player to push past enemies and try to fight them from a more advantageous position, must be vague and interspersed with encounters that don't share the same trait and only present more danger to the player for pushing too hastily
Minimal amount of enemies teleported in, usage of monster closets which open within audible distance of the player instead
Having a maximum of only one arena-style encounter
Secrets that let you kill ambushing enemies preemptively and from a more advantageous position

>> No.3703454

btw Romero's E1M8b has all these traits

>> No.3703463

where is the secret that lets you kill the ambushing monsters?

>Encounters that pressure the player to push past enemies and try to fight them from a more advantageous position, must be vague and interspersed with encounters that don't share the same trait and only present more danger to the player for pushing too hastily

i spose that's around the start

>> No.3703465

I despise hidden keys.
Confusing swithces
Barely winnable traps (It's okay if you make me fall into a big hole,but please,don't have a bunch of Barons of hell or cyberdemonds down there,or at least when you do,leave place to manouver)

>> No.3703469

>where is the secret that lets you kill the ambushing monsters?

The secret at the beginning where you jump into the canal which leads into the indoor pool of nukage with the invulnerability sphere. You can kill the ambushing enemies waiting behind the yellow door through a window.

>> No.3703491 [DELETED] 

She was an expensive cocaine whore who fucked hollywood executives.

Nothing of value was lost.

>> No.3703492

One thing I really liked about Half-Life over Doom was how the chapters and levels blended into each other. Is there any wad does something similar?

>> No.3703497 [SPOILER] 
File: 67 KB, 420x482, 1482929277490.jpg [View same] [iqdb] [saucenao] [google] [report]

doom4guy face is actually pretty on-point. if he had hair...

>> No.3703501

I want to say F.E.A.R., but you're often moved from one place to another.

>> No.3703504

Hahaha, I like how he looks like an older guy as well.

>"Been killing you assholes for 23 years"

>> No.3703506

Why would they fully model a face only to put a helmet on top of it?

>> No.3703512

Tired and angry, just like you'd expect.

>> No.3703516

The visor on his helmet is very slightly transparent, you can barely see the top half of his face through it.

Why does he have the rest of his face modelled? I dunno. Why is he more detailed than the Cyberdemon? Beats me.

>> No.3703520

Doomguy and Ranger are interchangeable really, they might as well be the same person.

>> No.3703525

I like maps that play like Plutonia and Hell Revealed

>> No.3703526

Play some bad maps and replay your olds maps. You can learn with the mistakes

>> No.3703551

Deus Vult II-2 when.
Unholy Cathedral left me hungering. Such an amazing map that leaves my mapping-comfidence blue, small and shriveled.

>> No.3703552

now he needs his ol hairdo back, or keep him John MacLane or SPEESH MAHREENS BHALD

anyway, he really looks like a Blaskowicz

>> No.3703557

Or they are Blaskowicz

>> No.3703560

Could be that they reused BJ's model.

>> No.3703564


as they did with Doom before

>> No.3703568
File: 1.51 MB, 1024x1220, rjam6_wip.png [View same] [iqdb] [saucenao] [google] [report]

Fuck, I hope i'll finish it on deadline.

>> No.3703570

I love Quake's maps, but the weapons are just not fun compared to Doom.

>> No.3703571

Woah that looks nice

>> No.3703591
File: 253 KB, 1200x800, William_BJ._Blazkowicz.jpg [View same] [iqdb] [saucenao] [google] [report]


Take in fact that Samus in prime had her face modelled because of the reflections in her helmet

something that would look great in doom 4

as for the blaskowicz bloodline

>> No.3703606
File: 72 KB, 650x461, 1465767853453.jpg [View same] [iqdb] [saucenao] [google] [report]

I used to play the shit out of Quake 1, still do on occasion, about once a year or so I'll do a full run through all the episodes. This year, I thought I'd actually dip into mods beyond Team Fortress.

So what are the best single player mods for Quake 1? I'm at least looking for new maps, but I'm not adverse to some gameplay changes, so long as it's still an FPS.

>> No.3703609

Search the Quaddicted level listings by user score or rating. You'll find some gems.
One of the better recent ones is Arcane Dimensions.

>> No.3703612
File: 276 KB, 1024x768, ad_zendar_v2c.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks pretty great.

I wish I had the artistic touch some of these guys have for map making, I can never think of what details to add to levels to make them anything more than boring linear boxes.

>> No.3703613

shame you made a good map for a shit game

>> No.3703616


>Arcane Dimensions
>EP5 by machine games

theres a potato config for Quakespasm?

>> No.3703619

I thought Nerhara was a movie? I remember watching all four hours of it.

>> No.3703624

The Nerhara movie was a 4 hour prequel. There's actually a map pack as well with even more cutscenes.

>> No.3703626

>even more cutscenes

Why was I not informed of this? I know what must be done this weekend.

>> No.3703627
File: 3 KB, 288x200, Old-vs-New.png [View same] [iqdb] [saucenao] [google] [report]

Originally I used a really basic shader for the lighting, just the dot product of the normals and a vector, and while it did a good job of showing the shape of the model it also looked really odd. Now I stuck a matcap I made into the mix to add some anime to it.

>> No.3703629

It was pretty big back in the day apparently. Quakespasm doesn't run it properly. You have to run it through Darkplaces.

>> No.3703631

Demo editors were a mistake.

>> No.3703634

I like the Kamen Rider look.

>> No.3703659

Pessimism: Overrated?

>> No.3703662


bah i played Nerhara until the end, it was good and pretty well developed

it sucks that the mods runs on a custom and earlier version of DP

>> No.3703665


he thinks this is nihilism land aka /pol/

>> No.3703674

Thanks for letting us know, resident person of semitic descent

>> No.3703679

how do i get ketchup to work with new gzdoom dev builds? Do i really have to open it up and fix mark's shitty code?

>> No.3703685

sweeping hyperbolic jokes about everything being bad isn't unique to /pol/

i can't even imagine why you would jump 20 yards to that conclusion

>> No.3703694


its the 2016 effect

>> No.3703697

I just spent an hour trying to approximate a design I had in my head using D44M's Snapmap™. I couldn't even start making the first room because the system is so limited. Wanna make a room with two doors and a staircase? Oh sorry we only have these pre-made huge complexes of several rooms and staircases that you can maybe try to connect with generic hallway pieces and shit.

I don't think id can salvage that pitiful attempt at cross-platform custom content creation. It's too limited to be useful for anything actually creative.

>> No.3703704

You could make custom rooms by using objects.

>> No.3703716


Spent time with the family. First christmas eve without grandma.

Surprisingly, everyone behaved quite well. No one throwing up from drinking too much.

>> No.3703767

It kind of reminds me of my disappointment with Timesplitters on the PS2 after I had been making maps with WorldCraft for years.

>Boy, a map editor is included in this game, we're sure coming a long way that I can make maps and play them with my buddies on a console!

How foolish I was.

>> No.3703771


can anyone recommend a port?

>> No.3703782

Timesplitters 2 on the Gamecube wasn't better.
>woah, I can teleport, and have several Mephistopheles
>they're just reskinned bots

To put it in context, Mephistopheles is a boss the size of a cathedral. In the map editor, he (or she?) just behaves like a bot.

>> No.3703821

holy fuck maximum jaw

>> No.3703835


source of this?

>> No.3703837

I'm gonna guess Facepunch

>> No.3703849

facepunch ported the doom slayer model to source filmmaker through pagan magicks. i just made the helmet textures invisible

>> No.3703852 [SPOILER] 
File: 33 KB, 507x519, 1482947664473.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3703857

he looks a bit like sylvester stallone

>> No.3703865

Mr Ulmeyda?

>> No.3703875

spawn a grid room, spawn some blocking boxes in it, select a texture for each of them, resize and change the color palette on them as desired

>> No.3703913

Too bad he was a mopey cunt in tno

>> No.3703925

I really enjoy maps with small details like going through a buildings and seeing it decorated to feel like it had a purpose and would really exist.
Likewise I enjoy hell levels where the design is other worldly and does not follow human logic.

>> No.3703932

Just as a heads up. Brutal Doom 64 won 5th place in Moddb's Mod of the Year.
Go figure.


>> No.3703934
File: 23 KB, 1095x130, EarthBound.png [View same] [iqdb] [saucenao] [google] [report]

cacowards were not a mistake.
this was.

>> No.3703935
File: 3.67 MB, 1248x770, spritesWIP3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3703940

Diggin' that shotgun design.
Fucking great.
But it better have a pleasant reload animation.

>> No.3703942
File: 32 KB, 424x512, ha.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3703948
File: 709 KB, 2048x2048, Sheet.png [View same] [iqdb] [saucenao] [google] [report]


Thanks man. Spent a lot of time on that shotgun! The machine gun is very early wip. Just blocked out.

>> No.3703950

>(new word)
That is not how it works.
It's just libberish (new word)

>> No.3703953

Honestly,it looks just like how I imagined it.
Pretty nice.
Will you give it a new sound?
The vanilla one won't quite fit it in my opinion.

>> No.3703954


Yeah, i'd have to. It's not going to be a Doom wad but a new game in Unity. Finding good satisfying sounds is going to be a challenge.

>> No.3703959

Let's hope you can emulate the great feeling the doom shotgun has.
I can't put my finger on it why is that such a good gun,but the effect must be recreatable.

>> No.3703963 [DELETED] 

you know

if someone were to make a tc about infiltrating doomtwid castle to assassinate Linguica and esselfortium and liberate doomworld from their iron fist ultra progressive rule

I'd play it

>> No.3703971
File: 47 KB, 191x150, v.png [View same] [iqdb] [saucenao] [google] [report]

did my first weapon sprite. does it look good?

>> No.3703979


remember that even if nintendo didn't intervened, AM2R would probably steamroll all over BRD64, which would be far more humiliating than give "willingly" the trophy to Enderal team

shit even "BRD" make me puke and remember of the shitstains of BRDoom forums

as For Moddb? well who cares? most of the mods there the "DON'T TOUCH ME" Level of hipsters who goes apeshit about "assets"

>> No.3703981

because, as is the case with most of doom's design conventions, your mind fills the gaps in. that is most reflected upon the weapons with their lack of additional frames.

>> No.3703997
File: 241 KB, 700x700, FeelRageCry (2).png [View same] [iqdb] [saucenao] [google] [report]



>> No.3704025

>as For Moddb? well who cares? most of the mods there the "DON'T TOUCH ME" Level of hipsters who goes apeshit about "assets"

I didn't knew WildWeasel's mods were a popular thing on Moddb.

>> No.3704027

Where is that thing pointing?

>> No.3704030

Do Doom sprite artists usually pay attention to color depth to make things consistent? Looks cool and all, but juxtaposing it with original assets might look jarring.

>> No.3704036

Good map flow, you always know where to go.

Little extra details to level architecture like bevels.

Rooms that look like they have a purpose, even if the level is really just an abstracted maze.

A vague theme to stick to, with consistent use of textures / items / monsters. Eg, Episode 1 uses TEKWALL to signify level ends and has a very subtle "evil computer" theme. Also nukage is always damaging and water is never damaging. There are no surprising damaging floors in E1 except the ending

>> No.3704046
File: 68 KB, 416x553, pqz03xkc.jpg [View same] [iqdb] [saucenao] [google] [report]

He looks nice with hair

>> No.3704047


Sorry, i forgot to mention. This is for Unity not actually a doom wad.

>> No.3704050

fucking lel

>> No.3704053

Just finished Doom II for the first time

Now onto TNT and Plutonia... eventually.

>> No.3704068

Non-essential secrets, especially when the secrets are "hump all walls"-tier, let them be rewards to those who find them
Maps with good flow, where even when you have to backtrack you can easily tell where you should be going
Room for maneuvering against certain monsters, or give me the tools to defeat them
Speaking of which I like maps that "signal" what's coming by placing appropriate ammo and items before a certain challenge
Areas where I can mow down enemies and feel powerful every now and them, but no need to go overboard, slaughterhouse maps are kinda boring to me
Be upfront about the level of challenge in your map, I hate downloading a map when I'm in a certain mood for a specific type of map only to be frustrated by either how bullshitingly hard or unchallenging it is.

>> No.3704069

they are

i get that you're probably just snarking about a guy you don't like for one reason or another, but they actually are

>> No.3704090

I'm excited for D4T

>> No.3704097

>that grammar

Pretty sure it's obvious.

>> No.3704107

Can't help you, tried Googling in various forums?

>> No.3704110

Other wads like Foursite?

>> No.3704112


there are 10 thousand ports, I'm asking which is the most popular or the recommended one

>> No.3704114

if youre just a standard plebe who wants to play some dumb mod then gzdoom

>> No.3704117
File: 30 KB, 258x191, Splat.jpg [View same] [iqdb] [saucenao] [google] [report]

well fuck.

>> No.3704119



>> No.3704124

There's two sensible options; gzdoom or retro doom, but if you play retro doom you have to correct the gamma back to 1.0 in the config. By default it's at like .75

It's essentially crispy doom but with mod support

>> No.3704126


Doom 2 memorial

>> No.3704127


and for quake?

I just want classic dm

>> No.3704130

Quakespasm. Only choice.

>> No.3704132

I'd rather play original levels.

>> No.3704135


For DM, use NQuake. It comes with bots set up by default and lets you play online.

>> No.3704136


that's funny because I already use gzdoom, quakespasm and darkplaces while singleplaying but I tought there were optimized ports for multiplayer (zandronum?)

>> No.3704138

Zandronum is just gzdoom with multiplayer support.

Darkplaces is made obsolete by quakespasm.

>> No.3704150

Jesus Christ, every gameplay video of Doom on Youtube these days is using BD. Fuck this gay Earth.

>> No.3704158

But anon,it's the way developers intended it originally,but they coulnd't pull it off because of hardware limitations XD

>> No.3704164

it's got spots all over it and it looks to be pointing too low

>> No.3704182
File: 18 KB, 267x395, Absolutely Radical.jpg [View same] [iqdb] [saucenao] [google] [report]

Portable Maxim MG? I like it anon, so how's your little project going?

>> No.3704183


quakespasm doesn't come with a potato setting, which is tad sad

>> No.3704193

just turn off all open gl stuff?
my graphics card fried and I am running on integrated intel chipset just fine

>> No.3704210


id be happy with a config list for that, my DRAM is now one with the allspark and im using a old ass inspiron 15 with a intel WDDM 1.1 until i buy a new one

>> No.3704219

most stuff will work

>> No.3704316

>Maxim MG

That's right. The setting is World War 1 with occultist shit going on. I just started working on it again after a long pause. Those sprites and some stuff in Unity is pretty much all i've done. Currently in process of trying to recruit a programmer and i'm going to take a brake from my job to work on it full time.

>> No.3704324
File: 160 KB, 640x640, rambo-anno-1919.jpg [View same] [iqdb] [saucenao] [google] [report]

One could complain that a stationary MG from WW1 with a water jacket would be too heavy to carry.

But I don't care, it's cool. As long as you make it do appropriately high damage, these things fired full-sized rifle rounds like 8mm Mauser and .303 British, shit you can drop a moose with providing your aim is good.


Also it's a kind of gun that you can basically keep firing indefinitely as long as you keep providing them ammo and water (and replacement barrels), they just don't stop, it can be fired for weeks on end and it won't show any signs of wear.

>> No.3704331
File: 48 KB, 600x335, commando-arnold-schwarzenegger-machine-gun[1].jpg [View same] [iqdb] [saucenao] [google] [report]


I'm not aiming for realism in any sense. There won't be any reloading of any kind for any weapon. If you alt fire with the Vickers you'll hold the ammo belt rambo style and increase rate of fire with accuracy penalty.

>> No.3704332

Combined Arms is pure shit.

>> No.3704341
File: 284 KB, 600x480, 69osaPG.png [View same] [iqdb] [saucenao] [google] [report]

What's the best architecture you've seen in a WAD? Looking for inspo for mapping. This doesn't necessarily mean complex geometry but rather suggesting depth in a 2D game and having a nice style.

>> No.3704346

https://goo gl/dj8Z5E

>> No.3704352

Right, but let it at least be powerful.

There's few things as disappointing as a game giving you a really big machinegun (be it mounted or portable), and you find out it does shit for damage because of "balance reasons"*

*last part said in a dainty voice

>> No.3704353 [DELETED] 
File: 483 KB, 640x480, RKm0hTe.png [View same] [iqdb] [saucenao] [google] [report]

Every wad is garbage with shit architecture, picrel is what doomfags unironically consider great

>> No.3704359

Maybe I have this feeling because recently I played through ROTT but I sure hope that there is some cool/bizarre occult weapons to use together with WW1 guns.

>> No.3704362

>enabling the shitter

>> No.3704372


Definitvely. Got any cool ideas? I'd love to hear any suggestions.

>> No.3704378


darkplaces was made obsolete because Lord havok gave the finger to quake community after he moved in to work on google, also he never released the SRC

>> No.3704408

Gloves of Incredible Power
A pair of gloves that generate power dark lighting in colossal cone in front of the user, generally wiping out any living thing outright disintegrating weaker foes and negating any other magic that it encounters or alternatively using only pointing finger to zap a single enemy and launch him with tremendous force, knocking aside enemies and splattering him if enough momentum carries on to the point of colliding with hard surface.

>> No.3704412


I like it. Maybe use a finger snap for humurous effect.

>> No.3704415

Reccomend some bite-sized wads. Echelon and the like

Props if anybody can help me find a wad. I can't remember it all too well. Had some bright green tubes and some translucent/grey tentacle thing you could walk through. Maybe? I'd know it when I saw it.

>> No.3704424

I liked PsychoPhobia and the functional design of Hell on Earth ep1.

>> No.3704439

I'd like to see that.
Some mix between the Emperor's lightning in Star Wars and the Necromancer's Gauntlets from Heretic.

>> No.3704448
File: 198 KB, 960x540, wat.webm [View same] [iqdb] [saucenao] [google] [report]


Already started working on a gore "system"

>> No.3704450

Quakespasm is literally fitzquake

Nice try though

>> No.3704452
File: 69 KB, 668x668, Demon0000-0025.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3704457


i know that quakespasm is fitz

but it doesn't remove the fact that DP is abandoned because LordHavoc flipped the bird to quake community when he moved to work on Google

>> No.3704467
File: 64 KB, 1087x649, saNRx6b.png [View same] [iqdb] [saucenao] [google] [report]


>Had some bright green tubes

Sounds like Equinox.

>> No.3704470


>I came so hard

>> No.3704552

This is for a Doom mod?

>> No.3704572

>but a new game in Unity
So you're doing true 3D then, right? Other than using billboard sprites I mean. This should restrict you less and won't be really demanding since most of the geometry should be really simple.

>> No.3704593

Why don't people mod quake 3 more? It's a perfect engine.

If I ever decided to make a game, I'd probably just fork rtcw or Jedi academy renditions of the engine.

Did nobody make decent level editors for it? Are there quake and quake map ports to it?


>> No.3704613


because idtech 3 is a bitch to work with due to the numerous bugs, and you see why by the number of games made using it

even Idtech4 wasnt that great either, while source and UE took their place as more stable and easier to mod engines

>> No.3704620

I wish id would make their current engine open like UE.

>> No.3704624

Hellbound is similar to Half-Life in gameplay and logical/connected map progression.

>> No.3704626

God, the lack of quicksaves in Powerslave EX makes the game so fucking frustrating.

>> No.3704646

>Reccomend some bite-sized wads. Echelon and the like
Demonfear is chock full of bite-sized levels.

>> No.3704647

id tech engines aren't nearly as flexible or accessible as UE4

>> No.3704662

Thought these were UT screenshots for a second.

>> No.3704664

git gud
that's how the game was designed

>> No.3704679

What difficulty should i go with for doom 3?

>> No.3704686


If you have to replay several time, you'll stop being spooked.

>> No.3704687

The hardest one.

>> No.3704831
File: 3.61 MB, 4032x3024, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Was this how DooM was meant to be played?

>> No.3704835

>Reccomend some bite-sized wads. Echelon and the like

Scythe 1 for the most part.

>> No.3704837

Germans did modify MG/08's to be portable - removed the tripod, reduced the water cooling jacket, gave it a stock, etc. Got the weight down to 18kg

Considering soldiers were used to lugging shit tons of kit around, thats not too much, certainly light enough to run over no mans land and set up somewhere covering your buddies. Could probably even fire from the hip with limited accuracy and for a shot period of time.

Ammo might be an issue firing from the hip, but they did have drums.

The MG08 also has a pretty low rate of fire compared to modern machineguns.
Check this:

>> No.3704840

They can't. Engines made under Zenimax ownership can only be used by devs that work for them. This is also why idtech 5 and onwards will not be getting their source code released, either.

>> No.3704852


Fuck this proprietary (and gay) earth.

>> No.3704935
File: 95 KB, 1000x1000, chainsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

Normal, then try chainsawing as much of the game as possible, try killing each enemy at least a couple of times with the saw, it's surprisingly viable, almost every enemy can be reasonably defeated with the chainsaw without being killed, often without taking significant injury, if any.

I really like the chainsaw in this game, it's like the best part.

>> No.3704939


it's such a bummer eager beaver saws suck major trailer dick irl

>> No.3704941
File: 273 KB, 1920x1080, Screenshot_Doom_20160528_191248.png [View same] [iqdb] [saucenao] [google] [report]

just finished doom 2 for the first time. i played on uv. it was really fun and got really tough at times. any good wads that are around the same difficulty?

>> No.3704943

Plutonia 2

>> No.3704949
File: 180 KB, 993x654, chainsaw doom 3.jpg [View same] [iqdb] [saucenao] [google] [report]

git yurself a mixom

>> No.3704952

You'll be better off just animating the skin removing and then use separate sprites for the chunks that come off. You'll be able to randomize the velocity and direction and it'll have more dimension.

>> No.3704962

You are an imbecile.

>> No.3704965

you're aware that poster is pretending to be retarded, right?

>> No.3704972

>i was only pretending to be retarded

Even worse.
File names are similar on both posts so suspected something.

>> No.3704974
File: 79 KB, 215x207, 1369308402234.png [View same] [iqdb] [saucenao] [google] [report]

>4% health and 1% armor at the start of e1m1

How'd you manage that.

>> No.3704975
File: 227 KB, 512x384, patrick watches an attila video.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3704984

does everybody always play new maps on UV first?

it used to be my default difficulty but now it's HMP

>> No.3704985

guys is there a way to play the quake main menu demo loop on quakespasm without outright putting -fitz in the shortcut?

>> No.3704990

UV is usually the mode most people use as their base difficulty these days and what they expect you to choose.

Quakespasm only runs demos made in Quakespasm. Like how ZDoom/GZDoom doesn't run any demos that weren't made in ZDoom/GZDoom, but PRBoom+ does cause it's super close to the vanilla EXE.

>> No.3704996

quakespasm wont play the title screen demo unless you tell it to with playdemo demo1, fuck it ill just use -fitz in the shortcut.

>> No.3704998

I wouldn't call just making another shortcut and adding -fitz to it too hard.

>> No.3705000

99% of the people who got their cars fixed/tuned up in Pimp My Ride ended up selling them to pay for food and college within the first week of receiving them.

chances are the accessories and stuff they got from xzibit got stolen, or were also sold in the process.

those kind of people inhabit the most shitneck deep ghettos, can't really blame them.

>> No.3705002

yeah but now you have to confirm y/n when you exit, its the little things that get me

>> No.3705009

I dunno what else even the -fitz command does aside from making demos start on startup or having to press Y to quit the game. Just feels like Quakespasm.

>> No.3705159

Is that a famously shit level?

>> No.3705161

It's Nuts.wad.
It was a wad made back in the day which crashed most people's computers. GZDoom on a powerful rig still lags on it, but it doesn't crash. On PrBoom+ it doesn't really lag though.

>> No.3705180

>Quakespasm only runs demos made in Quakespasm. Like how ZDoom/GZDoom doesn't run any demos that weren't made in ZDoom/GZDoom, but PRBoom+ does cause it's super close to the vanilla EXE.

As far as I can tell demo compatibility was never an issue with Quake's source ports like it is with Doom's. The stock demos play fine in QS, and it's probably the same with any other demo. You can try this old (1997) demo of a deathmatch with Romero and it plays just fine in QS.


>> No.3705183

The demo that runs usually when you start Quake doesn't run when you turn on Quakespasm. If you run it with the -fitz prompt command though which makes it run like FitzQuake which it's based on, the demos run fine.

>> No.3705186

I really appreciate what Suspended in Dusk and BTSX do. They involve a lot of intelligent and clever texture usage for its detailing, rather than just relying on sectors, which helps keep them within Vanilla's limits.

>> No.3705207

>They involve a lot of intelligent and clever texture usage for its detailing, rather than just relying on sectors, which helps keep them within Vanilla's limits.

not who you're talking to, but an example?

>> No.3705210
File: 82 KB, 823x822, 1478757692178.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake modders, I know you're here.

So all this talk about Arcane Dimensions has made me look it up and.....I'd like to try it.

I'll buy Quake off steam (it's 2 bucks) but what port do I download to play it with? I'm guessing it's not through steam.

As a bonus, I might even play your own maps later if I like Quake enough.

>> No.3705213

dont bother buying quake from steam. Just download quakespasm. pretty sure thats all you need to run AD

>> No.3705216

not who you're talking to either, but you should play through the first map of suspended in dusk to see what he's talking about. The blackened hole in the rock in the starting area and the crane in the first industrial area are good examples. the "3D" door near the start of the second map is another good example.

>> No.3705217

You can download all the Quake files from the 2nd Quake pastebin. Then just put ID1, rogue and hipnotic into a folder you unzipped Quakespasm into.

>> No.3705219

BTSX E2M17 for example uses textures to create fake slopes.

>> No.3705220


>> No.3705221

>quake on steam doesn't have the quake music

Fucking why......

Do the pastebin versions have it?

>> No.3705223

like I said, dont bother with steam.

To get the music running, make an "id1" folder in your quakespasm folder, then inside that make a "music" folder. Inside that, place the WAV or OGG files of the original music tracks, named "track02", "track03" etc.

>> No.3705224

From what I remember yes they do. If they don't, you can get them from a Steam guide.

>> No.3705225
File: 260 KB, 1440x1080, btsxe2m17.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3705228

huh, no shit

thanks bro

>> No.3705231
File: 990 KB, 400x225, 1478500821875.gif [View same] [iqdb] [saucenao] [google] [report]

What possible excuse do they have for no quake music?

The music makes the game.

Does Arcane Dimensions have it's own music? Or rely on Quake's?

>> No.3705234

It's not because they didn't want to add it. The music for Quake is CD-based, so when Quake runs, it looks for the music on the CD that should be on the tray, which there isn't. Source ports like Quakespasm can run the music through MP3 or OGG files by dumping the music files into a "music" folder in the ID1 folder.
And Arcane Dimensions uses music from Quake.

>> No.3705235

So that's why that Quake game I got from GoG has no music.

>> No.3705236

I remember hearing about a lot of people that played Quake back in the day without even knowing it had a soundtrack.

>> No.3705237

Two Questions:

For QUMP: is it possible to use textures not restricted to the Quake palette?

For DOOM 2016: All DLC is multiplayer and not worth the extra money if you only care about singleplayer, right?

>> No.3705238


I don't know, I think they could've patched the game when putting it on Steam.


The GoG version actually has the music, but only when you're playing it in DOSBox.

>> No.3705239

All of Doom 4's DLC is multiplayer shit, yes.

>> No.3705242

But isn't DOSBox pretty bad or something?

>> No.3705243

There's no need to play the game in DOSBox when you can just play it through Quakespasm.

>> No.3705245


I couldn't really tell you how bad it is as I only fucked with it for a short period to see how the GoG version was, but I can't see there being any reason to play it in DOSBox outside of nostalgia or historical interest.

Just get Quakespasm and download a music pack.

>> No.3705246

Okay then, main game only it is.

>55 GB

Jesus Christ. And I thought Arkham City's 14 GB was big.

>> No.3705247

Welcome to "Why I don't play DOOM despite loving it".

>> No.3705248

Welcome to video games in 2016/2017.

>> No.3705251
File: 146 KB, 1110x315, wow.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way of playing DOOM 4 like a real motherfucking DOOM game instead of le ebic Brutal Doom trash?

>> No.3705253

Don't do execute moves?

>> No.3705254

Don't use Glory Kills?

>> No.3705257

Are you forced to do that shit in order to progress in some way or?..

>> No.3705259

Ha, so you're whining before you even play the game. Okay.

>> No.3705261

You do it to get extra ammo and health and if you invest in a rune, armor as well.

>> No.3705264
File: 85 KB, 1280x720, true_evil.jpg [View same] [iqdb] [saucenao] [google] [report]

When Id released their games on Steam initially, their response to issues like this was basically "let's be honest, you're gonna be using a source port anyway."

More recently, a year or so back one of the Quake Live devs started doing some work to improve the Steam releases (there's a password-protected beta for Doom 2 that basically packs in Chocolate Doom) but there's a good few issues to deal with in that regard, both in the "convincing his corporate masters that this is a thing that needs doing instead of his actual job" sense and in the "complicated legal issues" sense (this is why the music in GOG Quake is packed into an ISO file instead of being useful OGGs)

>> No.3705270

That's more like it.

>> No.3705274

How do you guys feel about Dark Forces? I played it for the first time last year, and I think it's fantastic. Much better than any of the Jedi Knight games, honestly.

>> No.3705275

It's Duke Nukem: Star Wars Edition. It's fun.

>> No.3705287


That hasnt been true since PS4 and Xbone came along. 14GB is actually way below the average game size, now.

>> No.3705290

Best E-11 blaster sound effects ever. That fucker actually sounds powerful for a change.

>> No.3705291

Is that requiem map14 in that picture?

>> No.3705292

I'm used to 800MB games.

>> No.3705303

Well, for AAA games I'd say. Indies still rarely exceed the 5 GB mark. And there aren't many AAA games worth playing to me.

>> No.3705305

This. I'm still surprised when I see games that are like 30/40/50 gigs. It's insane to me.
Doesn't help I'm an aussie in the boonies as well so it'll literally take almost a week or so to download a game.

>> No.3705316
File: 912 KB, 480x340, 1341008319524.gif [View same] [iqdb] [saucenao] [google] [report]

>Doesn't help I'm an aussie in the boonies as well so it'll literally take almost a week or so to download a game.
As a Brazilian, I feel your pain. Fucking 3mb internet.

It took me two days to download Siege.

>> No.3705318

My max speed is 700kbs.

>> No.3705321
File: 54 KB, 321x460, 1263887441273.jpg [View same] [iqdb] [saucenao] [google] [report]

Mine is 300kbs, anon. In Brazil we only get 10% of what the internet ISP advertises. I pay for 3mb, but only get 300kb.

>> No.3705323

What is your life in Brazil like.

Do you breath a sigh of relief every day when you get back home alive from work?

If you work...

>> No.3705327

Wow, I can't believe I feel sorry for someone else's internet as an aussie. RIP.

>> No.3705328

Now I see why Mark is always so pissed.

>> No.3705329 [DELETED] 
File: 79 KB, 734x404, 128120501189.jpg [View same] [iqdb] [saucenao] [google] [report]

I do work, anon. The thing is, I live in the glorious South Brazil.

It's still a part of Brazil, but infinitely less dangerous than Rio or São Paulo.

The population in the South is mostly composed of German immigrants that came here generations ago.

All the violence or favela videos you see are from Rio. Rio is the butthole of this country.

South is generally pretty safe and nice, although we're stuck with the rest of the country that elects literal terrorists as our president.

>> No.3705331

>I pay for 3mb, but only get 300kb.
What the fuck.

>> No.3705332

You know the difference between bit and byte?

>> No.3705335 [DELETED] 

All is explained.
>although we're stuck with the rest of the country that elects literal terrorists as our president.

Yes, marxists are even more cancerous than religious fundies....but when you have a sea of lazy, violent dumbasses and promise them free shit, well that's how socialists get elected and nations fall into shite.

>> No.3705339

Either he doesn't know bits vs bytes or it's Brazil being Brazil.

Basically it's 8 bits to the byte, and data transfer speeds are always measured in bits. However filesizes are measured in bytes, and download speeds on most programs like web browsers are measured in bytes.

>> No.3705340 [DELETED] 
File: 27 KB, 172x247, 1338152196302.png [View same] [iqdb] [saucenao] [google] [report]


Exactly. I like to say that Brazil is a communist state, considering how our schools are like. Children here are indoctrinated from the very start to believe that Karl Marx is Jesus, communism is good and that capitalism is evil and should be destroyed.

Lula and Dilma got elected by the exact same way you described, promising free shit. They promised to start the "Bolsa Familia", aka giving free money to lazy subhumans. Most people on the northeast side of the country doesn't work and are illiterate. They are usually who elects our presidents, since in Brazil the only thing that matters is the sheer amount of votes, unlike the way elections are handled on America (if I understood it correctly).

>> No.3705343

I mean the part about paying more to have less.

Through I didn't know the difference between bytes and bits. We use bits and octets in my country.

>> No.3705346

well the difference is that 3000 kilobytes (3 megabytes) is 375 kilobits

>> No.3705350

I just realised I didn't make my point, and now I don't know what it is

>> No.3705351

Sooo, is he still being scammed or not?

>> No.3705353

Anyone miss the slower gameplay found in Final Doom, Memento Mori I&II, Icarus, Requiem, Eternal Doom, etc?

It feels like most modern maps are designed for you to mindlessly run around non-stop. Hardly any moments that make you stop and think anymore.

>> No.3705359

Most modern maps are all about fast gameplay from what I've seen. This is the case mainly because I think those older maps were made back in the days when Doom mappacks didn't have things like jumping yet and a lot of people didn't have running on auto. It was all much slower back in the day.

>> No.3705361

Sounds like you'd like Stephan Moleneux, he talks at one stage about democracy requires an average IQ of at least 90 or you just get this kind of constant, decay state corruption bullshit.

As for America, yes....it's why many states even stay in because some people in the US seem to think that if they get their way 100% of the time because their city has a lot of people....other states will always be in the union to subsidize their moronic existence.

At leas the terrorist you had is getting impeached.

But we're getting off the notion of Doom so I'll leave it there.

>> No.3705371

Ep 3 has some of it too.

I love ep 3.

>> No.3705372

The E-11 feels so shitty to use in Jedi Outcast and to a lesser extent Jedi Academy. In Dark Forces, even after I had every weapon, the E-11 was my go-to.

>> No.3705375
File: 47 KB, 789x321, soondone.jpg [View same] [iqdb] [saucenao] [google] [report]

Done soon.
Fuck, and this was supposed to be a 'small and quick' map.

I need to learn to downsize.

>> No.3705381

All weapons were pretty shitty in the Jedi Knight games.
>looks cool, but is not accurate unless you spawn jedi powers, and most enemies don't even flinch when you shoot them

>> No.3705385

That's why I despise outcast. Make you play like a whole fucking hour of that shooting trash

>> No.3705387

The part I can't forgive is how slow the bullets are.

>> No.3705389

Tell me why you like circles.

>> No.3705390

Any mods for that?

>> No.3705392

Not that I know of.

>> No.3705393

It's sorta geometric theme of the map. Round shapes.

I tend to do this sort of thing, establishing different themes.
> Weapon: Underappreciated weapons, shotgun, chaingun, chainsaw.
> Enemy: no hitscan, no barons/masterminds/etc.
> Visual: Brown/orange tech-temple, moss, water, brown slime
> Geometric: round shapes

Helps me kinda with shaping up the layout and design, but I am still shit at gameplay-department.

>> No.3705404

>Weapon: Underappreciated weapons, shotgun, chaingun, chainsaw.

Huh, I'm looking at using the first two more in my own map......the fucking SSG man....it's just *too* good.

Players get that and it's the default gun provided it's got at least 2 shells.

>> No.3705412

Its definitely true that less people used autorun back in the 90's, though. Autorun wasnt even an official option in vanilla, and was only possible due to an oversight with joyb_speed in the .cfg file.

>> No.3705413


Not sure why I included that.

>> No.3705414

>Hardly any moments that make you stop and think anymore.

This is kind of annoying.
Sometimes you have to make shit *really* obvious because somebody whose way too hyperactive will say "Didn't see the answer in 5 seconds ZERO STARS GAY DOESN'T WORK WITH BRUTAL DOOM"

>> No.3705415

fuck off nazi.

>> No.3705416

Personally I just guess that they aren't utilized as enthusiastically as others.
Chaingun has its problems with accuracy and bit lackluster damage.
Shotgun is overshadowed by SSG, in turn.

>> No.3705417 [DELETED] 
File: 794 KB, 650x1082, fotelnáci2.png [View same] [iqdb] [saucenao] [google] [report]

Most beliefs are worthy of respect.

>> No.3705419

Say what you will about the tenets of national socialism; at least it's an ethos

>> No.3705420
File: 90 KB, 620x670, edd3b71c88e49fc278cc28f082548677a5d8721973b6220605256c523b98c415.jpg [View same] [iqdb] [saucenao] [google] [report]

>John romero's head is replaced by RMS in freedoom

>> No.3705421


>> No.3705423

>everybody i don't like is hitler, oops my brain fell out again

this is so tiresome

>> No.3705425
File: 8 KB, 314x301, f0a.jpg [View same] [iqdb] [saucenao] [google] [report]

>the shotgun spread in doom 3

>> No.3705426

I'll ask once again. Who are you?

>> No.3705427

>The entire weapon selection in Doom 3 outside of the Chaingun and BFG
Jesus christ why is it so bad

>> No.3705431

The machine gun sounds like a guy holding a playing card in a bicycle wheel's spinning spokes.

>> No.3705432

stop spreading this lie

you could use (and I did) caps lock as a run toggle

>> No.3705435

Chaingun damage is fine for lower tier mobs and singular instances of high tier monsters (except Barons and Arch-viles). I wouldn't use it when fighting high tier mobs, though. You can also increase its accuracy by tap firing instead of holding fire.

Shotgun does lose its purpose when you get the SSG, though, yeah. Only time I'd say its useful when you have an SSG, is if the map is very lite on ammo, and you don't want to waste too many shells on lower tier monsters.

>> No.3705436


>> No.3705440

Pretty sure you're using a source port, not vanilla. Even chocolate doom has the option made official, just fyi.

>> No.3705451

The other way around. Internet speed is measured in bits per second. Data on your HDD is measured in bytes. So 8Mbit/S means that you can download 1MB of data in a second. 3Mbit would indeed net a top of 347 Kilobytes of data in a second. Thing is, internet connection never works at a top speed, so that would be around 300 KB in a sec.

So no, >>3705343 does not get scammed in that regard. But the internet in general costs more out there. I for instance live in Russia and get 40Mbit (5MB) internet for $5. My wage is $200 a month tho.

>> No.3705452

"Pretty sure you're using a source port,"
wew, you're wrong there buddy :^)

I had doom v1.2 on floppies. caps lock worked great. made sense to me as a kid.

>> No.3705459

I'm sorry, but Its not a lie. Read this https://doomwiki.org/wiki/Autorun

>> No.3705468


>> No.3705469

doesn't change the fact that on doom 1.2, for me, binding run to caps lock worked great

>> No.3705471

Did Hiroshimoot get rid of (You)? All I'm getting is red dots underlining my post number

>> No.3705474


>> No.3705475

I'm more inclined to believe Quasar, a long standing member of the doom community who's well versed with the doom source code and maintains a source port, over some anonymous user on 4chan making a claim with nothing to back it up.

>> No.3705478

Probably got sick of people replying to bait posts with "(You)".

>> No.3705481

well that's dumb.

just wait, board culture will evolve and then we'll end up with "Here's your red dots."

>> No.3705482
File: 452 KB, 946x970, You.jpg [View same] [iqdb] [saucenao] [google] [report]

So all these pictures I made are useless? That sucks.

>> No.3705484

well I just went and check on my old laptop and yeah it didn't work; must have forgotten or something
I had A as my runkey; thought it must have been capslock

>> No.3705486
File: 233 B, 101x7, THE ORIGINAL RED DOT MEME CREATED ON THE 29th OF DECEMBER AT 2PM IN SCOTLAND.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3705493

here's your .........

>> No.3705495

That's not culture, it's just shiposting

>> No.3705501

get out of here you pikey, as an Australian I am calling this

>> No.3705504

You're descended from people who were such cunts we sent them to the opposite side of the planet.

>> No.3705505
File: 109 KB, 474x454, suchamess.png [View same] [iqdb] [saucenao] [google] [report]

Where did I go wrong.

>> No.3705512

not round enough

>> No.3705514

Reminds me of Arcimboldo's paintings.

>> No.3705516

The upper circle is empty,
I recommend adding a bunch of cyberdemons.

>> No.3705518

What's the problem.

Reminds me of the honeycomb map in Sunder.

>> No.3705521

must be a pain in the ass to linedef

>> No.3705526

what does it mean "to linedef"

>> No.3705534

Not enough circles

>> No.3705538

Yeah. Mapping styles felt more varied back then, too. I miss puzzle maps, particularly.

>> No.3705552

Needs more circles

>> No.3705561


South brazil, mainly Rio grande do sul is commonly known as /pol/ country

>> No.3705562
File: 206 KB, 1920x1080, need more screens.png [View same] [iqdb] [saucenao] [google] [report]

Heretic Voxel project coming along nicely. Working on the Skull Staff's ammo pickups at the moment.

>> No.3705563


Nice bait mark, BRD wasn't the inspiration for glory kills

>> No.3705567

Cool. How well does gzdoom render voxels? If I wanted to make voxels everything would it suck?

>> No.3705568
File: 1.77 MB, 1920x1080, Screenshot_Heretic_20161229_152700.png [View same] [iqdb] [saucenao] [google] [report]

Here's the pickups in-game. I'm pretty pleased with how smoothly this pack is coming along.

>> No.3705573

Ha, yes, a voxel is that 3D sprite someone explained me about earlier.
These 2D shooters are more complicated than the 3D ones.

>> No.3705578
File: 81 KB, 640x480, blood_voxels.png [View same] [iqdb] [saucenao] [google] [report]


Are those voxels though? I thought voxels were supposed to literally be volumetric pixels? Like in Shadow Warrior and Blood. Instead of being 2d sprites built out of pixels on a 2d plane, objects are 3d point clouds built out of pixels in a 3d array. Every point has a color value, but they are not rendered as 3d cubes, but billboarded 2d squares. ie. pixels.

>> No.3705582

The modern trends in mapping feel rather unimaginative to me, is like that most of the mappers lost something. Part of the problem imo is that they are too obsessed with creating the flawless experience for the players, and whan they want to make something different they pull off gimmicks.

>> No.3705583
File: 413 KB, 1920x1080, Screenshot_Heretic_20161229_154050.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, theyre just rendered in GZDOOM - where they are converted into true 3D.

If rendered in Software Renderer they appear as true voxels.

>> No.3705585

He was obviously busy taking the picture

>> No.3705586

Alriight that is cool.

>> No.3705590

GZDoom makes each voxel into an individual 3D cube, even the stuff you don't see, and GZDoom doesn't handle 3D models well in the first place so yeah it would be really bad unless you want to make a voxels mod for Nvidia 1080s.

>> No.3705596
File: 48 KB, 541x338, Kill all fascists.jpg [View same] [iqdb] [saucenao] [google] [report]

And all Nazis are worth killing.

>> No.3705620

No memes I like it a lot

>> No.3705626

>Hardly any moments that make you stop and think anymore.
Hard levels do that kind of stuff

Bloodstain for example.
Not all stopping and thinking means "Figure out where to go" you know, encounter design can also be a thing.

I view slaughtermaps as a puzzle personally. Still tedious of course

>> No.3705657

Pretend you're playing something else, because really, you are. I ended up playing it like Descent on Insane, zipping around at full speed doing drive-by's. Didn't even brake for glory kills.

>> No.3705658 [DELETED] 
File: 381 KB, 672x378, Screenshot_Doom_20161229_174331.png [View same] [iqdb] [saucenao] [google] [report]


So I'm experimenting with swinging doors polyobjects and they look neat as fuck, the only issue I'm encountering is that sprites that the swinging doors encounter "climb" on top of it. For exemple, if there's a corpse or a weapon pickup in the way of the door, the objects will slide on top of the door as it swings. Looks silly as fuck. Is there any recourse ?

>> No.3705663
File: 381 KB, 672x378, Screenshot_Doom_20161229_174331.png [View same] [iqdb] [saucenao] [google] [report]

So I'm experimenting with swinging doors polyobjects and they look neat as fuck, the only issue I'm encountering is that sprites that the swinging doors encounter "climb" on top of it. For exemple, if there's a corpse or a weapon pickup in the way of the door, the objects will slide on top of the door as it swings. Looks silly as fuck. Is there any recourse ?

>> No.3705664
File: 393 KB, 1920x1080, Screenshot_Heretic_20161229_164503.png [View same] [iqdb] [saucenao] [google] [report]

Skull staff complete. MagicaVoxel is a godsend.

>> No.3705672

you can have it clip through the door like the good ole days of gaming

>> No.3705676
File: 59 KB, 1000x779, pps43 subgun.jpg [View same] [iqdb] [saucenao] [google] [report]

I really love Wolfenstein 3D, I wish someone made a TC for it where you go to Russia and shoot commies and kill Stalin (obviously not as B.J though, that kind of wouldn't work, maybe as some kind of Polish dude with a vendetta), and maybe rescue some prisoners from the KGB.

It could be a bit like Totenkopf SDL, with textured floors and ceilings, mounted guns, ambient noise, lots of blood and fun guns, with a couple of different ammo types.

Imagine blasting down a group of FILTHY REDS with a pair of PPS43 subguns.

>> No.3705681

I wasn't just meaning "figuring out where to go", but also situations where you are encouraged to slow down and pay attention to whats going on, as mindless running n gunning could get you punished hard.

Most modern hard wads tend to not only be more forgiving of me run n gunning, but often have the encounters designed to encourage it.

>> No.3705687


That would be preferable I think. How do I do that ?

>> No.3705689

These holes in the cannon makes me moist.

>> No.3705692

You're a DOOM guy

>> No.3705693

For you.

>> No.3705694

i think the you can do that in the ACTORS code

>> No.3705712
File: 101 KB, 719x325, Sterling-Mk-4.jpg [View same] [iqdb] [saucenao] [google] [report]

Ventilated barrel shrouds can be very sexy.

>> No.3705713

drla or legendoom or complex doom, since they also randomise the weapons

>> No.3705715

I heard that weapon was a piece of shit that jammed very quickly.
But it's easy to build, not very expensive, and fuck it looks cool.

>> No.3705729


Ah shit... Well I'm stumped, I'll work on something else, maybe I'll think of something later.

>> No.3705739
File: 21 KB, 758x352, Sten Mk. II.jpg [View same] [iqdb] [saucenao] [google] [report]

It works about as well as any other subgun.

It's old predecessor, the Sten gun however used a pretty shitty magazine design (the same as the MP40, in fact), and they were known to wear out or break pretty easily.

The magazines on the Sterling are actually pretty nice, easy to load.

>> No.3705742

Ha, then I was mistaking the Sten and the Sterling.
Which one do you use in Return to Castle Wolfenstein? A silent Sten?

>> No.3705746

Weren't the stens made out of literal trash?

>> No.3705754


>> No.3705769


>> No.3705778

>avatar fagging

it gets worse

>> No.3705780
File: 493 KB, 1920x1080, Screenshot_Heretic_20161229_180728.png [View same] [iqdb] [saucenao] [google] [report]

Dragon Claw is done. This was the hardest to model.

>> No.3705782


>> No.3705783
File: 332 KB, 1920x1080, Screenshot_Heretic_20161229_180658.png [View same] [iqdb] [saucenao] [google] [report]

Small easter egg, too. Gotta put something in that black space.

>> No.3705789

Holy shit how? Is that a square texture with a piece made invisible?

>> No.3705801


>> No.3705803
File: 35 KB, 508x391, e-11.jpg [View same] [iqdb] [saucenao] [google] [report]

>the folding stock is so flimsy and shitty that the stormtroopers never use it
>can't hit for shit because no folding stock

>> No.3705804

>reversed binocular for scope

>> No.3705815

Why do we never talk about Unreal? Is it because of the mouse-look?

>> No.3705816
File: 172 KB, 567x800, sten-gal.jpg [View same] [iqdb] [saucenao] [google] [report]

It's made out of steel tubing and stamped sheet steel, which was a common way of making SMGs from WW2 up until like the late 90's.

The idea with the Sten was that it would be really easy for a factory to put together many of them really fast, because they just lost a whole lot of shit at Dunkirk so they needed subguns yesterday, Tommyguns were really expensive and the US Army soaked up near all of that production.

Now, since the design is simple and can be made with tubing and sheet steel, it could also easily be produced in small workshops with basic tooling and materials, even a bikeshop could produce most of the parts.
Part of the idea would be that the people of Britain could help pick up the slack with production, but also that it would be a weapon which would be easy for resistance fighters around Europe to put together on their own.

So depending on who made it, they can actually be rather nice (and really, they're not that hard to make properly as long as you know basic machining and metal working, just follow the instructions).
The magazines are really the weak point of the design though, the feed-lips are sensitive and can easily be damaged (hence why you're not supposed to use the magazine as a grip, because it can be damaged), and the springs are initially quite stiff, meaning it's annoying to load (especially since it's a single-column feed), but they wear out fairly fast, so you eventually have to start downloading the capacity to keep it working, from 32 to 30, to 28, to 26, etc, until it would just shit itself completely.

Generally what would be done by the British Army was that they'd load up and fire off an entire magazine, if the magazine didn't work, they'd just throw it out rather than have it end up on the field somewhere.

The gun itself is really not that bad, it's a completely generic open-bolt blowback gun, if you were to modify and convert the gun to take say, Uzi magazines (or maybe Glock magazines), it would run like a top.

>> No.3705818

Nothing much to say, harder to mod, is in 3D.

>> No.3705826

Sure, but the mapmaking community is still very active. Surprised no one ever seems to bring them up or makes them here.

>> No.3705830

It is? I didn't know. I need to reinstall it, fix the lag and try some mods.

>> No.3705865

Could optimize the meshes I suppose, but they would still be several hundred polys. Probably over a thousand at least per frame for a monster sized 3d model.

Probably better to just do a quakeish style model for that cool retro look.

>> No.3705881

Is F.E.A.R. relevant?
If yes, what the fuck are these things you fight in the last level, and why do they sound like that?

>> No.3705883

if part of the texture is made transparent then it would look like a slope.

>> No.3705885


They're projections from Alma or something.

>> No.3705892

But I thought Alma loved the Point Man or something?
How can I rip that sound they make?

>> No.3705893

Perhaps they were beyond here control or they were actually coming from Fettel? Dunno man, the Fettel/Pointman/Alma is a bizarre family love hate triangle.

>> No.3705894

iirc Pointman and Paxton are both Alma's kids or something. anyway:

>> No.3705895

*beyond her
Also, I'll look into ripping the sfx for you
someone made a tool years ago that lets you explore Monolith's proprietary archive format. I'll give it a whirl

>> No.3705898

Not as powerful as https://www.youtube.com/watch?v=uVK480tPjG8
That song is chilling. It's a strange, simple melody that is somehow nostalgic and a bit threatening.

>> No.3705902

Here's the tool you'll want to use if you wanna give it a go too

>> No.3705905

I'll need to make some room on that computer first.

>> No.3705908
File: 152 KB, 1528x897, a56743.png [View same] [iqdb] [saucenao] [google] [report]

>over 4000 sound files and none of em organized
oh boy

>> No.3705912

Don't bother, I'll look for it myself.

>> No.3705915

Looks like the 21xxx files are all Replica Soldier lines atleast
most of these are sorta organized by their first two didgets it seems. Only the heavy armor replicants noises are clearly labeled for whatever reason

>> No.3705921

Aight, FEARA and FEARL archives seem to have the lions share of .wav files. Happy hunting.

>> No.3705928

I don't even know if these grunts are voices or just sound effects.

>> No.3705932

Do you have a gameplay video of a Nightmare sequence for reference? It'e been awhile since I've played FEAR I don't particularly remember the sound they made.

>> No.3705934

does anyone have a good guide for choosing a doom source port?

>> No.3705936

Yes, it's called read the OP and pastebin.

>> No.3705937


>> No.3705938


It's all I could find, others gameplay videos have a cunt commenting "OMG SO SPOOKY".

>> No.3705940

My bad, it's a bad video. It's an ambient noise, you see, you can only hear it when they get really close, and the guy shoot them down too quickly. I'll look for a better one.

It's some kind of low-pitched humming.

>> No.3705945

At 5m30s, you can hear the noise very distinctly.

>> No.3705952

Some of the stuff in FEARA.Arch00/music/Atmospheres sounds promising but I don't think any of them are exactly that same sound. Look at the 'ambscary' files in snd/Amb too

>> No.3705956

I'll look at it once it's done downloading.

What worries me is that the sound itself sounds pretty short, but I'm afraid of mistaking it for something else.

>> No.3705963

While FEAR is already being discussed I have a question.
So far I played the first three levels and I enjoyed it but I hate those one jumpscares where a picture of one of the corpses appears like here on 3:19

Is there a way to remove them? I don't mind the other scares but i hate these ones because they jump directly in your face.

>> No.3705967


>> No.3705969
File: 66 KB, 1059x743, a22222.png [View same] [iqdb] [saucenao] [google] [report]

Check out the xpax specific archives too just in case. Also, today I learned there are some songs that were only used in an E3 build.

>> No.3705974

I dont remember the game trying much scares later on, just keep playing.

>> No.3705983

>play a map that used underwater as its simple gimmick
>you could both run and shoot underwater so it was basically normal combat but with the addition of being able to move and down easily
>had a few underwater caves that you could use to get to higher areas
why don't more doom mod maps utilize water mechanics?

>> No.3705996

>browsing desuarchive
>finds oldest Doom thread on /vr/
It's like staring into the edge of the universe, where the effects of the Big Bang can still be felt.

>> No.3706001

>.wad discussion!
>Doom discussion!
>Quake discussion!
>Hardcore shooters in general!

>> No.3706004
File: 141 KB, 388x636, 1471365116453.jpg [View same] [iqdb] [saucenao] [google] [report]

>ctrl-F 'brutal doom'

>> No.3706005

>0 results

>> No.3706016 [SPOILER] 
File: 148 KB, 1360x768, 1483044411133.jpg [View same] [iqdb] [saucenao] [google] [report]

Serious question: How the fuck would you get past this if you didn't had enough health to make the jump?

>> No.3706019

uninstall wizard into doom.exe

>> No.3706020


>> No.3706021
File: 493 KB, 3264x2448, 1451330729213-0.jpg [View same] [iqdb] [saucenao] [google] [report]

>when the shitposting was real, no janitors & moot didn't give a shit

twas the good ole days

>> No.3706024


>> No.3706029


>> No.3706032


>> No.3706034


>> No.3706036

Where are we going with this?

>> No.3706037

I dunno. Let's stop here.

>> No.3706040


>> No.3706043

Restart and do better. That's what I did.

>> No.3706047

I haven't found myself in that situation...Yet, but I just noticed while playing and desu it seems like bullshit level design.

>> No.3706057

I agree it's bullshit. I've never been one of those endlessly praising everything Quake did. I recognize the game as what it is. A functional compromise formed out of an overambitious concept. ie. the successful Daikatana.

>> No.3706060


install 4chanx + onichan

>> No.3706061
File: 499 KB, 1920x1080, Screenshot_Heretic_20161229_211222.png [View same] [iqdb] [saucenao] [google] [report]

Done the Firemace & the ammunition pickups. Firemace was one tricky bastard.

>> No.3706062
File: 59 KB, 800x600, christ.jpg [View same] [iqdb] [saucenao] [google] [report]

It's also bullshit how you can't see half the fucking game.

Honestly I don't like Quake very much.

>> No.3706068

Necromancer's gloves look like a sex offender got his hands cut off but still wants to grope something.

>> No.3706072

Funny because I haven't done the model for those yet!

>> No.3706073

Darkness was only ever a thing in that one room in E1M1 and in episode 4, I wouldn't call that half the game.

>> No.3706076

consider editing crossbow, it looks quite bad

>> No.3706079

QUAKE, nigga.

I fucking love Doom.

>> No.3706085

I am talking about Quake.

>> No.3706089

I will do, it's one of the older models I've made dating back about 2 years (I think)

>> No.3706090


I'm pretty sure I just ran through the slime

>> No.3706095

The chaingun is a piece of shit.

>> No.3706106

>A functional compromise formed out of an overambitious concept.

Couldn't the same be said about Doom? With regard to the end product rather than the development history, that may even be truer for Doom than Quake because half of the levels in Doom were retooled versions of levels designed for a different type of game.

>> No.3706128

I don't know that much about Doom's development history. What I know is that Quake was supposed to be an RPG, same as Thief. Both scrapped the majority of their overambitious origins, but the one that ended up making less sense as a whole is Quake in my opinion. But at least it didn't fail like Daikatana.

>> No.3706130

>Doesn't know that Quake uses ExMy
jesus fuck man

>> No.3706131

Not in Doom 64.

>> No.3706137
File: 3.75 MB, 2048x1080, a1212.png [View same] [iqdb] [saucenao] [google] [report]

I challenge you to name a shittier retro FPS gun than the Dispersion Pistol

>> No.3706143

The E-11 blaster.

>> No.3706146

In Dark Forces?

>> No.3706147
File: 66 KB, 960x750, 12294614_195618344106363_1043182578027636147_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, darkness isn't used as a mechanic very often in Quake, but it's definitely used more than once and most of the game is so fucking dark you can't see a god danm thing regularly anyway. Don't even try to deny it.

>> No.3706149

Any heretic bad enough to imply that should be purged with exterminatus extremis

>> No.3706150

Is there any way to force the alternate HUD on start up ? My mod's designed to work with the alt hud maybe I can force "hud_althud" to be true somewhere in my mod's files ? I tried a few things but nothing works.

>> No.3706151

A fully upgraded DP can two-shot a Skaarj Scout, IIRC.

>> No.3706152

>unlimited ammo
>can be upgraded
At least it stays useful during the game. The pistol in Doom becomes irrelevant the moment you get the shotgun.

>> No.3706158


Not that difficult, considering how great the Dispersion Pistol is.

>> No.3706160

>most of the game is so fucking dark you can't see a god danm thing regularly anyway.

I'll deny that simply because it's a false statement.

You seem to be making a generalization of the entire game based on the lasting impression you have of it, an impression that was likely formed by episode 4, the only episode where darkness was used in any significant degree.

>> No.3706161
File: 98 KB, 720x540, ne_ruins03-720x540.jpg [View same] [iqdb] [saucenao] [google] [report]

gl_texturemode GL_NEAREST_MIPMAP_LINEAR, please

>> No.3706165
File: 69 KB, 640x480, 3_1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Are you thinking of the correct gun? Cause I remember it being pretty good.

I nominate the Redneck Rampage shotgun
>needing more than one shot to kill a dog
>with a fucking double barrelled shotgun

>> No.3706167

The crystal-shooting minigun in Unreal.
>slow bullets
>low damage
>ammo go out quickly

>> No.3706172

GL_NEAREST_MIPMAP_LINEAR also works better if you use 16x anisotropic filtering (gl_texture_anisotropy 16 in some source ports)

>> No.3706173

>the Redneck Rampage shotgun

nah it just takes years of practice and absolute precision to make the pellets land correctly. The dogs are just an anomaly that requires explosives. It just seems like nothing except dynamite can hit them.

>> No.3706174

It's atmoshphere. I don't see anything wrong with this.

For me, the bigger problem of Quake is the arsenal. I only like the grenade launcher and the Super nailgun. Rocket launcher is fun too.

>> No.3706181

I didn't know this. Where can I see a complete list of commands for Quake? It may be useful

>> No.3706187

Ammo is such a non-issue in most of Unreal that it's regenerating reserves are kinda whatever. Not to mention the upgrades reduce it's rate of fire and make it use a retarded amount of energy per shot. Automag does more DPS and you're usually drowning in Automag ammo.

>> No.3706194

Too bad I guess. I love those small things like Alma appearing at the corner of the room, not this stuff.

>> No.3706212

The game tries everything. Sometimes you have a ghost in your face, sometimes it's just a noise and Alma peeking at you.

>> No.3706214
File: 1.33 MB, 1920x1080, Screenshot_Heretic_20161229_222824.png [View same] [iqdb] [saucenao] [google] [report]

Finished the Fire/Flame Orb pickup voxels.

>> No.3706215


every time when vr talks about fear

a porn SFMfag does a sickfuck video with Hot Alma being DPEd by RE 6 Hunters

>> No.3706218

Man, you're really cranking these out fast
You think you'll be done today?

>> No.3706220

Can you make the weapons voxels too to match the pickups?

>> No.3706230

Is combat rating in Doom 2016 basically your total amount of monsters killed?

>> No.3706235


>> No.3706237

The fuck would be the point of that?

>> No.3706251
File: 13 KB, 484x760, todo.png [View same] [iqdb] [saucenao] [google] [report]

Probably not. I'd love to have a release before the new year, though. I've still got a lot of stuff to go (pic related)

Some stuff will be tricker than others, that's why the Maybe Not pile exists. In an ideal world I'd like to do all the objects that suit a voxel - but some just seem too complex to translate into 3D, like the chandelier

>> No.3706319
File: 56 KB, 285x164, untitled.png [View same] [iqdb] [saucenao] [google] [report]

I'd say the shotgun in Perfect Dark, it had the range of velcro

>> No.3706423

Anyone that plays with a 144hz+ monitor care to share how Doom is like with one?

>> No.3706439
File: 79 KB, 758x492, neat_area.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I think this area will look neat enough. Dark as fuck though, but moody.

>> No.3706442


dont talk about PD, it saddens me that Joana is now making company to Aya brea and Regina on the forgotten and cool franchises bench

>> No.3706480

Man, I still love those classic 90's wads. It bothers me that nowadays, its the cool thing to nitpick them to death, because they don't abide by the "perfect" modern standards.

>> No.3706491

Only with performance. Get source port and enjoy full speed.

>> No.3706504

Memfis pls.

>> No.3706541

i've not been keeping up with this, what is all this for? looks really interesting from the pics you've posted thus far

>> No.3706551

A guy is making voxels to replace Hexen's sprites.

Or is it Heretic's?

>> No.3706575

I'll be doing Heretic first, then Hexen as they both need a voxel pack, Hexen will be a lot of fun to work with especially all the puzzle items and such

>> No.3706591

>nowadays, its the cool thing to nitpick them to death

I've definitely noticed this in the past 5 or so years. Back in even the late 00's, it was still common to see praise for Memento Mori and Requiem.

Its probably thanks to the massive influx of high quality vanilla/boom maps in the 10's, that people's expectations have gotten spoiled. Good isnt good enough, anymore. Mapsets need to be absolutely incredible to even compete anymore, and its kinda depressing.

I actually fear that if expectations get even more spoiled over time, we might potentially reach a point where virtually no one is satisfied with anything anymore, resulting in a "doom mapping crash".

>> No.3706593

New version of Chocolate Doom was released today.

Some highlights:
>Pitch-shifting from early versions of Doom, Heretic, and Hexen. is now supported (thanks Jon)
>Aspect ratio-corrected 1600×1200 PNGs are now written (thanks Jon)
>OPL emulation is more accurate (thanks Nuke.
>DMX bugs with GUS cards are now better emulated (thanks Nuke.
>The disk activity floppy disk icon is now shown (thanks Fabian, Jon)
>Checksum calculations are fixed on big endian systems, allowing multiplayer games to be played in mixed little/big-endian environments (thanks GhostlyDeath, njankowski)
>The vanilla limit of 4046 lumps per WAD is now enforced (thanks Jon, Quasar, Edward-san)
>Solidsegs overflow is emulated like in vanilla (thanks
>Multiple capitalizations are now tried when searching for WAD files, for convenience when running on case sensitive filesystems (thanks
>A new command line argument, -strictdemos, was added, to allow more careful control over demo format extensions. Such extensions are now forbidden in WAD files and warning messages are shown.

>Chex Quest’s level warp cheat (LEESNYDER##) now behaves more like like the original EXE (thanks Nuke.
>It's now possible to start multiplayer Chex Quest
>Freedoom: Phase 1 <= 0.10.1 can now be loaded with mods, with -gameversion older than ultimate (thanks Fabian, chungy)
>The IWAD order preference for GOG.com installs matches vanilla Final Doom: doom2, plutonia, tnt, doom (thanks chungy)
>Versions 1.666, 1.7, and 1.8 are emulated (thanks Nuke.
>Crashes are now handled more gracefully when a linedef references nonexistent sidedefs (thanks Fabian)

>> No.3706597

>doom mapping crash
Honestly, I think it's more likely that expectations vs. production will plateau than it is to just come crashing and burning.

>> No.3706608

is it me or 4chan is dragging through the floor?

>> No.3706609

What do you mean?

>> No.3706612


I doubt it's any sort of rising standard.

I, someone with no real mapping ability, have made a chunk of shitty, awful maps, and yet people have said they were cool and wanted to see me do more.
The lack of negative criticism or even how2improve feedback has been really annoying and has actually turned me a bit off mapping, because I have no clue what I'm doing and nobody is telling me what I'm doing wrong.

What I think more is the issue is just that these are classics, so a LOT of people are playing them. And it's really as simple as that.
Because our community continues to grow every day, more and more people try these for the first time or re-try them, and more and more opinions float to the surface. Because of this, there's more positive opinions--but there's also a lot of negative opinions coming up as well!

>> No.3706613


takes hours to load, I watched this thread loading post by post

>> No.3706618

I swear the pellets go out of their way to avoid what you're shooting at, like going under the imp's armpits and between its fingers.

>> No.3706624

>resulting in a "doom mapping crash"
I think you're a bit paranoid.

>> No.3706626

I'm not experiencing this. Probably caused by something on your end.

>> No.3706657

>Transparent voxels

>> No.3706691
File: 28 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google] [report]

It's really amazingly retarded, especially if you consider this is a weapon meant to outfit security forces.

Consider also that in the original game, shotgun spread was actually reasonably realistic, in that you could actually hit someone without having to be kissing distance with them.

Nah, the chainsaw is tits too.

>> No.3706694


I remember a theory (I think it was on the DOOM wiki) that the shotgun in DOOM 3 was supposed to be a combination of the normal shotgun and the super shotgun in function, with the spread in particular being taken from the super shotgun.

Though I think that kinda falls apart when you consider that RoE added an actual super shotgun, so evidently they didn't think of the original as being anything like it.

>> No.3706696

None of the weapons in Doom 3 had any weight to them. The fucking machine gun sounded like you were shooting playing cards through a bike wheel.

>> No.3706704

It's two separate voxel models overlaid on top of eachother. Pretty neat trick that I haven't seen used before

>> No.3706709

But that's super retarded, it doesn't pack enough punch or put out enough shot to pull off that kind of spread, you end up with a weapon that's hideously inferior to both.

I will defend Doom 3's chainsaw to the death.

>> No.3706715

ijon's playing through the ZDoom rpg maker rpg by shiga


>> No.3706774

Is there a way I can download it?

>> No.3706790

Which Blood port is the most faithful to the original? As far as I know we still don't have a true source port, but theres a handful of recreations out there in various engines last time I looked.

>> No.3706792

The most "faithful" is BloodCM which is Blood rebuilt in the EDuke32 engine.

>> No.3706796

Hey, that looks pretty sweet.
>last update 12/25/2016
and it's not a dead project to boot

>> No.3706806

Why hasn't blood had a chocolate strife-style project yet?

>> No.3706808

because blood is a bad game

>> No.3706809

Build engine is a mess.

>> No.3706810

Source code was never released to the public and is right now in the hands of Atari, which won't part with it unless you pay up big.

>> No.3706813

>>Source code was never released to the public
Which is why I specifically mentioned Strife.

>> No.3706816


Strife was a special case. While the source code was lost, no one really had legal possession of it and the people who coded it gave their blessings to the Chocolate Strife team, which was the closest thing to legal permission.

Blood's source code meanwhile is still owned by Atari, and I can see them using legal action to shut down anyone trying to disassemble Blood to build a source port from it.

>> No.3706819

Wait, so how did the NightDive studios release of Strife come to be then?

>> No.3706823

There are several projects that have reverse engineered and re-implemented game engines without the IP holders getting up in arms about it. In fact if I'm not mistaken Atari has the rights to Roller Coaster Tycoon, but they don't seem to mind OpenRCT2. And honestly, given that Atari doesn't seem to take issue with the people doing hackish remakes I can't see why they'd take issue with just an engine reimplementation.

NightDive has distribution rights, they just didn't have the (original) source code.

>> No.3706827


Fair point. I suppose there might be factors that make disassembling Blood a more difficult task than Strife.

>> No.3706828

>given that Atari doesn't seem to take issue with the people doing hackish remakes
Might be the only good thing Infogrames has done for the industry in a decade.

>> No.3706834

Atari doesn't own blood, Warner Brother does.

>> No.3706836

Correct. neo Atari has the publishing rights still but Monolith kept the IP, and Monolith was acquired by WB.

>> No.3706841
File: 3.67 MB, 1922x1080, a12122.png [View same] [iqdb] [saucenao] [google] [report]

Pleasantly surprised how well this holds up at modern resolutions.

>> No.3706843

Those mirror floors though

>> No.3706848

The best thing about UE1 is it's lighting.

>> No.3706862
File: 527 KB, 640x480, SkyBase-2016_3_6_13_53_26_649.png [View same] [iqdb] [saucenao] [google] [report]

Too bad the HUD isn't scalable.

>> No.3706893


are you using the 227h patch?

>> No.3706896

>Using 227h
>227i has been out for a while
wew lad

>> No.3706918

I imagine Strife's reverse engineering would've been a lot more difficult if Hexen's source never came out.

>> No.3707001

It's actually 82.41 GB for me now, and I haven't gotten any DLC. It's the reason I bought a second hard drive.

>> No.3707013
File: 2.51 MB, 1280x720, doom 3 shotgun.webm [View same] [iqdb] [saucenao] [google] [report]

this is disgusting

>> No.3707015

Your shotgun seems to have wacky slugs in it.

>> No.3707017

Don't forget headbob when you take damage.

>> No.3707019

>at point blank, dispersion takes 50% of the screen

>> No.3707021

Not so much the spread of the pellets but the nonsense patterns they form. Even with high spread shotguns in most games you could at least consistently hit enemies with a few pellets at long range if you know how their patterns work, but in Doom 3 it seems like there's a good chance all the pellets will just form a perfectly vertical line way to the left of your crosshair.

>> No.3707026

Nah, I'm using 227i.

>> No.3707048

What has become of Doomworld?

>> No.3707051
File: 2.19 MB, 680x521, LUL.gif [View same] [iqdb] [saucenao] [google] [report]

>Sargon of Akkad

>> No.3707052

Dunno but I'm happy I never was a part of it.

>> No.3707054


>> No.3707058

>Everything Else

There's your problem.

>> No.3707061

Maybe one of the mods just really likes Jeff Goldblum

>> No.3707063


Guess they don't like shitposting.

>> No.3707079

Wow, how wacky and random that guy is.

>> No.3707080

If you troll on a coprophile forum, are you contributing?

>> No.3707087

>flashlight and weapon at the same time
truly disgusting

>> No.3707096

Obviously BFG Edition. I'm one of the select few that thought making the flashlight it's own weapon slot really upped the horror of it all.

>> No.3707105

From a horror perspective, it's genius. From a shooter perspective, it's retarded.

>> No.3707120

Well it's cause Doom 3 didn't know if it wanted to be Doom or System Shock 2 without the RPG parts. Also didn't help that it was basically just a tech demo for that IdTech engine.

>> No.3707124

As much as that isn't particularly funny, getting banned for that is fucking retarded.

>> No.3707130

Eh, if you look at his other posts, he wasn't a great member

>> No.3707132

Yes but it seems odd to ban him for this specific one is all I'm saying.

>> No.3707157
File: 200 KB, 1920x1075, screenshot2.png [View same] [iqdb] [saucenao] [google] [report]

I need Environment textures and tiles in a png format. Where can i find this?

>> No.3707165

opengameart is probably good good bet for placeholders, or even final assets if you search hard for Creative Commons Zero-licensed assets.

>> No.3707171


Thank you. I'll check it out. Is there any where i can find doom or Quake tiles to use as Place holders?

>> No.3707198

This was intentional because Tim Willits thought it would make the player feel more vulnerable.

He is bad at his job.

>> No.3707202
File: 657 KB, 600x936, 1482145010146.jpg [View same] [iqdb] [saucenao] [google] [report]

Tim Willits please

>> No.3707258

Two questions:

1: Does the size of weapon sprites matter? I have some which are 1280 x 720. Should I make them smaller to 320 x 200 (It would look like shit)

2: Gzdoom crashes when I try switch to this weapon. i don't see the sprite or anything, it just freezes and I have to close it.

>> No.3707264

Post your weapon code, it could be a 0-tic delay that causes the crash

>> No.3707279
File: 86 KB, 1187x812, 2016-12-30_15-08-43.png [View same] [iqdb] [saucenao] [google] [report]

It's the first real weapon I'm making so I copied wildweasels code from his tutorial and planned on changing it step by step, adding altfire modes, new sound etc but I'm already stuck at new sprites.

the sprite on the left is the one I'm talking about, it's the ssg from E.Y.E.

>> No.3707282

Oh and I fixed those errors about the 4 character limit.

>> No.3707285
File: 1023 KB, 1920x1080, rap2neverever.png [View same] [iqdb] [saucenao] [google] [report]

>smaller to 320 x 200 (It would look like shit)

That's why low-res sprites should preferrably be made at pixel scale. You render your weapon at low resolution, and then fix any resampling or aliasing issues basically using the pen tool in MS Paint.

This is a bad example because it's huge, but I rendered the 3d shape of the plane in 3d and then fixed any fuzzy outlines by manually redrawing pixels at the proper color depth, to maintain the pixely crispness.

>> No.3707296

You need frame numbers, so far your weapon has a total duration of 0 tics. after your BETI A there needs to be a frame duration of at least 1 in the select, deselect and ready states, as those states loop.

>> No.3707321

>dueling in quake is like playing chess


>> No.3707323

Almost done with the map. Tally is at 9 or so now, I guess.
I probably should just make final map, fix Boom-compat issues and push it out.

But I also kind of wanna make map29-analogue ( in spirit of Go Fuck Yourself and such )

>> No.3707326

So what's the consensus on Romero? Asshole, good guy?

>> No.3707340
File: 1.59 MB, 768x432, Desktop 12.30.2016 - [View same] [iqdb] [saucenao] [google] [report]

what the hell, why does this happen?

>> No.3707365

Dithered and antialiased. Not good.

>> No.3707367

Only 4046 lumps???

>> No.3707381


Coolest guy on earth personally

carmack on the other hand...

>> No.3707383

get the quake wad or doom wad and add the textures to your wad in slade

>> No.3707384


this is because the DLC are included already

its mostly 84gb

>> No.3707389

Is there a way to reduce font size in Strife: Veteran Edition?

>> No.3707391
File: 111 KB, 707x2262, 1363592580021.png [View same] [iqdb] [saucenao] [google] [report]

there appears to be a mole on your hand.

These bombs are ancient. Some of them break with time and do not work properly.

>> No.3707394

The dithering looks like it was being forced to conform to a color palette where none of the colors correspond with the rendered object's materials so the dithering tries to approximate them by blending two different colors.

>> No.3707398
File: 123 KB, 318x317, halo_of_the_sun_03.jpg [View same] [iqdb] [saucenao] [google] [report]

>blue is demon sperm

In Silent Hill lore, the color red is associated with protective capabilities against evil, and blue is the color of evil itself.

>> No.3707403

Silent Hill is shit.

>> No.3707408

konami did nothing wrong

>> No.3707410


Silent Hill isn't shit, but Konami definitely did something wrong.

>> No.3707416

>Silent Hill 4, Homecoming, 0rigins, Downpour and BoM are shit

>> No.3707418

They're all shit. Open your eyes, silent hills are overrated.

>> No.3707420

Overrated maybe, but not shit.

>> No.3707451

we need a fucking midi of this music


>> No.3707458

somehow manages to sound nothing like metallica despite the song being a direct crib of their actual music

>> No.3707464
File: 813 KB, 1920x1080, 1482941054_Doom_OutWithTheOld.jpg [View same] [iqdb] [saucenao] [google] [report]

Facepunch got shit done, Doomguy's 2k16 model is up along with the SSG


pinkies and revenants coming out soon

>> No.3707478


>> No.3707480

But I have a loop at the end of these.

>> No.3707483

Refer to the ZDoom wiki (Shotgun for example)

0-tic loops are causing your crashes. In fact your firing sequence has 0 tics in it so it wouldn't even animate and would emtpy the gun in one click of the fire key.

>> No.3707487

F.E.A.R anon, did you ever find your sound file?

>> No.3707496

So would the solution to this be adding more frames to the gun?

>> No.3707498

No, you need to increase the duration of the frames. the 0 in all of your frame definitions means your animation will last 0 tics (1/35th of a second)

>> No.3707514
File: 314 KB, 800x600, Screenshot_Doom_20161230_181842.png [View same] [iqdb] [saucenao] [google] [report]

I'm sorry. I fear I misunderstood frames up until now.
I increased the tics and it fires but the sprite is missing.

>> No.3707515
File: 89 KB, 592x705, 1438558891752.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you planning on doing all the weapons from EYE?

>> No.3707518

doom 3 stopped detecting my mouse otherwise i would be playing that and not the bfg edition cause they give you way to much ammo in bfg

>> No.3707535

as opposed to finishing the original game with +300 shells, +400 bullets, +60 grenades and +200 cells?

>> No.3707585

Shells were actually capped to 100. 200 if you had a backpack.

>> No.3707589

It'd be nice to see him fuck some cute demon girls.

>> No.3707597

that's still a fuckload of shells considering the amount of monsters you actually get to fight

>> No.3707602
File: 299 KB, 1152x482, msss_by_blueflytrap998-dat4ms8.jpg [View same] [iqdb] [saucenao] [google] [report]

can he smile?

>> No.3707603

No, I want to see him get railed by barons.

>> No.3707604
File: 39 KB, 387x328, 1431946577246.jpg [View same] [iqdb] [saucenao] [google] [report]

Not really. I would love to but first I need to learn how to make weapons in the first place.
I only picked the shotgun because I found the thread with the rips.

>> No.3707610

how can you smile when you have woke up just to see the same shit you have been doing for past X years?

>> No.3707612
File: 417 KB, 1280x1707, tumblr_o7s2w2FxLo1rvrhczo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to see him play fight with a pinky

>> No.3707616
File: 69 KB, 397x421, time_for_mon_placement.png [View same] [iqdb] [saucenao] [google] [report]

Finally it is time for monster placement.

And make some of secrets, too...

>> No.3707618

I'm glad the Doom community knows their priorities straight

>> No.3707625

Seconding this


>> No.3707626

If I could fuck a different girl each day, I would be smiling.

>> No.3707634

Isn't that what the rest of us doomers have been doing for >20 years now?

>> No.3707665

>Yes but it seems odd to ban him for this specific one is all I'm saying.
the ban system on doomworld is tied to a specific post so there is no way to ban someone on general principles. this always leads to people going "WOW he got banned / losered for that??" and ignoring that it was a cumulative thing

>> No.3707725

Map-related question.
How to make proper monster-teleporter? I mean, how to setup the monster-storage so they don't get stuck. So far I have generally used noise-setup to activate monsters, but frankly, it doesn't work if player plays pacifist...
I really wish there was a noise-generating line in Boom.
It would make everything so much simpler.

>> No.3707732

I think that being smart about encounters should be a reward to player, knowing when to not shoot etc.

>> No.3707741

Also just thinking of 'activated monsters take more resources'.

I just made sort of noise-gate to bunch of major areas, so if any sound is made it activates lot monsters.

>> No.3707768

>I really wish there was a noise-generating line in Boom.
Boom has scrolling floors instead so you can make monster closet with constantly scrolling floor, which moves monsters right over teleport line.

>> No.3707769

I know, but this has some problems:
1. Teleport does not fire if destination is obstructed ( ex. ceiling, monster or player ). Thus, if teleport-line is missed, the monster might get stuck and block remaining monsters.
2. It does not affect flying monsters like meatballs.

>> No.3707783

so is it a cumulative thing or not? your post doesn't make it very clear.

>> No.3707787

What he means is that it's cumulative, but the ban is only tied to a specific it, so it's a "last drop of water" thing.

>> No.3707789

Basically what he means that all bans are associated to a post. If you have long history of shitposting, you probably get banned whatever post crosses the line, even if it is not -that- bad,

>> No.3707791

stop hitting yourself

>> No.3707793

>so is it a cumulative thing or not?
>this always leads to people going "WOW he got banned / losered for that??" and ignoring that it was a cumulative thing
it's a goddamn mystery

>> No.3707805


Trust noone, not even yourself.

>> No.3707821

the starting sentence is what threw me off at first

>> No.3707947

new thread when?

>> No.3707967

make it

>> No.3707968


>> No.3707969


>> No.3707971


>> No.3707994

>Page 10

[worried HUH]

>> No.3708086

it's over johnny

>> No.3708092

Autosage. NIP in pepperoni.

>> No.3708093
File: 43 KB, 240x372, health below 20.gif [View same] [iqdb] [saucenao] [google] [report]

>page 10

>> No.3708102


you niggers could've made a fucking thread

oh well, i did for you


thank me later since you didn't

>> No.3708104

>literally just made a thread before seeing this post

Well fuck.

>> No.3708106


cool, let's go to yours, then


>> No.3708108


god dammit, tyrone, get it together

>> No.3708110

And then I fucking deleted it after seeing >>3708102

fuck fuck cunt twat


This anon though has saved us

>> No.3708117



>> No.3708119

Not him, I deleted it because I fucked up the last thread part.



>> No.3708120



>> No.3708146

Unpolished - yes, but it's a great game at its core.

>> No.3708213

what grisly grotto meme?

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