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3715859 No.3715859 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3708114

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.3715860

=== 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

[1-2] PowerslaveEX Source code released

[1-1] RetroJam 6 for Quake has been released. 16 maps in total!

[1-1] GZDoom 2.3.0 Released

[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] [Embed] [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] [Embed] [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] [Embed] [Embed]

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


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

>> No.3715863

(thanks to >>3715848 for helping out with the OP theme)

>> No.3715870
File: 44 KB, 349x303, precious meatball.png [View same] [iqdb] [saucenao] [google] [report]


>mfw my suggestion was taken for the OP and thread name

>> No.3715880

get back to work on gmota, kegan

>> No.3715882

>only just now remembered that I rushed out the news post for the last thread and that there could be missing news

Well fuck. Sorry >>3702527

>> No.3715890
File: 704 KB, 1050x700, BY ALL THAT IS HOLY WHAT IS THIS PERFECT BALANCE OF FOOD.png [View same] [iqdb] [saucenao] [google] [report]

I'm cooking dinner right now, I'll be working on the crescent slash tonight.

>> No.3715920

>Dropbox will be dropping support of public folders in mid-March
Well, that sucks.
What other file hosting/sharing sites are recommendable?

>> No.3715930

MEGA / mediafire / zippyshare / Google Drive (if you don't care about the botnet boogeyman)

In that order

>> No.3715957
File: 38 KB, 640x360, I+do+this+all+the+time+and+i+have+a+_6a54a45410e12b279a6a41f6839c2dfb.jpg [View same] [iqdb] [saucenao] [google] [report]

>turn off marathon 2
>pc freezes

>turn on marathon 2
>pc freezes
the fuck.

>> No.3715980

I'm getting screen tearing in GZDOOM 2.30 even though I have vertical sync on
What's the deal?

>> No.3715982
File: 29 KB, 500x500, 1483239769949.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing some mod, haven't seen all the weapons yet
>Find equivalent to plasma rifle
>Ready and reload sounds from D3

>Also mfw Q4 has perfectly good samples that are never used

>> No.3716038

it's a feature

>> No.3716067

who the fuck made escape plan (for dump 3) and did anyone beat it without cheats?

>> No.3716080

there are people in this same earth who genuinely think doom 3's gun sounds are good

beats me as to how

>> No.3716093

>(if you don't care about the botnet boogeyman)

If he was using Dropbox I doubt he cared about it in the first place.

>> No.3716095


>> No.3716098


Nothing but the truth.

At one point you could see people's real names when you downloaded files.

>> No.3716113

i dont know if im asking the right thread, but im trying to run hdoom and having some problems

(Script error, "m12-hdoom_techdemo8a.pk3:decorate/sex.txt" line 15:
Invalid state parameter acs_namedexecutealways)

>> No.3716119

I think it's good ;_;

>> No.3716127

maybe I came off as dickish in that post but I don't think they're that bad. just that the grand majority of them aren't particularly enticing or memorable despite everybody using them back in the day

the chaingun sound is cool I guess. too bad about the gun itself being pretty bad

>> No.3716129

update gzdoom? downgrade gzdoom?

>> No.3716134

The problem with the chaingun in Doom 3 was that it wasn't different enough from the SMG.

It should have fired twice as fast and held twice as much ammo in one load. Gatling weapons should fire fast.

>> No.3716143


Use Zandro 3.0 or GZDoom.

>> No.3716169

None of the sounds, firing or reloading, were punchy enough which makes it unsatisfying to shoot things with, but I did enjoy how crisp and slick the pistol shot and plasma pew were. I also thought those guns' reload sounds were particularly delicious. The clatter of shells before reloading the shotgun and the sliding of them into the magazine had a similar quality I liked. None of those were adequate for Doom, but could be appreciated on their own, which I guess is why some people like to use them.
I actually had a problem with the pistol and shotgun ammo pickup sound. Too grating. Also, the gibbing sound was ridiculous. When it came to sound, Doom 3 had its strength in ambiance. Game like that though had no excuse to have poor environment sounds.

>> No.3716170
File: 2.16 MB, 1920x1080, 1465918079620.png [View same] [iqdb] [saucenao] [google] [report]

Doesn't everybody play new maps with a gameplay mod these days?

I make my new map to balance in vanilla doom, but I know in my heart everybody will start it with Brutal or Samsara or even just Smooth....not that I mind.

>> No.3716178

What's wrong with Smooth?

>> No.3716183

Nothing, I said I don't mind.

I'm just curious what people use. I suppose Brutal is the most common (but not on this forum).

>> No.3716184

>Doesn't everybody play new maps with a gameplay mod these days?

I make a point to go through every map I play for the first time with vanilla.

>> No.3716185

nothing? he just mentioned how it's on a lot of autoloader lists these days.

>> No.3716187

It doesn't seem like it's worth bringing up since it doesn't affect gameplay.

>> No.3716190

>or even just smooth

>> No.3716193


>> No.3716194


>> No.3716213


>> No.3716214

>[Embed] [Embed] [Embed] [Embed]

>> No.3716226

While overused, I think the D3 Plasma sounds (at least the mechanics sounds, not so much the firing) are alright. I liked the original Plasma sound better, sounds punchy, raw, and scary.

>> No.3716228

Maybe you should embed you're fist's into OPs face

>> No.3716235


>> No.3716236
File: 74 KB, 279x215, 1466264797293.png [View same] [iqdb] [saucenao] [google] [report]



What the fuck?

All quake games actually.

>> No.3716237

I've heard the Quake explosion sound in several mods

>> No.3716240


1. Pistol sounds like a paintball gun, but reloading and pulling it out sounds sexy.

2. Shotgun sounds just plain suck, I found the shell loading sound obnoxious. Doesn't help that the gun sucks too.

3. SMG was just fine really, sounded a little weak, but it was weak so it fit. Had a neat reload and sound for it.

4. Chaingun sounded good, real good, and felt good. Needed a buff though. It shouldn't have been placed in a "power weapon" role.

5. Rocket Launcher was perfect. Could have used a buff but hey, it works.

6. Plasma firing sound sounded...eh, but the electrical sounds when reloading and such sounded neat.

7. Grenades were retarded.

8. BFG was perfect, but I preferred the original still.

9. Chainsaw was earrape, but fun.

10. Fists sounded like a dickslap.

My two cents.

>> No.3716243

Which is better
Doom Explorer or DoomSeeker?

>> No.3716246

>addeninedda, doomguy-guyguy-guyguy-uyuy, you should get in on this
>DoomRPG loads

>> No.3716250

IDE. If you can stomach the hideous font.

>> No.3716296

>Also mfw Q4 has perfectly good samples that are never used

Probably because nobody liked Quake 4. The sounds were fine, though...

>> No.3716301

I liked the Strogg rollercoaster.

>> No.3716303

That's literally everyone's favorite or even memorable Quake 4 moment.

>> No.3716304

Quake 4 was a better DooM game than Doom 3

>> No.3716306

When I played the demo it didn't support my video card properly so everything was green

>> No.3716309 [SPOILER] 
File: 189 KB, 800x600, 1483509164343.jpg [View same] [iqdb] [saucenao] [google] [report]

Mr. Strogg's Wild Ride was pretty cool, yes. It was also basically a cutscene, and one that was shown at every single press event, and thus spoiled ten times over before the game had even hit shelves.

>> No.3716310

It wouldn't be exagerrated to say that Mr Strogg's Wild Ride is the only reason to play Quake 4.

>> No.3716327
File: 102 KB, 1600x1200, Ironmaiden.jpg [View same] [iqdb] [saucenao] [google] [report]

I would add strogg waifus to list.

>> No.3716329

I remember thinking it was an okay shooter. Nothing special, though. But not boring or bad... Some okay boss fights.

>> No.3716352
File: 453 KB, 1366x768, Screenshot_Doom_20170103_223823.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3716361

I can already see the intestines on the floor clipping in a weird way

>> No.3716363

Who's gonna clean that up, huh?

>> No.3716368

Alien Vendetta Cleanup Duty
for when you're too cheap to buy Viscera Cleanup Duty

>> No.3716389

Nobody ever thinks of the corpse cleaners.

Couldn't just shoot them and leave them to die there? Do you have any idea how annoying it is to move all that viscera, what a protracted mess that is? God help you if they can't get there before it rots and dries into the floor and walls.

>> No.3716394

I'm having trouble killing the Cyberdemon

>> No.3716395

Have you tried shooting it a lot?

>> No.3716396

shit compared to the Q2 iron maiden, titties aren't big enough

>> No.3716398

No?????? why

>> No.3716401
File: 81 KB, 900x288, 2.gif [View same] [iqdb] [saucenao] [google] [report]

>Redneck Rampage is still coming soon

It's so obvious these suits don't give a fuck.

>> No.3716402

also that UT2004 rocket launcher arm

>> No.3716406

Goddamn that's a good idea for a multiplayer wad

>> No.3716409

It'd be like a reverse Brutal Doom

>> No.3716413

Who gives a shit, it's still a DOSBox version that you already can buy on GoG.

>> No.3716417

>Paying to pirate

Also it's a redux version, which GOG isn't getting. :)

>> No.3716421

I'm going to take the wildest and vaguest of stabs and say that it's identical to the GOG version, give or take a lack of extras.

>> No.3716423

No it's not. It's a DOS version. Redneck yourself.

>> No.3716427

Maybe they ran into licensing issues with the music somehow?

>> No.3716434
File: 877 KB, 3219x2156, mopping.jpg [View same] [iqdb] [saucenao] [google] [report]

>players come into a level and all the monsters are dead, all the secrets are raided and empty (at least when it comes to actual guns, ammo and weapons)
>they have to clean up all the blood stains from the floor, ceiling and walls, they also have to pick up all the guts, bodyparts, casings and teeth and gather them in a disposal unit, as well as put out any fires
>complete bodies need to be lifted up and carried to another disposal unit, heavy bodies such as barons, mancubi and arachnotrons will require some amount of teamwork, two or more players carrying
>a cyberdemon is just two hooves so either one player carries twice or two players assist each other
>intermittently the player will emit some muttering line about what an asshole Brutal Doomguy is
>equipment to use is a pressure washer, a fire-extinguisher, a mop, and a ladder for reaching blood high up in the ceiling
>there's also a rope that can be used, to reach down into pits, one player has to hold on to it from the top while another rappels down and gets to cleaning
>they all wear special hazmat suits so they don't take environmental damage, but fire and crushers will still hurt them, being killed means more gore, thus more work, and everyone gets points detracted

>> No.3716439

>pick up all the guts, bodyparts, casings and teeth
Don't forget empty bottles and boxes left from healing items.

>> No.3716451

That too.

What else would there be, shrapnel?
Would they also clean up gore decorations (like impaled and hanging bodies)?
Of course, some of them are wall textures so that complicates a few things.

>> No.3716454

Wall textures could be handled by the level designer (assuming this uses custom maps). For example, a hanging baron texture where using it changes the texture, plays a suitably gross sound and gives you a Dead, Fucked Up Baron Corpse to lug around (as a weapon?)

>> No.3716456

i fucking hate pinkys so much

>> No.3716458

>assuming this uses custom maps
I guess it would have to, because this would probably need a bunch of ACS. It would probably be easier to make it flow and work better.

That way I guess you could add things like deep pools of blood (as you typically see), but you need to bring in a large hose to drain the blood out.

>> No.3716459

bait teir hungry mouths to make them whiff

>> No.3716462

I think if you balance it for vanilla/pistol start you will still keep happy the people who use mods because its just not possible to balance for everything and people use mods knowing they fuck up balance for maps to some degree (which is what makes mods interesting in the first place).

I would say to just make the map you would want to play or otherwise you can collab with someone to make a new mod for your maps or add the content yourself. Look to something like Valiant for an example of "who gives a shit I will just add shit to suit my balance" type of creativity. If you don't really have a gimmick in mind who cares really.

>> No.3716507
File: 270 KB, 800x1800, mapcorewip2bp7.jpg [View same] [iqdb] [saucenao] [google] [report]

>quit/finish my seasonal job
>a lot of free time
>want to get back to goldsource mapping
>too lazy
>play Sven Coop all day

>> No.3716520

wasn't there an unity game that was a bit like that a few years ago?
i wonder if it ever got out of alpha

>> No.3716525

Viscera Cleanup Detail.

>> No.3716552
File: 361 KB, 640x480, Screenshot_Doom_20170104_093342.png [View same] [iqdb] [saucenao] [google] [report]

Friendly reminder that God hates revenants.

>> No.3716567
File: 39 KB, 640x421, B05tkspl.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3716574
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3716576

Exact moment when level goes into the trash.

>> No.3716580

One of the trashiest traps right next to replacing the Archviles with Chaingunners.

>> No.3716651
File: 990 KB, 1793x1575, boners.png [View same] [iqdb] [saucenao] [google] [report]

Found this in an old archived /tg/ thread, randomly.

>> No.3716653
File: 112 KB, 675x949, 1471500410794.jpg [View same] [iqdb] [saucenao] [google] [report]

>That skeleton lord on the left

I'd let him rule me.

>> No.3716689

>sitting down to a nice game of shotgun frenzy
>some fag turns up with bots
>dumps all of the teams commander credits
>continually places markers
>gets his bots to vote kick anyone who speaks out
>end up accidentally voting to ban myself
>haven't been able to get back on since

Why do people have to ruin things?

>> No.3716691


>> No.3716692

Shotgun frenzy as in the best doom game on doomseeker.


>> No.3716694

>playing doom with other people

>> No.3716702

>playing the same old game as if it was the 90's

You need to spice it up a bit, I've played doom since day 1 but even I got bored.

>> No.3716716
File: 698 KB, 1920x1080, spasm0001.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, I recognize this map. Some anon posted a screenshot of it in an earlier thread and says he was working on it.

You did a great job with it, it's a fun and pretty map. Seems to hinge a little too much on arena fights but for my taste but the arenas do have good geometry and enemy placement. Getting some infighting going on is a lot of fun. The last segment was nicely balanced and challenging and bled my health and ammo dry, there's some good usage of shamblers and vores that makes the player exercise his shambler dance and voreball evasion skills.

>> No.3716728
File: 73 KB, 960x960, christmas doom.jpg [View same] [iqdb] [saucenao] [google] [report]

>not having a crew of fellow doomfags to play with

>> No.3716742

I wish I did but I have no friends
Which is the main reason why I got into doom. It's more focused on singleplayer.

>> No.3716745

Name of map? Spasm?

Are those textures from the expansion packs?

>> No.3716746

Fair enough, but even in single player shotgun frenzy is still one of the best imo.

>> No.3716747

It's from Retro Jam 6, danzadan's map

>> No.3716751

BloodCM is basically completed (according to its developer, anyway) since christmas


thought I'll let you guys know, since the news reply doesn't mention it

>> No.3716754

Well that's cool I guess.
I wonder when a Blood EX beta is gonna release?

>> No.3716758

Sometimes you gotta admire the lengths some people go through to be an asshat, but hey some people want the attention and are willing to be a piece of shit to get it.

It's a shame, but there's not much you can do about it unless you got admin rights or something. Honestly it feels like there's been more incidents like that lately, it sucks.

>> No.3716763

The dynamite physics are still a tiny bit off, but not bad so far. Way better than the last time I played it.

>> No.3716765

Yeah. Me and the other players all voted to ban them and reported it to the admin email, but the guy was back minutes later using proxy's. I honestly feel that many of these servers are running themselves and don't really get the TLC they need by an actual person, doomseeker is full of zombie servers these days.

> Honestly it feels like there's been more incidents like that lately
Do you play some of the online doom ports too?

>> No.3716808
File: 61 KB, 450x430, 4054130-cacodemon-doom3.jpg [View same] [iqdb] [saucenao] [google] [report]

What is better, Doom 3 + RoE, or Doom 3 BFGE?

>> No.3716810

Stay the fuck away from BFG.

>> No.3716813

What did they fuck up?

>> No.3716815

Everything. Games is brighter, no separate flashlight, textures are horrible, shadows are of much lower quality, etc.

>> No.3716817

They added duct tape.

>> No.3716824
File: 150 KB, 500x500, ripandtea.png [View same] [iqdb] [saucenao] [google] [report]

>shadows are of much lower quality

I heard they got rid of Carmack's shadow volumes to make way for some sort of soft shadowing but what excetly did they do? Not lightmaps I hope?

>mfw Doom3 was a TECHNOLOGY game and they removed the TECHNOLOGY

>> No.3716832

Play original Doom 3 with Sikkmod.

>> No.3716835

They also removed a bunch of monster encounters and added more ammo and health pack caches.

>> No.3716858

That's tru.

>> No.3716860

Sorry about that, if I make the next thread I'll fix that.

absolutely rude

>> No.3716868

Ok, need some help /doom/guys. I have zDoom and can't get my Army of Darkness .wad to play on it. I have Doom/Hexen/Heretic/Strife working through it(with some minor graphics bugs from time to time) but AOD.wad just will not load. Wat do?

>> No.3716885

≥>>>>> if

>> No.3716894
File: 134 KB, 1208x676, AKIMBOSmall.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3716895

Try drag'and'dropping aod.wad over ZDoom executable, or open console window in ZDoom folder and type "zdoom.exe -file aod.wad" unless you keep your ZDoom and wad folders separately

>> No.3716907

So is the new GZD fine?
I remember everyone panicking about it no longer using some shit that most mods use(d?) or some shit.

>> No.3716908

It's the first stable release that fully works with DoomScript, which is a new type of Decorate/ACS style code.
It's inclusion fucks about with a bunch of older mods.

>> No.3716912


some wads still needs to be updated to nu GZD

Dreadnought needs to be open on slade to remove 2 lines

>> No.3716915

How's this project going? I remember seeing it ages ago.
Is this the one with the shader that turns 3d models into sprites?

>> No.3716918

>Doesn't everybody play new maps with a gameplay mod these days?

Plenty of people play them with stock gameplay first, before going in with gameplay mods. Theres also plenty of people in the community who don't play gameplay mods at all (I'm one of them).

>> No.3716927


I just started working on it again. It's going pretty good now. I have hired an indian programmer to do some coding for me.

>> No.3716945

>quit/finish my seasonal job
>a lot of free time
Just the same here, except I spend my time making stupid doom mods instead of playing games.

Sven Co-op was a huge amount of fun back in the day though.

>> No.3716947

>Is this the one with the shader that turns 3d models into sprites?
Fuck me, I've been interested in that gimmick for years.


>> No.3716976

Should I use or feel bad for using auto aim in old games like Duke 3D/Shadow warrior?

Is the game designed around using it or what?

>> No.3716979

>le Doom's Gate meme
>Le Megadeth meme

Step aside you babies


>> No.3716984


>> No.3716987

Joel continues evaluating his DOOM mapping contest entries. With 90 maps still to go.


Where the fuck are the textures in the first map from?

>> No.3716995

Into Sandy's City is pretty fucking amazing imho

>> No.3717002

i rather follow ze meme

there's some gold if you look deep into it

>> No.3717003

>no crosshair
Use auto aim.

>> No.3717005

Did Doom ship with with left-right mouselook in 93 or did that come later?

>> No.3717009

prefer douk without auto-aim, but shadow warrior has such gross hitscan weapons and large amounts of tiny blazing fast monsters so go right ahead

>> No.3717025

Should I look into Wolf3D for ZDoom or ECWolf for the most faithful port?

>> No.3717028

Yes, it shipped with it.

>> No.3717031

It had mouse control from the earliest alpha build we have. Wolfenstein 3D had mouse control too, and the hint manual even suggested using mouse and keyboard together for the best results.

>> No.3717036

I thought they looked like they are from a Spyro game. And they are:


>> No.3717041

Mouseturning was always available in vanilla (and even recommended in the original instruction manual), yes. The main reasons most people played keyboard only back in the day, was because it was the default control scheme, as not everyone owned or needed a mouse for ms-dos. And doom 95's mouse support was broken on most OSs.

>> No.3717042

>I heard they got rid of Carmack's shadow volumes to make way for some sort of soft shadowing but what excetly did they do?
no, the shadow volumes are still there, but the algorithm has been changed a little because the original turned out to be covered by a software patent. I wish they had ripped them out and replaced them with shadow maps like every other game uses, because then they wouldn't look like ridiculous hard-edged nonsense.

>> No.3717043

I'm about 99% sure the music is from Spyro as well.

>> No.3717059

>faggot spends 2 minutes talking to himself

>> No.3717062

He made a comment with timestamps that should be at the top.

>> No.3717068

>starts watching the first wad's test
>spends thirt seconds screaming "AHEEEUUUE I REMEMBER THAT" in that unsufferable high-pitched voice
Just hire Morgan Freeman.

>> No.3717072

>Let's Play DOOM with Morgan Freeman

>> No.3717075

>then they wouldn't look like ridiculous hard-edged nonsense.

That's the technology aspect of the game. Carmack wanted to see if it was possible to make a game where there are no static light sources. There was also the other minor thing which was real-time Flash integration inside a 3d game engine. Since Doom3 is nothing special as a game, taking away its tech accomplishments would probably dip it below meh.

Doom4 is kinda TECH game as well, considering how ridiculously well it runs on pretty much anything and still it somehow displays arbitrary geometry real time reflections.

>> No.3717079

At least Morgan Freeman's voice is tolerable. If I want to listen to some teenagers whose balls haven't dropped yet, I can go outside.

>> No.3717081

But why is DOOM 4 so big? It can't be MEGATEXTURES now, can it?

Joel is in his early twenties.

>> No.3717096

>why is DOOM 4 so big?

I can't be sure about the contents of some of the game files, but there's a +40GB folder called "virtualtextures" in the game's directory. Localization audio files are also over 10GB. Megatextures are pretty optimized since they load reasonably well in real time, but audio files are probably completely uncompressed to save on performance.

>> No.3717102

I did notice the textures doing the Unreal thing where they are blurry and then get sharp real fast.

That said, I'm really happy how smooth the game runs on highest settings on my new PC.

>> No.3717109

I still don't understand what exactly the advantage was supposed to be. RAGE and Wolf TNO have atrocious texture work. Seriously fuck idtech5.

>> No.3717117

>I still don't understand what exactly the advantage was supposed to be.
pretty useful for say, canyons or other very big open areas that require a lot of texture detail

>> No.3717123

I appreciate that it pretty much eliminates tiling, but I don't find it's worth the hit to texture quality.

>> No.3717125

>I still don't understand what exactly the advantage was supposed to be.

Literally the first time I heard about Megatextures was when the level designers of Rage were talking about how it lets game artists focus entirely on the art aspect without having to worry about technical details. Basically they had a toolkit that would let you paint materials and surface properties directly onto geometry, and those details would be saved into an optimized format using Megatextures.

>> No.3717128

I don't know shit about how it works on a technical level, but it seems to me that using megatextures selectively and sparingly would be a good idea for such environments as previously mentioned.

Anyway: Detail Textures need to make a comeback because they're fucking sweet as shit

>> No.3717137
File: 300 KB, 800x561, wings.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw oblige wad generator
>tfw it actually makes decent wads
>tfw infinite doom

>> No.3717139

>you can tweak oblige down to the last detail
>can just make a levelset balanced with a mod in mind so you don't have to break someone else's

I want to fuck whoever made that thing

>> No.3717248
File: 17 KB, 128x128, MEDBUNK1.png [View same] [iqdb] [saucenao] [google] [report]

Trying to make some medical and cryogenic themed textures and flats. What do you think of these?

Is it dumb to not build these in higher resolution?

>> No.3717254
File: 23 KB, 128x128, MEDBUNK2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3717269

I would make them in high-resolution then downscale them for possible touch-up, so there's always the option of using them in their original size for a high definition project.

I think that one looks cool, but there's a bit too much going on at once and the concrete/steel texture doesn't really look like something there'd be a panel on. I would also masking out the area of the screen in the background layer and apply a bevel effect to create some shadows and highlights on the panel around the screen.

>> No.3717320
File: 7 KB, 334x204, deegel.png [View same] [iqdb] [saucenao] [google] [report]

As a pixel artist I'd suggest looking at your original resolution stuff, and attempting to recreate the shapes manually with a pen tool. You'll get much more definition out of what kind of shapes you're attempting to represent in low resolution. You also end up controlling what small details show up at all, since based on which resampling algorithm you would use to shrink graphics, some things may get hidden altogether.

For example, details such as the diamond-pattern grip on this deagle would never show up as a consistent pattern if you were to simply shrink a rendering of the gun. Since it's handmade, every detail is where it's meant to be, not where it ends up being.

>> No.3717331

Has anybody ever done a conversion of the maps from Chex Quest with Doom textures and the equivalent monsters/weapons and all that?

It'd be kinda funny.

>> No.3717341

It seems like it's pretty good for Hideous Destructor.
There ever been an Oblige Campaign for HD?

>> No.3717343

pls respond
I don't need modding functionality or anything like that, I just want to display at my monitors resolution and really don't wanna deal with DOSbox.

>> No.3717382

ECWolf is pretty much all you need
use this mega:///#!ikVlQBpQ!AtTZGvnFZgw_I96tsaOK-dbyLf6Usps1nVjLSdxUGz8
it contains all the important files and whatnot, just make sure to download the newest version of ECWolf so the game doesn't crash on the map screen.

>> No.3717393
File: 17 KB, 128x128, MEDBUNK4.png [View same] [iqdb] [saucenao] [google] [report]


Thanks! I'm trying to get the right bevel effect, so the screen and then the "alcove" it sits in are both more distinct.

>> No.3717397

Don't forget them butchering the classic games.

>> No.3717406
File: 5 KB, 170x140, mechmfd_old.png [View same] [iqdb] [saucenao] [google] [report]

Photoshop's beveling and other shading layer effects are really good once you get the hang of them. This thing is made entirely using layer effects and 7 flat color shapes.

>> No.3717417

Thanks my man!

>> No.3717430
File: 134 KB, 790x1200, C1WfTWRUQAACSdE.jpg_large.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3717432


BFG come with a new expansion

>> No.3717435

this is cool but
>sunlust that low
on the deep end should be seinfeld.wad

>> No.3717451

I concur, Sunlust should be way up right next to Ancient Aliens

>> No.3717452
File: 18 KB, 480x360, f13feee50c82e3fdbefa9fbe38b6021555f9d245d34373cbdbd4d5deebbe9e98.jpg [View same] [iqdb] [saucenao] [google] [report]

I wanted to make a meme like this, but couldn't think of what to put in it, thanks, my man!
also i feel like going down shold be a bit lower because of how hard it can be

>> No.3717460

I believe the whole point of the meme in question is the lower you go the more obscure stuff gets

>> No.3717464

You forgot hdoom

>> No.3717471

chillax isn't obscure though

>> No.3717498


Id say that Doom2Xgold is more memey, FULL OF SPRITE BUGS! and obscure

>> No.3717528

who the hell ever heard of toilet of the gods?

>> No.3717529
File: 29 KB, 306x323, 70.png [View same] [iqdb] [saucenao] [google] [report]

>Implying you can live enough to play all the community stuff

>> No.3717535

at this point i just cant be bothered looking up wads, when i can just click a some buttons and have a nice playable wad myself

>> No.3717538

shit taste

>> No.3717542

But where is the love?

Age of Empires and Half-life 2 are fine.

>> No.3717543
File: 343 KB, 400x501, 1468256896992.png [View same] [iqdb] [saucenao] [google] [report]

this dude has some nice ta-

i guess not even he is perfect

>> No.3717547


>> No.3717551
File: 1.23 MB, 4249x5000, 1470969836909.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3717556

Even american McGee said he really liked minecraft, he was "fascinated" by how you can "manipulate the world around you". Weird.

>> No.3717561

he got too weird after making alice

>> No.3717562

It's probably because they're map-makers by trade, and building shit in Minecraft feels like blocking out a map.

>> No.3717565

>Scythe 2

Scythe 2 is about as regular a Doom wad as you can get, my man. Put that up to Normal Pleb, replace it with something like Vae Victus or Equinox.

>> No.3717569

>mapmakers enjoy game where you make a world

what are the odds

>> No.3717570


the problem with D3 weaps as others may have pointed out over the years is that each one uses its own ammo

whereas in retro doom you only have 4 ammo types and weapons share between them

also I find it hideous that the plasma rifle got nerfed so bad (xcept ammo, but thats no excuse)

in games like this I see some weapons as throwaway free ammo things and I go back to using what I really want - chaingun and plasma are like that, free damage and then go back to using the smg/rocket

but to not rant - chaingun Sound is really nice at least with the way it combines, the dull bang with the rotation noise makes it feel like a mecha's arm chaingun

>> No.3717576

Nothing beats AvP2 in chaingun "feel" and sound

>> No.3717587


there is absolutely nothing wrong with minecraft aside of being running in java

>> No.3717595
File: 108 KB, 500x281, ultraviolence.png [View same] [iqdb] [saucenao] [google] [report]


Except for some Episode 3 maps I remember fondly, I havent played Vanilla maps in years.

Usually its a trip to Plutonia 2 or BTSX (and for P2 I usually warp right to Map 20 to amp everything up to the max).

I give the pistol 36 rounds instead of 50. Y'know, to encourage you to really go find that first shotgun. Or actually have to use your fist in desperation.

Yes the map balance is an issue for mods, ive got a Cyber that spits a giant bowser-level fireball out of his mouth and since thats at 86 pix height it means he can still attack sometimes despite being barred and gated away to look menacing.

> Also I put the Aracnorb Queen in as the Spider Mastermind, and guess what, that means it really gets up and boogies around not just staying in its little area.
> mfw PL2 Lingering Fear turns out to be an open area fire zone for the ArQ sitting at the end map teleporter, complete with its seeking bfg missiles.

I think an intelligent modder can take that into account and say - welp I remember the days of Nintendo Hard and difficulty could spike out of nowhere and they just didnt care.

So a modder can justify having some stuff that is a little bit unbalanced, for the fact that their weapon drops are random or monsters can do fucked up things.

Also gives a reason NOT to play Nightmare and just go with UV, since the difficulty can be programmed into the critters and other "problems" inherently.

Q4 grenade explosion is a rich, meaty bass slam kinda like a better version of the Q3 explosion. When the Cyber is baring down on you it almost feels scary hearing that.


Or the legion of Archviles that are constantly following 2 maps behind your character resurrecting everything that you killed.

Sometimes you run into them:

>> No.3717604 [DELETED] 


That was fast.

>> No.3717608

It was on there before the post was made.

>> No.3717613

Speaking of grenade, is there any FPS who has a shitload of them? I have fond memories of the Chaos mod for Unreal Tournament who had like 3 different grenades.

>> No.3717619

not retro, but I recall New Vegas had several types of grenade; Frag, Plasma, EMP, the craftable Nuka-Grenade, probably a couple more I'm missing.

>> No.3717620

So I saw, my mistake.

>> No.3717625

Yeah, but it's not really a FPS, and it's difficult to use bombs because most enemies are eating your face.

>> No.3717630

Well, it is technically an FPS, just far different from the retro ones discussed here. Also, there was a perk you could take that made you crazy resistant to your own explosives, so using them in close combat was actually rather effective.

>> No.3717631


I mean if you want a blocky pixelated game play (Z)Doom

I will agree RE4 is damn impressive but it lacks true replayability (as I wish I could play it forever, but it does get old at some point). And also I think the weapon damage upgrades should have applied to the Ammo so that you had to keep trading up on them.

> sad tactic people probably never noticed, if you buy the mine thrower you've basically just bought 5 HE grenades to use on boss battles, and then you go sell it back to the arms dealer - but if you buy the Rocket you cant sell it back and the total damage is just shy of it.
> its worth not dealing with the headache of el-gigante and some other problems

im going to have to check out this out

however the minigun from Fear/XP was a pretty tall order to beat

>mfw id carry it around and melee clones with it, and was afraid to drop it lest it fall through the floor due to a clipping bug

You speaking of variety of grenades?

I am a 'nader when it comes to multiplayer. Specifically in Q2 im a master of it.

> you dont chase my ass, otherwise you run into corridor of bouncing grenades

Also the hand grenade is like a depth charge, broken compared to the RL because its even harder to dodge but being slower balances it.

> my other tactic being the rocket jump, that I do right in someone's face, yes you take the 110 but I only take the 50, might as well be a melee attack, and now im up in the air - Wheeee

Is it me or does the Bouncing behavior in Zdoom just not work all that well, stuff bounces on top of monsters too easily and (sometimes) blows up immediately even though its supposed to keep bouncing for abit...

I wanted to put a nade launcher in Zdoom but ended up settling on just an arcing RL altfire.

>> No.3717634

Both multiplayer mods but:

Team Fortress Classic (HL)
Weapons Factory (Q2)

The latter in particular had really weird and fun ones. The nurse class had plague grenades which infect anything in the blast radius with something that caused flies to buzz around them and random chunks of flesh shooting out of their bodies. Then there were the hovering railgun turret grenades, the engineers magnet grenade that pulled enemies toward it etc

>> No.3717638

But JC said : "Bombs are bad choice for close-ranged combat."

Yeah, variety of grenades. Chaos UT has poison grenades, explosive grenades, incendiary grenades. Some games have flash grenades, fragmentation grenades, leech grenades, plasma grenades, sticky grenades...

>> No.3717640


Not an FPS but the Xcom games were kinda like that. Except unless you're into getting a mod (ahem, X-Piratez) usually it was more dakka when it came to grenades.
> alot more dakka in the case of TFTD's sonic pulsers, its like a frikkin car bomb

>> No.3717647

i kinda wish that old brutal doom janitor mod would spawn a real janitor who'd yell at you if you make too big of a mess

>> No.3717649

>im going to have to check out this out
7:00 mark an onward.

It almost instantly vaporizes anything you point it at, but (esp. in multiplayer) the enormous muzzle flash and loud report makes it hard to keep track of what's happening in a fight while you're shooting. But it's so fucking satisfying

>> No.3717654


Dang its pretty good and the rotation sound reminds me exactly of the T2 minigun. UT2K4 minigun reminds me of it but its faster.

>> No.3717665

xpiratez has like 30 different grenades

>> No.3717667

>want to complete my Unreal collection on Steam
>find a game named "Unreal World"

>> No.3717675
File: 227 KB, 512x384, Vlcsnap-2014-12-13-22h44m20s126.png [View same] [iqdb] [saucenao] [google] [report]

Who here unironically plays GZDoom with Linear (and upwards) texture filtering/High Quality Resizing?
What are your legitimate reasons for doing so?

I'm not going to bash you for it, I promise

>> No.3717678

Because I can.

>> No.3717680

Out on Steam now

>> No.3717682

I wish the hammer was playable in Unreal.

>> No.3717687

because my monitor pixel response time is embarrassing and painful to look at

>> No.3717689

Niggas who feel smug over filtering options are worse than graphic whores.

>> No.3717694

i dont but i hear that the sharpness of pixels on flatscreens can strain some people's eyes

>> No.3717708

Does linear mipmap with 16x anisotropic count?

>> No.3717713

Which is why I want to clean up my act.

If there are people who feel they really need to play with texture filtering (like for medical reasons or something), then who are we to judge them, right?

is a good example

>> No.3717717

Any wads out there that make good use out of all those realm 667 things i keep hearing about?

>> No.3717718

I use trilinear in any mod that makes use of 3d models of course. I would also use it in a mod with high resolution sprites, but that's not very common.

>> No.3717719

I dunno, lets see it

>> No.3717721

no thats fine

>> No.3717725
File: 969 KB, 1920x1080, Screenshot_Doom_20170104_235707.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3717734

Now that I've seen it, I agree with

What wad is that?

>> No.3717741
File: 216 KB, 1280x720, doom2_mohu202.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it's Monster Hunter ltd.1

>> No.3717748

Monster Hunter ltd part 1. It and it's sequel are fucking amazing.

Anyway, the filtering effects I have simply smooth out wall and flat textures at far distances and high angles (like looking alongside a long wall). Something that can't be seen in screenshots is the lack of the grainy noise effect on far away textures in when moving around that you'll see with no filtering at all.

>> No.3717773
File: 1.95 MB, 1920x1080, Screenshot_Doom_20170104_182012.png [View same] [iqdb] [saucenao] [google] [report]

I don't play with it, but I do think it's kinda interesting to see what GZDoom's options can do.

It looks like really ugly claymation.

>> No.3717798

this deliciousness... what is it

>> No.3717812
File: 330 KB, 1920x1080, Screenshot_Doom_20161016_234803.png [View same] [iqdb] [saucenao] [google] [report]

Post unpopular Doom opinions.

I think the SSG is overall a bad addition to Doom's weapon lineup. It removes a lot of the strategy that went in to selecting your weapons in Doom 1, since the SSG excels in all situations and you never run out of ammo for it.

>> No.3717814

>says to post unpopular opinion
>posts bullshit instead

>> No.3717819

that isnt an issue if you're playing pistol start like a nonbitch baby

>> No.3717824

I agree with this but I think it wouldn't be a problem if Doom 2 had any pacing instead of giving you the best weapon on the second level and dropping boss monsters really early on.

Personally I think Doom 2's new monsters were wasted on the levels. Their designs were far more interesting than anything in Doom 1 which has hitscan, basic projectiles and melee

>> No.3717831

Well.. the first part was an unpopular opinion..

>> No.3717837

Doom isn't balanced around starting with a pistol except ExM1 levels.

>> No.3717841

Doom 1 and 2 aren't*

>> No.3717851
File: 59 KB, 655x527, 1483428759086.jpg [View same] [iqdb] [saucenao] [google] [report]

The maps in Doom and Doom II were typically created so that the player could finish them from scratch. When Sandy Petersen was asked about the things he found disappointing in Doom, he said he felt the episodes were too easy because id designers did not properly take account the player's ability to carry ordnance from earlier levels. The gameplay testing was based mainly on pistol starts, separately for each level. According to Sandy Petersen, "Most people started levels with some kind of significant equipment. However, almost all our playtesting was done starting each level with just a pistol. We made the game too easy for the average player."[2]


>> No.3717865
File: 151 KB, 929x978, shite.png [View same] [iqdb] [saucenao] [google] [report]

Post some of your best looking HUDs. I need inspiration. Minimalist huds need not apply.

>> No.3717893


it makes me think, how many pcg spies are here on /vr/

>> No.3717897

Doom's random damage is too extreme on high damage-per-attack monsters.

>> No.3717901

I got one for ya:
I feel like maps built around the BFG are generally pretty boring/brainless.

>> No.3717934

>forming alliance with demons
>helping your imp waifu to take over hell
>fuck a pinky prisoner in the ass until she breaks and speaks
>break the Cyberdemon by fucking her in public

>> No.3717953 [DELETED] 

Making the teleports work was kinda pain, but figured it out.
Doing this way too slowly, iterating way too much pillars, overdetailing and shit.

Really late on that train.

>> No.3717957
File: 110 KB, 785x492, SHINU_02.jpg [View same] [iqdb] [saucenao] [google] [report]

Making the teleports work was kinda pain, but figured it out.
Doing this way too slowly, iterating way too much pillars, overdetailing and shit.

Really late on that train.

>> No.3717971

Borderlands has way too many weird grenades

>> No.3717972

>how many pcg spies are here on /vr/

If they're only just now finding out about it? Fucking none.

>> No.3717974

You're wrong since in Doom 1 you only ever needed the Shotgun aside for bosses but they gave you plenty of rockets to deal with them

>> No.3717976

someone needed clicks

>> No.3718003

Do one for gameplay mods

>> No.3718020

Advantages of SSG being in the game:
-Tougher monsters without any feeling bullet-spongey.
-Encounters with higher monster counts before they start feeling tedious.
-High population encounters no longer need to be designed around use of the Rocket Launcher, Plasma or BFG in order to not feel bullshit.
-Strong enemies and large groups can be used in tighter spaces before the player progresses to Plasma or BFG due to a rocket-tier weapon without splash. Rocket having splash allows it to occupy its own space.
-Adds an extra step to progression that can be used in mapping, despite being introduced way too early in Doom 2 (along with the rocket launcher and damn near every other weapon).
-Probably a bunch of other things I haven't thought of.
Disadvantages of SSG being in the game:
-It changes weapon prioritization a little bit but not even that much since the niche filled by the regular Shotgun was almost identical.

>> No.3718063

>Doom isn't balanced around starting with a pistol except ExM1 levels.

Stop pulling shit out of your ass. Pistol Start balance in the iwads is already basically proven true by the fact that every map, including later ones, provides plenty of weapon pickups (hell, map30 basically starts with ALL of them in front of you). Then theres the fact that pressing use after dying typically pistol restarts the level (exception being if you're using (g)zdoom, as it instead loads a recent save).

>> No.3718101

the ssg screws with shell balance; the moment you pick it up, each shell goes from 70 average damage to 100 average damage, which means if a player takes too long to find an say or misses it entirely (like in a more open map), he could find himself running out of shells much more easily than the mapper expected

>> No.3718103

Just started playing Quake for the first time, noticed that switching weapons is instant, wondered if there was some way to mod or console command it so that, rather than switching weapons, weapons that share an ammo type could just use M2 to use their upgraded versions' fire? Would streamline things a bit.

>> No.3718106

find an ssg*

thank you autocorrect

>> No.3718108

how would you spell the jump sound from quake? Is it really HEUGH like ?everyone says

>> No.3718109


>> No.3718114


>> No.3718116
File: 1020 KB, 1920x1080, Screenshot_Doom_20170105_100352.png [View same] [iqdb] [saucenao] [google] [report]

I used to use it because I liked cell shading and the weird HQ filter looked kinda like it, but the grungey feel of unfiltered textures really can't be beaten. Especially since it's not a common thing to see any more. It really deserves to be considered its own art style, it really sells the grungey industrial atmosphere of Quake levels such as Rubicon Rumble and just sort of ceased to exist shortly after the end of the 90s.

I like that you can force a limited color palette in GZDoom now. I tried Unloved with the Doom palette and all features on except filtering and it looks really dark and creepy without adding any custom shaders. It does generate some unfortunate weirdness with the lighting, though. Forcing palettes could be used for some interesting visual effects in future mods.

>> No.3718119


doom 2016 is yahtzee's best game of 2016

>> No.3718125

apparently linguica got super-triggered by this

fuck me, right?

>> No.3718127

b-b-b-but muh minecraft cringe autism memes :(

>> No.3718131

It's a good game, and there wasn't much in the way of competition in or out of the genre this year.

>> No.3718134

Yahtzee also considered Quake as the progenitor of modern brown shooters (oh yeah, I'm sure the developers of games like Killswitch, Killzone, Ghost Recon Advanced Warfighter, Resistance and Gears of War all looked back several years and used the medieval fantasy sci-fi game Quake to use as an inspiration for their military shooter) and attributed its "repetitive" level design to Carmack somehow. The guy is a moron.

>> No.3718136

go bite a mousetrap

>> No.3718138

Where'd it go down?

>> No.3718154
File: 1.39 MB, 1280x689, nowlookatthisbfgthatijustfound.png [View same] [iqdb] [saucenao] [google] [report]

need some good mapsets. pop that colour and neat design that makes me want to take screebshits.

here's a little lesson in trickery

>> No.3718156
File: 62 KB, 635x572, Screenshot_39.png [View same] [iqdb] [saucenao] [google] [report]

Twitter, looks like.
also, literally who?

>> No.3718160

Guy who found linguortals, right?
I still want that to be a common feature, and implemented into doombuilder...

>> No.3718162

>also, literally who?

Doomworld founder/admin

>> No.3718167

No, but you can rebind keys however you like to put the SSG and SNG on Q and E or similar keys if you want.

>> No.3718170

wow i look like quite a faggot now lol

>> No.3718173

Maybe there should be a launcher that keeps a database and randomly selects something rated 3.0 or higher from doomworld or some other hosting site, downloads it and runs it

>> No.3718186

"Now here we have the pinky demon. This insufferable shit will have your face for breakfast. You don't want that, do you? So you load a shotgun into his face and-
Mmmm. His blood makes a pretty wall pattern."

>> No.3718192

<Linguica> "at this point i just cant be bothered looking up wads, when i can just click a some buttons and have a nice playable wad myself"
<Linguica> i increasingly think that the biggest schism in the doom community
<Linguica> is between people who just want to Play Something
<Linguica> and people who like WADs because they enjoy the author / player interaction
<Linguica> "hmm what ideas does this person have and how will they express them" vs "time to play project brutal hdoomrpgrl on... fuck it who cares some random made up levels"
<dew> origwad demonsteele!
<Linguica> like i dont even understand that mindset
<Linguica> *repeat 50,000 times*

>> No.3718196

tldr lol

>> No.3718206


>> No.3718248


surprise surprise, the steam version of redneck rampage sucks

>> No.3718260

So what was your response? Or are you just trying to cause drama?

>> No.3718268

Gonna agree with him.

Though I frequently play mapsets with various gameplay mods (I have better standards than BD though).

>> No.3718269

Guess I'm gonna hold off getting it until a sale or until they update it.

>> No.3718272

D4D's development has changed hands after the founder quit in a huff over something or other. Also, it's now publicly developed on GitHub.


>> No.3718273

>"hmm what ideas does this person have and how will they express them"
This is specifically what I agree with him on by the way.

ProcGen is just completely worthless for first person shooters, it conveys nothing of any author's personality.

>> No.3718276

I wouldn't say it's worthless for first person shooters as a whole, but it's not as worthwhile for sure.

A wad in doom can mean a completely different interaction between the player and the monsters, which is still part of the authors vision.

If anything should be used mainly as a bonus. Like "oh hey, finished the game? well have some infinite levels"

>> No.3718282


There really isn't much of drama to Linguica crossposting like a salty weiner. It's more an accepted fact of life.

>> No.3718295

>salty wiener
I see what you did there

>> No.3718307


somewhere, /r/metroid rejoices now that they can update dreadnought with D4D codes

>> No.3718312

I just beat Quake for the first time on Hard. It was surprisingly short, simple and easy. The lack of enemy variety was kind of strange. Ogres might be my favourite fps enemy ever but by the end of the game they're phased out for vores and slimes which are both annoying. Are the official map-packs good? They came with the game. And why do some people seem to dislike Quake 2? Is it shit?

>> No.3718318

Armagon is good. Dissolution is not very good.
People dislike Quake 2 for a bunch of reasons, including the game not being like Quake 1 at all and it basically having the level variety of multiple brown military bases. Music's good though.

Also Quake 1 back in the day wasn't that well liked for it's single player, it was it's multiplayer all the way. QuakeWorld's netcode is the base for all of Valve's netcode after all.

>> No.3718328

Quake 2 just felt "softer" than Q1 for some reason... Not a bad game. Would probably be a lot more fun coop...

>> No.3718329

I did think that Quake was kind of lacking army type stuff with only 4 soldier levels that were easy as hell but a whole game of that would probably be dull.

>> No.3718332

Quake 2 was 'softer' in many ways. Machines at the time had filtering support, so the graphics were blurred and softened. Jumps became floatier, and animations became more elaborate, but also more elongated, so a lot of the hand/gun animations became less 'snappy' as a result. The bullets were now visible on the pistol, so it felt like you were popping enemies with pingpong balls and they felt inneffective because you could see them strike and dissipate a few times before the enemy died etc etc. I enjoyed it, but your criticism of it feeling soft I think is very justified.

>> No.3718339

I like that salty weiner.

>Quake 2
Quake 2 is not even close to as brown as the first game, they put colored lighting all over the game to show it off, meanwhile, the original Quake was VERY brown, VERY dark, and VERY murky (though I never objected much to this myself).

>> No.3718346

>I like that salty weiner.
I don't.
He's okay to work with but I wouldn't exactly invite him to any of my get-togethers.

>> No.3718347

Don't know him in person, just like a lot of the stuff he works on.

>> No.3718351

>Music's good though.
I quite liked quake 2 when it came out, largely because I was 9. The music was the one thing I really disliked though, major step backwards from Quake 1

>> No.3718353
File: 89 KB, 330x328, 1368531551331.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else stuck on their Highway to Hell map?

I've got a nice idea of what I want to do, but after the new year I just can't...motivate myself to map.

>> No.3718356

Well changing from NIN's grungy atmospheric noise to electro rock was a pretty big change. Still, I like both soundtracks. My copy of Quake 2 back in the day didn't even have working music so I've only recently actually heard it.

>> No.3718376
File: 338 KB, 1920x1040, DownTheButtRoad at 2017.01.05 12-53-08.921 [R2783].jpg [View same] [iqdb] [saucenao] [google] [report]

I know what I want to do thematically, and in a few ways I know how I want to lay it out. It's the process that has me scratching my head. As always, I've got a really bitchin' looking entryway, and the question of how I'm going to start building the sectors so that everything comes out nice and manageable and the way I want it has me a bit stuck. It takes a lot of foresight to make nice layouts.

>> No.3718390

To add on to this anon: once you beat the two official map packs, go to Quaddicted and just start playing high rated maps/mods. There's still a pretty sizable community for making Q1 SP stuff, and while it has nowhere near the sheer quantity of Doom, it more than makes up for it in quality.

>> No.3718397

I would if I could map. At all. And not be autistic.

>> No.3718407

Highway to Hell question:
why dont we have each map force a pistol start so each mapper can place whatever the fuck they want in the level?

>> No.3718410

>And not be autistic.

You'd not be on 4chan in the first place, then.

>> No.3718413

that would entirely defeat the point of making it a more linear mapset.

the point of this is to drift away from dump, i believe.

>> No.3718418

Because one of the worst parts about the DUMPs were the maps that forced you to trek a mile with only the pistol.

>> No.3718446

Which is better for cyberdemons and masterminds,the bfg or plasma gun?

>> No.3718452

BFG if up close
Plasma if not up close

>> No.3718453

any good custom campaign for quake 1? i really enjoyed the singleplayer

>> No.3718458

Arcane Dimensions.

>> No.3718460

Check out Quaddicted's highest rated and user scored map sets. You'll find some good stuff.
One of the big recommendations these days is Arcane Dimensions, which is really good.

>> No.3718472

also do you guys know if there are surf or jump (rocketjump) maps for Quake? easy ones, im just curious to see how they look

>> No.3718493
File: 58 KB, 290x283, hjtrhg.png [View same] [iqdb] [saucenao] [google] [report]

>tfw beating map 19 going down drunk off your ass

>> No.3718495

What are your thoughts on Complex Doom?

>> No.3718502

Not fond of it, balance is thrown out the goddamn window and it's really exhausting to see it everywhere on Zandronum

>> No.3718514

Any particular complaints to share?

>> No.3718515

I'm sick of it being paired with the one life and no HP and armor respawns, and how some of the higher tier monsters can wipe you and another 4 dudes off the face of the fucking earth with a single attack.

The class mod is novel but not well thought out, which can describe a lot of mechanics involved with Complex Doom, there's not a lot of thought put into much of that shit

>> No.3718527

Thanks for the input.

>> No.3718529

Wait, are you one of the devs? Do you intend on doing some kinda complex spin off?

Bring back the plasma pistol for all characters, that gun is way better than the normal pistol

>> No.3718530

tried to install this mod and it doesnt work.
i uncompressed the contents of the zip file in "Quake/ad" as the readme says, but when i load quake i only see the vanilla start instead of the mod's start
tested in quakespasm and darkplaces.

>> No.3718532


>> No.3718547

You seemed to have skipped some instructions in the readme

Load the source port with the parameter -game ad

>> No.3718557

No I'm just a guy that saw it on twitch.

Maybe I should have not used input. I was just seeing if it would be a waste of time to give it a run through.

>> No.3718561

oh thanks, the readme said "The above command line is only needed if engine runs really slow" so i thought none of it was neccessary.

>> No.3718691

There ever been a /rfps/ Hideous Destructor co-op campaign? Perhaps a series of maps from Oblige, consisting of squads trying to take each map. We'd need a small platoon of dudes for this operation; wanna hear some thoughts about how we could organize a "persistent" campaign..
>create squads from a point pool that applies to all squads, with the classes costing varying points for balance
>organized series of Oblige maps by a non-playing Campaign Manager
>some sort of perma-death, unless other squads win to pick up slack--victory returns points to the pool for the platoon
>soldiers can come and go as (hopefully) we slide in and out of squads, or playing the campaign out right
>success can also yield Intel about future operations, bringing back wounded/killed, more campaign points, permanent class (for you, or others) upgrades for soldier's valor/kills/sacrifice/victory
Idk mang. Always pondered this. What do you think?
pls respond, over

>> No.3718716
File: 209 KB, 1437x1237, 15efc7e.jpg [View same] [iqdb] [saucenao] [google] [report]

carmack upfront and center about the important matters.

>> No.3718719

He's such a precious lil' autist.

>> No.3718723

I beg your pardon?

>> No.3718725


I'd an insatiable demon slayer if I were a virgin too

oh wait

>> No.3718745
File: 206 KB, 283x267, midriff.png [View same] [iqdb] [saucenao] [google] [report]

>guy with a sexy midriff like this

>> No.3718749


as a /fit/ guy I can assure you this is useless if you are a fucking retard

>> No.3718754

So THAT'S why he's constantly so pissed off. The demon probably cockblocked him as he was exploring the UAC's network for porn.

>> No.3718779
File: 35 KB, 500x382, cinna.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3718784


>> No.3718787
File: 106 KB, 578x582, ShamblerCaco.png [View same] [iqdb] [saucenao] [google] [report]

is there any theme that has not been explored in quake?

is for my qump map

>> No.3718793

Old Egyptian.
Old Chinese.
Haunted House.
Abandoned Asylum.

>> No.3718795

Colours that aren't brown or blue.

>> No.3718801

Is this why /v/ has an eternal boner for Doomguy? Because ONE OF US

>> No.3718802

:__: tfw late night drama screencaps are (You)'d more

>> No.3718816

Are you going abstract (like doom) or some variant of a visor overlay?
Also, what is the theme and mood for your game?

>> No.3718824

Japanese high school
San Francisco Bay Area

>> No.3718832

>Highway to Hell
Term is the organizer right?

>> No.3718872


>> No.3718897

So earlier, an Anon explained that headshots are actually not really interesting. Care to elaborate?

>> No.3718940
File: 93 KB, 600x2300, back of kne.png [View same] [iqdb] [saucenao] [google] [report]

>BFG 9000
>Robot 9k
It all makes sense now

>> No.3718948

it's great, play it.

>> No.3718960

>Old Chinese
>Abandoned Asylum
>Japanese high school
Have these themes been explored in doom?

>> No.3718969

I don't remember any. But I haven't played a lot of Doom either, and a lot of "atmospheric" maps are boring. Like the Circus one.

>> No.3718976

>Implying he isn't a sadist who gets off on all the violence

Who needs women when there are demons to kill

>> No.3718980

Chainsaw is intimacy right?

>> No.3718994

As stupiud as it sounds, he's right to stop all that crap before some feminist decides that Doomguy is just sexually frustrated.
I remember reading a critic of the book Wheel of Time where the reviewer decided that the author had a problem with women because a lot of them get spanked in the book.

>> No.3719017

Well you're sticking something in a demon, so technically yes?

>> No.3719020

doomguy is pure.

>> No.3719023
File: 82 KB, 540x405, tumblr_inline_ny5dg20rTa1rx5x8z_540.png [View same] [iqdb] [saucenao] [google] [report]


The only time where he almost had some was with crash back in the arena, and samus

but destiny loves to fuck them

>> No.3719029


a friendly reminder that autistic here on 4chan is infact Geeky or someone whos fucking memey nerdy enough to do some crazy and impressive shit.

unless its /pol/ or /b/

>> No.3719030

Great communicator, tearing and eating through gaping, quivering holes.

>> No.3719032
File: 164 KB, 1240x1047, 1479425049091.jpg [View same] [iqdb] [saucenao] [google] [report]

Doomguy confirmed best girl! Duke a slut (but I love sluts)!

>> No.3719038
File: 734 KB, 960x720, its high kek.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3719067

By yourself? I wish I could find people to play Sven co-op with.

>> No.3719163
File: 2.79 MB, 1920x1200, steelballer.png [View same] [iqdb] [saucenao] [google] [report]

Yesterday I made a thread about a shooter design idea that would implement reloading without actually interrupting the gameplay. Do you think that a shooter would benefit from for example having a pump shotgun where the character inserts a shell instead of cocking the gun when the tube is empty? Inserting the shell would be just as quick as cocking the gun, and when there is no shooting, the character fully reloads the tube? I thought it would be a nice addition to a game like Doom or Duke Nukem. It wouldn't impact the gameplay. Nobody liked the idea in the thread yesterday.

>> No.3719170

Isn't the exactly how duke nukem works?

>> No.3719172

you see ivan
when you reload
you don't cock
so that you reload when reloading
and you're never out of bullet

>> No.3719176

Realistically speaking, would it be possible to kill a pinky with just a bow and arrows?

>> No.3719179

Hideous Destructor has a separate game in it that only works when loading up Heretic, which gives you a bow, among other weapons, so probably, yes.

>> No.3719182
File: 4 KB, 408x286, wat.png [View same] [iqdb] [saucenao] [google] [report]

>character inserts a shell instead of cocking the gun when the tube is empty? Inserting the shell would be just as quick as cocking the gun, and when there is no shooting, the character fully reloads the tube?

>> No.3719187

I mean reallistically speaking. A pinky demon is probably 100-150 kgs heavy, and most of that is muscle, so can it bleed to death if you hurt it?

>> No.3719191

I don't think you'd be able to fill it with enough arrows before it charges for you wanting your blood.

>> No.3719196

Makes sense.

>> No.3719201

It doesn't have to be a regular shotgun. When out of ammo it could feed the first round straight into the chamber and the rest into the tube.

DN3D has a pistol with 16 rounds in the magazine and you have no manual reloading. Duke just reloads when the mag is empty and there's a pause during which you can't fire. The shotgun just has an infinite tube and ammo finds its way in there as Duke comes across it. My idea for uninterrupted pistol fire would be to have dual pistols, then fire the right gun until it's empty and then fire the left one while reloading the right one, then vice versa.

>> No.3719203

>DN3D has a pistol with 16 rounds


>> No.3719208

You're right.

>> No.3719215

i enjoy both (especially on quality maps)
just watch the tech gone bad commentary after playing it, it's a good example

but i do really love to play oblige levels with some gameplay mods, some of them (like DRLA) make the guns/loot feel more important than the levels themselves, at some point blazing trough levels is more of a pretext than anything (especially in coop)

>> No.3719218

Well playing Oblige megawads with DoomRLA makes pretty good sense.

>> No.3719351

carmack is literally /our guy/

>> No.3719358

I don't know what those guys at facepunch are up to, but it sure looks neato.

>> No.3719371
File: 206 KB, 397x466, send help.jpg [View same] [iqdb] [saucenao] [google] [report]

I didn't know nor care that this was a discussion being had.

>> No.3719374

>Nothing was the same after that day

Is that implying this is the transformation/origin story of doomguy?

>> No.3719384

I like Demons from Adrians Pen The most.

Also Getting into Death and Black Metal again while playing Doom, I find this particular riff from Blut Aus Nord to be my unoffical theme song for Doomguy: https://youtu.be/3OHwuBdaOCY?t=8m20s

>> No.3719389


good morning /doom/

>> No.3719390
File: 195 KB, 1280x853, Dapper kot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3719392

It's 19:12 man.

>> No.3719393

I can't help but save every picture of this cat I see

>> No.3719407

>"a new doom mod"

What kind of cro-magnon did PC Gamer unearthed to post in their website?

>> No.3719429

I love this render, gun looks brutal as hell, wasn't it made by some anon from here?

>> No.3719439

yo what kind of gun is that

>> No.3719448

A desert eagle with a recoil-worsening muzzle break

>> No.3719450

deagle brand deagle

>> No.3719459

I thought that, but that's a 16 round mag.

Is it a .50?

>> No.3719461

40mm caseless

>> No.3719462

That's a big gun.

>> No.3719464

4 u

>> No.3719467

If I take the magazine off, will it die?

>> No.3719470

it would be extremely painful

>> No.3719472


>> No.3719473
File: 2 KB, 224x269, Game looks good.png [View same] [iqdb] [saucenao] [google] [report]

I'm either not applying the normal textures correctly since not only are normal textures odd in Doom 3 they're also inverted in Source and who knows how much of it was corrected in the porting process or it's just too detailed.

Just really not good at all.

>> No.3719480

I hope he doesn't playing Doom as slow as he report news

>> No.3719483

refer to this anon
to edit normal direction, open up your image in photoshop and invert channel that is wrong.

>> No.3719490

The receiver is also welded shut for some reason so you can't even load it anyway

>> No.3719493
File: 317 KB, 1280x720, 05-01-2017-01.43.jpg [View same] [iqdb] [saucenao] [google] [report]

No obviously with other people. So far I've come across 2 /v/ servers, but they're usually dead so I play on that one US server that constantly has 12+ people and an XP mod. There's really only one like this so it's not hard to find. It's in the server list but here it is anyway:


>> No.3719494

You can also use a Hue adjustment layer to change the direction of the shadow

>> No.3719509
File: 7 KB, 122x86, FERNA0.png [View same] [iqdb] [saucenao] [google] [report]

What is the best way to remove the cyan color from an image? I think this is an issue because I use PNGs as my sprites.

I've found a bunch of old sprite sheets that use this background and it'd be great if there was a quick way to remove this color.

I have photoshop and paint.net but I can't find a clean, quick way to do this.

what am I doing wrong?

>> No.3719535

if gimp (maybe photoshop), add alpha channel (right click on layer, it's in there)

use the color select tool, put threshold down to 0, select cyan, hit delete

wammo blammo

>> No.3719542

can we talk about the new doom here

not that i would because it doesn't run on my computer

>> No.3719545

I like it. I plan to reinstall it once I have a bigger disk, and replay it in a higher difficulty to make the most out of the glory kills mechanism.
I noticed it gives you more health if you're low.

>> No.3719548

I just wish the fights went on for longer with more monsters (not necessarily at the same time)

>> No.3719554

the hype of it died with the shit mapmaker & centered weapons

>> No.3719560

>shit mapmaker
literally what

>> No.3719561

A snapmap thing. Think of Timesplitters 2's ultra simple map creator.

>> No.3719563

no it didn't lol what the fuck are even you talking about

>> No.3719564
File: 134 KB, 640x480, 2017-01-05_15-16-58.png [View same] [iqdb] [saucenao] [google] [report]

>first episode of blood barely gives you ammo
>this is the first map on cryptic passage

>> No.3719569

speaking of how do I get blood running in a window and with decent controls

>> No.3719570
File: 1.20 MB, 428x660, 1478906216973.gif [View same] [iqdb] [saucenao] [google] [report]

>the hype of it died with the tool setpiece that launched with the game

>> No.3719572

i use the blood launcher but the mouse is still fucky for me even with bmouse

>> No.3719592

I'm actually kinda surprised by what you can do with SnapMap.

Does not compare to good ol DOOM modding in terms of capabilities, but I thought it'd be way less.

>> No.3719597

If fallout 4 has mods on consoles, why couldn't neo nu doom have Normal modding?

>> No.3719601


>> No.3719602

Multiplayer focused DLC content.


>> No.3719626

I believe this more than >>3719601

>> No.3719656

It's an engine issue. The current ID tech engine is simply not at all mod-friendly on a fundamental level, much like current Battlefield engines.

Fallout 4's engine on the other hand is the opposite in that regard, but in turn it has a lot of other shortcomings.

If new-doom had been running on UE4 we'd be swimming in mods by now.

>> No.3719660

For the news post: ZDoom is no longer actively maintained. Everyone who wants to keep up should therefore use GZDoom, which is.

>> No.3719662


>> No.3719669

why even waste money developing new engines when UE4 is right there

>> No.3719675

It's been discussed in several threads.
Basically everyone is tired of randi going completely missing without responding to any communication randomly for months at a time.

For the average FPS game, this is pretty much true I believe.

>> No.3719679

because ue4 has several shortcomings, its a good "universal" engine, but specific games may require different features.

>> No.3719691
File: 23 KB, 176x172, 1236753178-00.jpg [View same] [iqdb] [saucenao] [google] [report]

If the feature you want can't be done in UE4, it's not a good feature.

>> No.3719710


Thank you for this. Apparently, GIMP makes this easier with a color-to-alpha tool.

In Photoshop there's a workflow with Color Selector. I'm working on bundling a bunch of plants together into a wad.

>> No.3719717

color to alpha doesn't just make only cyan transparent, it subtracts cyan from every color, and gimp is not easier than photoshop, and you don't need the color selector tool

just use the magic wand, turn off contiguous, click on cyan, double click on the layer if there's a lock icon, and hit delete

>> No.3719740

>hit delete
Why though? you can just select the cyan, invert selection and click "add layer mask" which will remove it non-destructively

>> No.3719748

why do you want to non-destructively remove the cyan background

>> No.3719750


Ok, thanks. The magic eraser tool also works (photoshop) in one step for this, so long as Contiguous is off.

>> No.3719754

Because it's good form, and because the mask you get will be useful for any paintover layers anyway

>> No.3719758

You're pretty new to picture edition, right?

>> No.3719763

Why are ZDoom forums full of filthy casuals that care about everything except balanced gameplay? Every flaw pointed out in their mods is met with an equivalent of "it's supposed to be shit :^)".
I'd stop going to that shithole for mods, but Doomworld and other communities hate any deviation from vanilla.

>> No.3719765

how is it good form, it's extra and useless since it will only ever be used to make the cyan go away. you might as well apply it. you can ctrl+click on the thumbnail to get a selection of the alpha if you ever need to mask a paintover layer, but given the task is literally just removing the cyan that won't matter either.

i've been picture editioning for over a decade now. you don't need a mask to delete the cyan from an image if that's literally all you're going to do.

select the cyan, delete, save vs select the cyan, invert, make a mask, save.

it's pointless.

if you had to refine the selection then yes make a mask but it's not that complicated since it's literally one color with no anti-aliasing.

>> No.3719767

That's a shame.

Hopefully something hasn't happened to Randi. Dropping out for that length of time is suspect, especially with something as big as ZDoom is on your shoulders.

I take it someone banned you?

>> No.3719772

Were you banned?

>> No.3719773

Nope, stopped bothering arguing with those scatterbrains when it became clear to me they're all a lost cause.

>> No.3719780

in 2017 will we embrace balance or forget what it is

>> No.3719781


You sound like you should chillax, friend.

>> No.3719783


Hello bait, were you banned

or you're mark?


maybe he died or he lost his pc

>> No.3719786

>Hopefully something hasn't happened to Randi. Dropping out for that length of time is suspect, especially with something as big as ZDoom is on your shoulders
It's neither the first nor the second time it's happened. This time was apparently the straw that broke the camels back, especially with the accelerated development and shitloads of new features and fundamental rewrites recently

rudeposter detected

>> No.3719791

randi's out fuckin bipbches with his hot doom cred leave him alone

>> No.3719795

or rather, she's the bitch out being fucked

>> No.3719796

fuck those "maps"

>> No.3719806

If Doom 4 didn't slowly trickle enemies in then it'd be Chillax.

>> No.3719825
File: 31 KB, 480x480, 13257044_1093052524075054_1569311875_n.jpg [View same] [iqdb] [saucenao] [google] [report]

mfw playing trailblazer with sunlust
this aint comfy, i thought this was a power-fantasy mod, why am i always on edge? Is sunlust just that difficult or what?

>> No.3719828

trailblazer would be a power fantasy experience if all the monsters were just out there, but sunlust has traps and stuff and they pop out

it's better with accessories to murder in my opinion

>> No.3719831

Trailblazer is a power fantasy mod but it doesn't have as much power as some other ones.

So Sunlust will still kick your ass if you aren't ready.

If you wanted to shrug it all off then Russian Overkill or Guncaster will let you do it easily.
Trailblazer lets you die at least.

>> No.3719836

>sunlust with mods
but why

>> No.3719860

But is Ranger a virgin? We already know Blazcowicz isn't.

>> No.3719863

>mapset with mods
but why

>> No.3719864

but why

>> No.3719867

but why

>> No.3719869

but why

>> No.3719873

>video games
but why

>> No.3719887
File: 19 KB, 720x450, FPStest0012-0017.webm [View same] [iqdb] [saucenao] [google] [report]

Working on a Vickers machine gun sprite. Feedback? More recoil?

>> No.3719891


In Photoshop. Go to Select > Color Range > Then select the color with the sample tool and hit Ok.

>> No.3719893

Fine, mind reccomending some wads which would go well with trailblazer, then?

>> No.3719896

that rate of fire seems a bit slow and the recoil too regular?

the hand looks a bit static and to me doesn't sit right since you'd usually rather use the hand to stabilize the gun

>> No.3719902

I can't help but think of the terrible friction burn.

>> No.3719905


Those are gloves ;)

>> No.3719928

It's a bit hard to give feedback when nothing about it makes sense.

I mean a vickers has a spade grip, the "commando" machine gun holding style is crazy enough on an LMG, and even then the character appears to be shouldering the gun instead of having it tucked to his waist

I would personally prefer use an aircraft type air cooled vickers and have the left hand actually hold the barrel shroud.

>> No.3719929

It looks very close to the real life slow cyclic rate of that particular gun though.

>> No.3719948

WW1 machine guns had a pretty slow rate of fire:

yeah firing a vickers one handed isn't really a thing, but if you really have to, make the ammo belt jingle around like in the video above.

Also Vickers feed from the right hand side.

Really a lewis MG would be much more suitable to firing on the move. Than and the later MG08s with the stock and lightened bipod for mobile use - they also had drum mags.

>> No.3719960

A new /newstuff chronicles is out.


>> No.3719970
File: 582 KB, 800x600, Desktop 2017.01.06 - [View same] [iqdb] [saucenao] [google] [report]


Damn i need to make it more agressive. Will do once i actually model the real vickers.

>> No.3719978

latest want to play some fucking doom?

>> No.3719979

get those belts jangling all over the place, that combined with some nice sound effects and muzzle flash and it will feel pretty sweet. Good to see some WW1 guns getting some love.

bolt action rifles, stick grenades and lugers next please.

+100 points if you can do a 3D modeled Mk .IV tank... that the player can drive

>> No.3719982

You could make the recoil more sudden, just adjust it so that it throws back faster and then returns slower. And since you are working with 3d models, you could make it also move upwards very slightly?

>> No.3719990

The gun is currently vibrating at a slow pace like a dildo

You need to make the recoil much heavier

>> No.3719995

Left hand should not move with recoil

>> No.3720007
File: 477 KB, 1115x619, volkpistole.png [View same] [iqdb] [saucenao] [google] [report]


There wont be a luger but i modeled this to be in the game.

>> No.3720012

reichsrevolver pls

>> No.3720016

most mods with custom monsters have a realm667 monster or gun or two.

>> No.3720017
File: 12 KB, 736x414, d6a0bd6e802e425b4f8e8bc7ff55eb5e.jpg [View same] [iqdb] [saucenao] [google] [report]


Yeah i actually thought about that one. Might do it later. First i gotta make this.

>> No.3720018
File: 37 KB, 696x363, 112406a527ffffb23aca13f1ebeb7650.jpg [View same] [iqdb] [saucenao] [google] [report]

apparently vickers guns do come in a pistol grip and shoulder stock variant

>> No.3720021


Damn, i was looking for such reference Picture but could never find one with a grip.

>> No.3720026
File: 136 KB, 1600x782, 51786x1.jpg [View same] [iqdb] [saucenao] [google] [report]

The only thing on my wish list on the other hand would be a M1941 Johnson because it's the sexiest fucking gun in the world

>> No.3720027

Give me a repeating crossbow.

>> No.3720030


Yeah, that is extremely sexy. I would like to this one too but it takes a lot of time and i've got to make all the standard weapons first.

>> No.3720041

Oh, no pressure or demands or anything; just putting the idea out there.

I wish I knew how to model or draw just so I could put that thing into a doom mod.

>> No.3720045


Can you code though? I need a coder.

Got any more cool weapon ideas? The more unusual the better. I need a good melee weapon. Thinking of a standard army shovel.

>> No.3720056
File: 77 KB, 2800x1061, huot11.jpg [View same] [iqdb] [saucenao] [google] [report]

>Can you code though? I need a coder.
Yes! Almost all my doom modding involves coding and little else.

>Got any more cool weapon ideas? The more unusual the better. I need a good melee weapon. Thinking of a standard army shovel.
Perhaps the Huot automatic rifle? It's a straight-pull action rifle haphazardly converted for fully automatic fire as an economical way to produce a shitload of machineguns really fast.

For melee, I personally prefer slow but powerful weapons with a nice sense of impact. Look up "trench axe" on google images.

>> No.3720058

doom coding is much different from actual game coding, though

>> No.3720062
File: 22 KB, 736x552, 5203d8a65fb69625b0874375403abd61.jpg [View same] [iqdb] [saucenao] [google] [report]


Hell yeah. I think i'll go for this one. Maybe make it throwable with Alt Fire.

>> No.3720069

Oh, I think I could learn pretty quick. Played around acs for years and learned the basics of glsl fragment shaders and zscript recently.

>> No.3720070

put in .zip and upload that to mega, easy m8 :)

>> No.3720079

Whats cookin good lookin?

>> No.3720094
File: 80 KB, 1610x901, AKIMBO.png [View same] [iqdb] [saucenao] [google] [report]


Hit me up on Skype if you ever feel like joining the project.

>> No.3720103
File: 87 KB, 1280x960, Luftfaust.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll hit you up some time next week.

Oh and another weird weapon: The "fliegerfaust" fuckin' ROCKET SHOTGUN.

>> No.3720105

Are you using rendering using software or hardware? It is an options in the menus.

>> No.3720106

Newest doom wads image?

>> No.3720109


Shit. Where do you find all these crazy World war 1 weapons?

>> No.3720119

That one was WWII though. I assumed that was the period of your game because of the volkspistole.

I know lots of stupid gun trivia because I'm a nerd. The Forgottenweapons channel on youtube would be a good start if you want more ideas.

>> No.3720130

>distributor cap

>> No.3720212 [SPOILER] 
File: 19 KB, 338x314, 1483668173596.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3720220


>> No.3720221

still v7

>> No.3720252

The Reich Revolver is so fucking awful though, it would be a very unfun weapon to have in a game.

>> No.3720260

what do you guys think of smooth doom? It's a nice mod

>> No.3720262


>blaming the centered weapons for ANYTHING at all

I hope you get a weird, incurable yet non-lethal disease for making me reply

>> No.3720263


I can't really pinpoint a specific reason why, but the smooth animations feel somehow off to me. They also throw me off a bit in certain cases.

The other additions like the bullet casings though are fine by me.

>> No.3720305

I love it, my favourite parts would be the new gibbing animations for enemies as well as the rocket launcher screenshake. Those make it feel so god damn cathartic to just kill a bunch of enemies with, can't go back to vanilla after that. i just wish i could into modding so i could make the pellets that drop out when enemies are gibbed dissapear, they lag my toaster to hell on slaughter-y maps.

>> No.3720317

hot garbage

>> No.3720319

>download zdoom
>download doom launcher
>download miasma off of doomworld's best of 2016 list
>load it into doom launcher
>zdoom could not find PLAYPAL

literally what

>> No.3720328


you still need the games, dummy

>> No.3720330

i do though
it loaded up doom ii just fine

>> No.3720375

> but the smooth animations feel somehow off to me.

I have to agree with this. A lot of animations look jerky, and timed poorly, like they didn't keep a consistent frame count through multiplication, and instead just mindlessly added any amount of additional frames and hoped for the best.

>> No.3720380
File: 162 KB, 1022x793, Strosstruppen.jpg [View same] [iqdb] [saucenao] [google] [report]

Reichsrevolver, grenades and feldspaten, I will strosstruppen your ass, so helf me gott.

>> No.3720384

Any updates on Running-Man Doom? The wad where you shoot stuff and the projectile starts running around?

>> No.3720392


>> No.3720394
File: 42 KB, 686x1024, 1482265066522.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3720405
File: 32 KB, 443x244, 42_cm_Gamma_Mörser_AWM_A02560.jpg [View same] [iqdb] [saucenao] [google] [report]

lugers were pretty common in WW1 too, I guess those stormtroopers chose the Reichsrevolver because it was more powerful? I suppose by the time you fire 6 rounds you're usually in to hand to hand, so reloading isn't as much of an issue, you can do that later once you and your buddies clear the section of trench, or move on (as was stormtrooper tactics - deep penetration into enemy lines, not to hold territory, but to cause panic and chaos while the regular infantry attacked).

Someone needs to do a good WW1 doom or Quake mod

>> No.3720429

Both were used by stormtroopers. I'm by no means a gun expert but I would imagine luger being less cumbersome and steadier to use in close quarters than a .44 revolver.

Also I just chimed because I couldn't pass the opportunity to post that image

>> No.3720485


Man Turok was so cool.
A native american fighting dinosaurs with sci-fi guns.

Then they fucked it all up.

>> No.3720496

I would sooner operate with a wonky-ass fucking Borchardt then I would with a Reichsrevolver.

They were obsolete when they were brand new.

>> No.3720501

>shit we're gonna lose, we need anti-air
>what about a small volley-fire of tiny unguided rockets
>also it has no exhaust, enjoy that recoil
Thinking like this is why they lost even faster.

>> No.3720504

I hope you release your weapons as a seperate gameplay mod when they are done, I really like how they look

>> No.3720538

doom wads v7?

>> No.3720550

have you looked at the op

>> No.3720682

It's out: https://youtu.be/LE96VqwW2zs

>> No.3720692

What the fuck.

>> No.3720740


>> No.3720758

Because Doom mods for almost everything exist. Why not a mod where every item and projectile has legs?

>> No.3720769

>Because Doom mods for almost everything exist.
>still no Warren files mod

>> No.3720772

>almost everything

>> No.3720773
File: 8 KB, 314x301, f0a.jpg [View same] [iqdb] [saucenao] [google] [report]

>decide to try out doom launcher to see if it can sort out all the shit i've got
>select IWADS
>select wads
>mfw it's copying the files and putting them all in its own folder
i thought one of the best parts of doom mods was how small they all are, why do this?

>> No.3720782
File: 217 KB, 800x800, starcraft_map.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any texture sets that people can point me to that use colors close to pic related?

I'm wanting to try something "orange martian" to use for mountains and caves instead of browns and greys.

>> No.3720783

use zdl

>> No.3720798

I do use ZDL, it's just that i read that doom launcher can help with sorting files which is what got me excited.
Maybe when i learn some programming i'll just make a fork of ZDL that has features i'd like ;-;

>> No.3720813

ZDL allows you to create shortcuts that point to a collection of wads and pk3s that can be placed anywhere.

>> No.3720828

That's cool and all, but what i've got in mind is something similar to that, but instead of shortcuts, it's multiple tabs which are saved with all your configurations so you don't have to change anything if you feel like playing different shit all the time.
Not much, but just slightly more convinient

>> No.3720901
File: 284 KB, 640x480, hexen00.png [View same] [iqdb] [saucenao] [google] [report]

Trying out Hexen 2, looks exploring stuff looks fun so far. However wonky engine lets me strafejump like crazy, I'm pretty sure I shouldn't be there nor it is intended way to get that key.

>> No.3720910

Doesn't Hexen 2 run on Quake 2's engine?

>> No.3720914

Quake 1

>> No.3720927

>just reinstalled Unreal Tournament
I missed the screams in that game. They're pretty fun.
I remember playing a Green Hill Zone map. Any idea where I can download maps?

>> No.3720932

So I'm reading Masters of Doom and it's told that for Wolfenstein 3D the guys at id were working for a monthly sallary of 750 dollars. Was that sufficient at the turn of the 90s? Was it average? They were also doing some massive crunch time, 16 hour workdays without weekends.

>> No.3720940
File: 23 KB, 308x462, inflation.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3720971

The link to Bossifyer in the pastebin has gone 404, anyone have a reup?

>> No.3720975

combined arms is funsies

>> No.3720992

So that's even below minimum wage?

>> No.3721009

You'd have to do more than this, you'd need to see the price of items as well.

A steak at a supermarket might have been a fraction of the cost.

>> No.3721013

I had fun until THAT ONE puzzle in the egypt hub which was when I quit.

>> No.3721043

Guys should i get this for playing blood?
or should i just stick with BMOUSE?

>> No.3721048

I'd stick with BMOUSE

>> No.3721096

How long until Unreal Tournament 2004 is retro?

>> No.3721127

Either never or in the next 5-10 years, depending on who you ask.

>> No.3721136
File: 594 KB, 1024x768, sshot111.png [View same] [iqdb] [saucenao] [google] [report]

Welcome to hell...

>> No.3721145

RIP framerate

>> No.3721146

It looks less like rain and more like hundreds of tiny logs.

>> No.3721150

The logs will make for a very unpleasant day.
Also Doom64 puts a black outline around every transparent texture so its always going to look pretty solid.

actually runs fine in Doom64EX. the rain is animated linedefs, not individual particles (becuase there is no DECORATE for Doom64EX)

>> No.3721164

Ah, I see. I thought those were all running constant collision checks.

>> No.3721215
File: 825 KB, 640x480, dswilliepete2.webm [View same] [iqdb] [saucenao] [google] [report]

moar WP grenades

>> No.3721229

Here's the rain in action


>> No.3721231

Guess it's the best you can do with the engine.

>> No.3721234

I think it's neat!

>> No.3721236

its a bit jerky, and there are gaps, but yeah better than no rain.

Now if only we could do custom sounds in Doom64EX I would be able to make some nice ambience

>> No.3721241

looks better than it did in TVR desu

>> No.3721264
File: 1.15 MB, 1024x768, New canvas.jpg [View same] [iqdb] [saucenao] [google] [report]

It's fucking fine, but could any of you explain why I can see the weapon through the character?

>> No.3721279

I really wish I could finish my mapset this month. Making 10 maps is actually an effort...

>> No.3721282

Of course it is if you want to make them any good and different from each other.

>> No.3721310

It's only the 6th, you can do it!

>> No.3721312


>> No.3721325

Just play through VirtualPC/VirtualBox+FreeDOS. Better and faster than DosBOX (can set higher resolution without slowdowns)

>> No.3721336

Is this map even possible from pistol start?

>> No.3721350

I hate how many of these speedrunners use filters, it's atrocious to look at.

>> No.3721356

yea i beat it pistol start
Its pretty gay at the beginning

>> No.3721371


GLBoom+ has them on by default, and I guess they don't care enough to change the setting.

>> No.3721396

Is there a reason you are using software renderer? If you have problems with old default renderers try dx10 renderer - works great on current gen PC.

>> No.3721401

I did a pistol start run of BTSX E1 and E2 back a year ago. While this map is harder than the rest of E1 (besides maybe the final level), its still very doable. Honestly, the only maps I caved and used saves were Episode 2's Fireking Says No Cheating, and Unstable Journey, and this is mainly because of how enormous they are.

>> No.3721431

New thread when?

>> No.3721452
File: 50 KB, 324x499, 51nuvAEb8LL._SX322_BO1,204,203,200_[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished reading Masters of Doom. A light recommended read. The first PDF available online contains some OCR errors, worst of all being wrong dates (1993 -> 1995) so only read that if you know release dates and can bear through mistypes (of -> ol). Else find another version or just buy the book.

I was most interested in interactions at id, the whole stint about firing each member of the team and developing games together.

>> No.3721510

>Is there a reason you are using software renderer?

>> No.3721531

I really should get around to reading that this year

>> No.3721561

How do I reload in BD?

>> No.3721571

by uninstalling it

>> No.3721594

By hitting the Reload key?

>> No.3721615

Ok, so it will look much better using hardware renderer, instead of software. The ones that are included are too old to use with current PC, but it is easy to fix:
Download v29 version, copy it to System folder of UT. Start game, select Preferences -> Video -> Change display driver. Show all drivers, select DirectX 10, restart game, change game resolution to something more modern. Really works great.

>> No.3721619

I'll try, thanks.

>> No.3721646
File: 46 KB, 512x384, 20170106210603_1.jpg [View same] [iqdb] [saucenao] [google] [report]

God dammit. I know it looks better than the usual, but I am unable to describe how exactly.

>> No.3721662

Smoother texture rendering?

>> No.3721689

That, and better lightning.

>> No.3721801

Is UDMF the best way to map for single player levels?

>> No.3721871


u da mother fucker

>> No.3721891

I'm still really impressed with that grenade launcher in general.

>> No.3721941

What the fuck am i supposed to do in sacrifice unto sebek. Im stuck the doors are barred and it only says it unlocks from above

>> No.3721945


Would you or anyone else have any ideas for fun and exotic ammo types by the way? For any type of firearm.

>> No.3721959

Ice grenades or Lightning ones

Fire shotgun shells
Tripwire grenades or something

>> No.3721979

Black hole / Gravity rounds

>> No.3721981

>Ice grenades
Awesome idea! This one I'll do for sure.
>Lightning ones
I think I'll let have the tesla arc gun be the only electric weapon so it stands out more.

>Fire shotgun shells
There's no shotgun, but incendiary flare ammo for the revolver would be a lot of fun.
>Tripwire grenades or something
Good idea. Sticky bombs are tried and true since Scourge of Armagon.

>> No.3722010

immerse yourself head down in that which floweth in abundance from the slaughtered ones

Then make yourself eat feces, and drink urine.

After that lie in chains before the undying slave



>> No.3722026

You were correct but my map is bugged i dled the map standalone and the well worked fine. In the retrojam pack the well kills me no matter what

>> No.3722030

The BFG replacement is all about gravity manipulation. Planning on remaking the old graviton collider to have multiple firing modes with transforming animations for the gun and stuff.

>> No.3722049
File: 888 KB, 640x480, dswilliepete3.webm [View same] [iqdb] [saucenao] [google] [report]

just figured out how to set stuff on fire. Uses warping invisible actors, but I bet it's somehow possible in zscript to make a custom inventory item or powerup that can actually use loops and frame durations..

>> No.3722053

>just figured out how to set stuff on fire
I did that when I was 6.

>> No.3722058
File: 39 KB, 249x191, TiAT7aC.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3722068

Well, to be honest, the first thing I burned was my hand.

>> No.3722094

did it get better?

>> No.3722096

It was nothing compared to the fire in my butt when my parents found out. My ass has never been the same since that day.

>> No.3722105
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>> No.3722109
File: 1.98 MB, 640x360, Unity 3D 2017.01.07 - [View same] [iqdb] [saucenao] [google] [report]

One million troops

>> No.3722120

Could you talk a bit about the theme and setting of your game as well as the general type of gameplay (like, do you want to have classic style fps level design or something simpler like devil daggers etc)

>> No.3722131


World War 1 veteran fighting demons/lovecraftian monsters and cultist with rogue like elements. Pretty much DoomRL Arsenal + Oblige + Blood.

>> No.3722140

So procedurally generated levels only?

>> No.3722150


Yeah, that's the plan. I don't have the time, imagination or skills to Craft good thought out maps and i really enjoy DoomRL Arsenal + Oblige. I just wish you could generate new maps inside the game when i restart.

>> No.3722164

New thread where boys

>> No.3722172

Right here, kid.
*unzips penis*

>> No.3722174

Guess I'll rip and tear into it

>> No.3722176

was that funny in your mind

>> No.3722189

Didnt someone post a depth chart of doom wads here or am I mistaken

>> No.3722191

nvm found it

also we need a new thread stat

>> No.3722197

>no shotgun
>in a doom mod
wtf r u doin son

>> No.3722209

because FUCK doing pump animations in the TEXTURES lump.

Might make 40mm grapeshot for the GL though, and/or ratshot for the gauss rifle.

>> No.3722214
File: 82 KB, 800x533, phone.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3722217
File: 728 KB, 869x554, 1464836012201.png [View same] [iqdb] [saucenao] [google] [report]

As the guy who started a whole bunch of them in November and December, I seriously can't be fucked right now.

To make life easier, simply copy and paste this thread's information from the archive, then edit from there.

>> No.3722224

I think the best way would be to use generic rock/dirt texture packs then use slade3's color translation feature to make 'em orange.

>> No.3722231

I'll try that later and see how it looks, but if there's an already existing texture set that could also be cool.

>> No.3722238

Yeah but it doesn't necessarily need to be a pump-action, though I took it as having no shotgun at all, super or otherwise.

>> No.3722240

Can Doomguy defeat God and the forces of heaven?

>> No.3722249

I'd point you to it if I knew of one. Well perhaps a texture rip from one of the Red Faction games? I dunno.

>> No.3722252


He probably could, but why would he want to?

>> No.3722254

I'll probably just go through every texture pack I can find one by one.

>> No.3722261



>> No.3722269
File: 63 KB, 686x678, deserttex.png [View same] [iqdb] [saucenao] [google] [report]

it really is exceptionally easy to do it with stock doom textures and the TEXTURES lump though

>> No.3722292

Thats all there is to it?

Alright, thanks friend.

>> No.3722312

Everything is better. Filtering. Lighting. Sorting. Everything.

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