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3772465 No.3772465 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3766665

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: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
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.3772467
File: 157 KB, 157x255, 1469167839913.png [View same] [iqdb] [saucenao] [google] [report]

=== NEWS ===

[Highway to Hell] Second phase of mapping has started! Ends on Feb 28th

[Til 4-1] QUMP is still going!

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

[1-31] Noclip interviews John Romero

[1-31] D4T (the diet D4D fork) has been updated to v1.0.1.1

[1-31] WIP: GZDoom to get Doom 64-style gradient sector colouring UDMF

[1-27] New release of Custom Gun (v0.999) with fixes

[1-27] Disjunction Beta 3 released

[1-26] Anon release; a pack of SP Quake 2 maps

[1-25] Sgt Shivers has released Final Doomer, a gameplay mod with classes themed around TNT and Plutonia

[1-22] New Smooth Doom version out

[1-19] SLADE v3.1.1.5 released

[1-15] A maintenance fork of GZDoomBuilder is released

[1-14] D4T, a simplified fork of D4D compatible with Zandronum 3.0 and D-Touch, is released


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

>> No.3772469 [DELETED] 

*hides thread*

>> No.3772475

If anyone is curious, the title bar at the top draws behind the menu selections.

>> No.3772481
File: 1.85 MB, 1920x1080, Screenshot_Doom_20170201_011239.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3772482

Ooh, that's pretty.

>> No.3772494
File: 1.58 MB, 1280x1024, hey look a cohn jarpenter refrence.png [View same] [iqdb] [saucenao] [google] [report]

Reminder to never let Oomanon live it down.

>> No.3772497

True but machineguns are dramatic and they start spectacular infighting.

>> No.3772501

>Roughly 33% better than an Oomguy

>> No.3772504
File: 42 KB, 96x96, oom onsters.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3772513
File: 73 KB, 420x340, oom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3772546

So, per Noclip's video, John Romero is not in Ireland to avoid 'murican taxes, but to grow the game development scene in Ireland with Brenda.

Also regrets not dividing id into a game division and an engine division during the Quake days, a decision that might have saved him during that time.

>> No.3772554 [DELETED] 

how's romero's wifes son doing anyway

>> No.3772558


We're not doing that here.

>> No.3772568
File: 53 KB, 520x390, impenepmi impmi.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3772597

Well, I'm getting on a plane for another country in like 3 hours so before I go have this incredibly unfinished project I'm working on.
Name not final obviously. I'm trying to make every monster in Doom just a wee bit more effective at murdering the player by adding more attacks and behaviors to them. Right now I think it might be little too much but hey, that's what feedback and testing is for.

>> No.3772627


>> No.3772642


>> No.3772678
File: 2.83 MB, 1280x720, sweet christ the compression, it burns.webm [View same] [iqdb] [saucenao] [google] [report]

Also webm related.
It took this long (time between my posts) to DL avisynth and webm for retards so I could convert this. Fucking christ AT&T just kill me instead of making me suffer through this.

>> No.3772687

Does he talk about Blackroom at all?

>> No.3772689


Say now this is a nice little mod. I'm liking some of the new monster behaviours and that submachinegun is a great replacement to the pistol.

>> No.3772697

I'm glad you like it. It's still quite a WIP, namely the projectiles for the hitscanners still need some tweaking and I need to get some more testing in on the Doom 2 monsters to see wht potential issues are.

Since it's not super clear at the moment I should also mention that the chaingun always hits for 15 damage, whereas the SMG hits between 5 and 15, so if you get the chaingun it's a lot better at mowing down larger targets without wasting ammo.

Oh and if you can, try fighting barons and compare their attack patterns to imps and see which one you like better. They're both similar but they work in slightly different ways so I'm trying to figure out if I should keep both or just swap one monster to use the other style.

>> No.3772720

>vertical autoaim with true mouselook

>> No.3772735
File: 79 KB, 563x587, 5532408728_8142ae143c_z.jpg [View same] [iqdb] [saucenao] [google] [report]

What you did to the spider mastermind is fucked up, dude.

Also the SMG is far better than your plasma pistol from years ago, your work in general is very slick and polished. You've grown

>> No.3772740

Oy vey I've been discovered. Yeah I made sure the SMG was less of a peashooter because it actually uses ammo.
I wanted to make the Mastermind more of a challenge but again it might be a bit much. Once I'm landed after my FUCKING TWELVE HOUR TOTAL flight I'm going to do an entire D2 run and maybe Plutonia as well. I'm pretty sure that playing some harder maps will exacerbate any problems with the weapons and enemies so I can fix them easier. Maybe it'll even give me some inspiration for more stuff to add to enemies, because right now there are a few that are lacking.

>> No.3772761
File: 818 KB, 1280x1024, Screenshot_Doom_20170201_054300.png [View same] [iqdb] [saucenao] [google] [report]

You have no idea how much fucking around this is taking.

>> No.3772787
File: 110 KB, 1295x782, cacoward.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3772875
File: 16 KB, 150x200, Caleb-Physical-Model[1].png [View same] [iqdb] [saucenao] [google] [report]

There's a new gdxBlood video up!

So far it seems there is
>fully functional level data, including geometry, textures, sprites, triggers, moving sectors, enemy placement, effects and particles
>enemies sprites and animations loading (but no AI)
>mostly functional weapons, except for some bugs with projectiles staying in the world instead of disappearing on hit (might also not deal any damage? Hard to tell, could be monsters health not working yet)
>(some?) working items and pickups
>working hud, text, end level graphics
>no sound or music

I'm really impressed with the work this guy accomplished in a mere couple of months. The hardest thing left to do might be monster AI, and he's shown in an earlier video that he managed to import the zombie's data from the original game without much trouble, so even that might not take that much time after all!
If he keeps up the pace, I wouldn't be surprised if we saw some sort of beta release before the end of winter.


>> No.3772876

If no news of Blood EX in sight, this might be one of the best things to tide people over.

>> No.3772880

Does Highway to Hell have a thread going anywhere or is it all just whenever someone posts about it here?

>> No.3772883

ay yo anyone know how REKKR is getting on? been dying to play it for months

>> No.3772942

RIP Jan Paul "Mr. Elusive" van Waveren, long-time Id programmer/Carmack associate


>> No.3772972

Uhh, no.

>> No.3773020

Revae put up a DM test server the other night and it's still up, but he only posted the link to the wad in IRC.

>> No.3773101
File: 602 KB, 1143x1600, shiggydemon.jpg [View same] [iqdb] [saucenao] [google] [report]

thought that imp was steven universe for a sec there

>> No.3773337

I'd post it here, but it's just a test server atm, and I don't want it "out" really, yet.
A small deatmatch demo is likely soon. Just need to finish player sprites and menu graphics, and cobble together at least one more deathmatch map... Mostly to get some public feedback on the weapons.

Not that deathmatch is what anyone is looking forward to Rekkr for, but it'll help me some, and might be fun even if it doesn't help much.

>> No.3773451


Doesn't have a thread.

>> No.3773540 [DELETED] 

This was entirely preventable and all of you know it.

>> No.3773594

you can't stop death, anon, it comes for everyone

it's coming for you, too

>> No.3773604

How'd he die?

>> No.3773612


there are no specifics in the article, which means >>3773540 is just shitposting for the sake of it

>> No.3773735
File: 1018 KB, 1280x1024, hellcritters yo.png [View same] [iqdb] [saucenao] [google] [report]

Progress is slow but it's shaping up.

>> No.3773748
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

It looks so bummed out. All of the other demons are out having a blast exterminating humanity while it's stuck being the evil rug.

>> No.3773815

Or maybe it's the other way around. Poor thing just wants to torture souls in the burning pits of hell, but those impish motherfuckers keep dragging it out to the battlefield.

>> No.3773819

Sore Imp feat wikihow

>> No.3773821
File: 203 KB, 540x421, 1485548681081.png [View same] [iqdb] [saucenao] [google] [report]

I made two pieces of MIDI music. They don't fit into the themes/feel of where I've put them. Perhaps someone else has more use for them.
Also, to note: the riff of the first one is basically nabbed from https://www.youtube.com/watch?v=0QFNPcHQ6lc

Anybody got any tips on how to make more fitting doom music?
I had read up on the zdoom wiki that the majority of music is just twelve-bar blues with pilfered riffs (which, by Jove, they are!) but they're also quite a bit more than that, given that what I've made pales in comparison: Bobby Prince made rock ballads with more than just electric guitars.
Also, something about the MUS format being restricted to eight notes and one drum hit being playable at any one time, but I don't want to do that. Not that restricted.

>> No.3773824
File: 70 KB, 640x360, Lithium_preview_5.png [View same] [iqdb] [saucenao] [google] [report]

I released Lithium 1.2, featuring possibly less crap balance.

>> No.3773825
File: 145 KB, 756x661, kegan's a nerd.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3773827 [DELETED] 

get a fucking life

>> No.3773832 [DELETED] 

unreal tournament is a garbage game that's why nobody discusses it lol.

>> No.3773835

I'd rather have a masturbating life.

>> No.3773842
File: 208 KB, 377x530, 1365481913797.png [View same] [iqdb] [saucenao] [google] [report]


>Just to let you know:
>Doom64-style colors are now available in GZDoom. Check the specsa/udmf_zdoom.txt file for the property names.

>> No.3773850
File: 957 KB, 500x418, VsxiwWO.gif [View same] [iqdb] [saucenao] [google] [report]

I'm confused, are anime avatars the new dopefish or something

>> No.3773862


10/10, sides were not supposed to fly off while mapping.

>> No.3773875

Anyone recommend some good Hexen wads?

>> No.3773880


>> No.3773883

The typical doom fan is an edgy motherfucker who wants blood and gore and shit, so a cute anime avatar contrasts with that quite a bit. The pink fish is a fantastic example.

Recently Ling threw a fit about them and wanted to ban anime avatars on DW, so that was fun.

>> No.3773886

The pink fish is the OG anime avatar.

>> No.3773892
File: 25 KB, 220x259, Commander_Keen_cover_art.jpeg.jpg [View same] [iqdb] [saucenao] [google] [report]

don't talk to me about being edgy
i had a bad fucking experience with edges
platform edges

pic related. series made me hate platformers

>> No.3773896

I guess the experience put you on the edge?

>> No.3773901
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3773908


>> No.3773913


Aw fuc :(

And so it dies the secrets of Quake 3 AI

>> No.3773916

quake 3's AI was never anything other than average, unless you're impressed by bloating filesizes and poor copypasta

>> No.3773919
File: 225 KB, 500x738, 3c4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3773928

Quake 3 AI is alien tech

>> No.3773954

>Recently Ling threw a fit about them and wanted to ban anime avatars on DW, so that was fun.

Link to thread? I wanna have a laugh.

>> No.3773957

What are some maps with cool architecture that aren't balls to the wall slaughtermaps? I just want some neat-looking places to operate in, and Hideous Destructor doesn't lend itself well to maps focused on battling massive hordes in open spaces with no cover.

>> No.3774002

Is the music in the pasta quake 1 download fixed for pre-emphasis?

>> No.3774038

I really want to play terminator: Skynet but i have windows 10 what would be the best way to set it up?

>> No.3774039
File: 259 KB, 645x1247, 1485900656053.png [View same] [iqdb] [saucenao] [google] [report]

>mfw I'm at the last level of my Giger-esque doom wad but my full time job won't let me finish it

>> No.3774041

Better finish dat shit boi, i love me some giger.

>> No.3774046
File: 1.33 MB, 1920x1080, gzdoom 2017-02-01 19-55-57-81.png [View same] [iqdb] [saucenao] [google] [report]

i hate texturing

>> No.3774050

That looks cool though.

>> No.3774056

I don't know anything about football but today I saw a Packers helmet in a show and finally realized what Keen's helmet comes from.

>> No.3774061
File: 221 KB, 1000x1000, 1485875965519.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw when I'm at the last level of my "All Quiet On The Western Front" inspired wad but my part time job keeps scheduling me on days I plan to work on it

>> No.3774093

praise be to FIREBLU

>> No.3774114
File: 67 KB, 598x600, 1458584851995.jpg [View same] [iqdb] [saucenao] [google] [report]


Found this on the front page of ModDB, someone's trying to go for a SuperHot-style mod. Thoughts?

>> No.3774129
File: 203 KB, 1280x1024, big.png [View same] [iqdb] [saucenao] [google] [report]

thanks randanon

>> No.3774131
File: 194 KB, 800x600, images.duckduckgo.com.png [View same] [iqdb] [saucenao] [google] [report]

his torrent was made a couple of years ago on /vr/ however there are no seeds anymore. There are 4 peers sitting at 84.40% so if anyone has the completed torrent could you reseed and I'll keep seeding indefinitely?

It's a great torrent that took a lot of work and it'd be a shame to let it all die.

Torrent: https://thepiratebay.org/torrent/8557820/


>> No.3774134

I think I have this somewhere anon, if I find it I'll hop on.

>> No.3774140


Awesome, thanks man. I'll seed the shit out of it once I've got 100% (500mb up ftw)

>> No.3774176
File: 150 KB, 1448x1079, doom2f.png [View same] [iqdb] [saucenao] [google] [report]

Here's my personal IWAD collection. It has a few more than in the OP. It has stuff like Doom 2 French, shareware versions etc. It's not necessary but it's cool to have a more complete collection.

>> No.3774184
File: 20 KB, 399x302, 1455996866416.png [View same] [iqdb] [saucenao] [google] [report]

been playing through NRFTL with the older Trailblazer (i dont like the last update) and brutal doom monsters only + a nu-Doom based high quality soundtrack

best Doom related experience i had in years
shit is so fun

if anybody wants the zipped folder of this with wads included just lemme know i will be glad to share

>> No.3774185


Whoops, here's the link:


>> No.3774190


Yeah, hook it up man, I'm keen.

>> No.3774212

Maybe you can try legacy of heroes

It looks pretty cool, and it's medieval themed.

>> No.3774213

I want a change of pace from shooting everything.
List me good melee focused mods.

>> No.3774215

Hexercise as Fighter.

That's it. Those are the only ones.

>> No.3774216

demonsteele and gmota are the only real decent melee-focused mods ones, iirc

>> No.3774219


Pretty close to my collection, though I have the Xbox, 360, PS3 and BFG Edition IWADs too and I didn't bother with the French DOOM II.

Have you considered adding Chex Quest 2's WAD to the Chex Quest folder? It's not an actual IWAD, but Deathkings is only barely one anyway.

>> No.3774227
File: 36 KB, 640x480, The_New_Chex_Quest_2_Intro.png [View same] [iqdb] [saucenao] [google] [report]


I did have chex2.wad but I removed it for the reason you mentioned and the fact that it was in chex3.wad anyway but yeah, good point. I'll readd it.

>> No.3774236



>> No.3774272
File: 52 KB, 197x190, 8c347e5b9f49c52ed7598694af47d4c2dabb5ef6.png [View same] [iqdb] [saucenao] [google] [report]

there it is


i have already set the mods to autoload in the correct order and set NERVE:WAD to selfload when you wanna play DOOM2 so you can choose the episode under new game menu (doom2 or the xbla episode)

i have also included the fixed Final Doom wads from the steam edition of Final Doom

everything else is already set up as im currently using it

>> No.3774296
File: 199 KB, 1024x768, 20170112003333_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here know any good Heretic maps? A list is fine.

>> No.3774303


Awesome, thanks heaps.

>> No.3774304
File: 171 KB, 1006x635, greensector.jpg [View same] [iqdb] [saucenao] [google] [report]

Yet another map.


It's kinda easy deal, just trying to learn to make sort of 'condensed' map design.

...For a thing.

It contains modified version of cc4-tex.wad that has some custom textures for map.

>> No.3774338


Put this on my seedbox, will seed indefinitely. Lots of history here!

>> No.3774349

Was the "Secret area found" notification in the original games at all?

>> No.3774350


>> No.3774353

Was it at least in the PS1 port?

>> No.3774368


>> No.3774378

It was in at least some of the console ports, I remember the GBA ports would display a message like that.

>> No.3774380

Alright I think I seeded enough to have 2 seeders on there, peer list showed two peers at about 95% a while ago

>> No.3774391

Ancient Aliens?

>> No.3774398

>Ancient Aliens
>cyberdemon in the first map
>with Hideous Destructor
It ain't happenin'.

>> No.3774406

But you only said you didn't want slaughter maps. Ancient Aliens isn't slaughter.

>> No.3774415

Anon, it's a cyberdemon right in the face at the start of Map01. Have you played Hideous Destructor? There's no situation where you can actually survive more than ten seconds. I've tried point-blanking him with the BFG, I've tried the minigun, explosives are out of the question because I'm right next to him coming out of the initial teleport and I don't have the mobility to get anywhere else, no other guns have the firepower needed to handle him, never mind the dozen or so pinkies swarming me at the same time. It just ain't happenin'.

>> No.3774421

Okay, I just played Hideous Destructor with it. I see what you mean now. Though honestly, this gameplay mod doesn't seem very fun, IMO.

>> No.3774425

I never really enjoyed the icon of sin.
What are some wads that do not have it as the end boss.

>> No.3774426

Scythe 1 and 2. Resurgence.

>> No.3774428


>> No.3774429


>> No.3774443

>get paid 100 a month
>to make the edgiest edgelord mod ever


i didn't even know this was a thing

>> No.3774451

Me again. Fuck Hideous Destructor. How on fucking earth are there people perfectly okay with torturing themselves with this clunky as fuck mod? Hideous Destructor is the most unfun experience I've ever had with doom. I'd rather play wow.wad.

>> No.3774456
File: 256 KB, 417x412, Fish Stress Art.png [View same] [iqdb] [saucenao] [google] [report]

>playing Going Down with D4T
>Map 15
Bloody fucking hell.

>> No.3774467
File: 375 KB, 1280x1024, Screenshot_Doom_20170201_235533.png [View same] [iqdb] [saucenao] [google] [report]

this is pretty good

a rough welcoming party of like a dozen zombiemen, three imps and a few shotgunners, but that's nothing i'm not used to and definitely more doable than a cyberdemon

these stealth camo imps are some real bastards though

it's a very satisfying challenge to overcome, and the technology implemented is on a whole different level from other mods

play it on doom e1 hmp at most while you're relearning everything you thought you knew about doom

>> No.3774476

Are the Cacowards maps actually good?

>> No.3774480

everything is awful
especially ancient aliens and btsx

>> No.3774497

Are you serious?

>> No.3774503


>> No.3774509

Yes and no. Usually yes, but sometimes there's some of them are just technically impressive while gameplay is trash.

>> No.3774540

>it's a very satisfying challenge to overcome

No. To me, Using a deliberately clunky mod to make Doom more challenging, is like breaking my own legs to make a marathon race harder. Its more painful than "satisfying to overcome".

>> No.3774545

How intensive is it compared to glowing flats (GLDEFS)?

>> No.3774549

Seems interesting, I enjoyed the original game, might keep an eye on it

>> No.3774559
File: 594 KB, 1024x768, sshot111.png [View same] [iqdb] [saucenao] [google] [report]

>WW1 themed doom mod
You have my attention

Will it have legit WW1 enemies?

Like you're a German fighting off poilus and brits? and getting shelled constantly?

>> No.3774563
File: 860 KB, 1280x1024, Screenshot_Doom_20170202_011115.png [View same] [iqdb] [saucenao] [google] [report]

that's just like, your opinion, man

i like operating in a tactical manner to clear out demons that are as dangerous as they should be

i also like using guns that are really powerful but are balanced by being difficult to wield

it is very much a niche mod and is not for everyone

you can live a long, happy life without HD

>> No.3774565

>100 a month
that doesn't even begin to be remotely useful in his country's currency

>> No.3774567

It's USD. That's 388.06 Huebucks, which is enough for some small stuff.

>> No.3774569

>brutal doom's overall quality equates to a small pack of hotdogs

>> No.3774573


>> No.3774580

>possible Brutal Doom compatiblity
I have doubts about that project.

>> No.3774585

Do you guys think Aubery Hodges and Trent Reznor should do a collab?

>> No.3774594

How can I discern between what is genuinely good and not? I mean other than what is accepted in the COMPET-N.

>> No.3774601


Does it matter?
Ultimately, play thing. Did you enjoy thing? Then it's probably good. Did you not enjoy thing? Then it's probably bad.

>> No.3774603

What you have fun with is what is good

If you're looking for objectively good then have fun with that

>> No.3774606

Just play it. If you are having good time you're probably playing a good wad and should probably keep playing. Else try another one.

>> No.3774627

Hexen sure is terrible.

Playing it literally makes me feel sort of ill

>> No.3774628

I hate it's puzzle design to death. So all over the place.

>> No.3774653
File: 220 KB, 1280x960, swat.exe_2017-02-01-18-18-56-049.jpg [View same] [iqdb] [saucenao] [google] [report]

At first I thought HD was aiming to emulate tactical shooters, but as time went on the dev made everything, even the most basic of actions, clunkier and clunkier even though clunkiness was never a quality of tactical shooters. There's clearly been a shift in direction somewhere along the mod's development.

>> No.3774654 [DELETED] 

cacodemon says this sucker was trying to delete his porn

>> No.3774662
File: 33 KB, 320x200, oomgun.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3774664
File: 197 KB, 320x200, oompunch.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3774669

are there specific doom wads that are good for playing in co-op?

>> No.3774670
File: 2.22 MB, 512x384, animooted-wall.gif [View same] [iqdb] [saucenao] [google] [report]

RIP sides

>> No.3774671

same guy who uploaded this


this one is the Master Levels for Doom 2 i got in the classic Doom collection on the last steam sale

i anybody requires any other upload of the steam versions of the classic Doom games lemme know and i'll upload it for you

sidenote: dont ask me how to get the Master Levels working with GZDoom tho as they are all separate files, i think you need to use DOOM2.WAD as IWAD and load the master levels wads one by one each time as PWAD, same as you do with NERVE.WAD for No Rest For The Living

>> No.3774672

Is there a wad that reskins the weapons so that they look like guns you'd see in 80s action movies but that leave the gameplay unaltered?

>> No.3774674

Did you play the mod like four or five years ago? It used to be legitimately unplayable.

>> No.3774681

Its overall not even suited for doom's level design. Many levels even in the iwads are impossible.

>> No.3774682

>implying it isn't still unplayable

>> No.3774685
File: 527 KB, 1020x409, doomed.png [View same] [iqdb] [saucenao] [google] [report]

There's something funny about a chaingunner with a jetpack

Megazord revnants.

>> No.3774690

It's puzzles aren't so much puzzles as scavenger hunts.
Which kinda blows.

I have an idea for a hub based wad that I'll probably start after my current project. Should end up being sufficiently hexen-ish

>> No.3774692

ummm weapons in Trailblazer look straight out of an 80's action movie

>> No.3774694

So you're just shitposting and have no idea how bad things really were, then. Recoil and movement penalties were so absurd that the only way to hit anything at all was to sit still and crouch at full health. You didn't have half the movement options you do now, like being able to leap in any direction or climb ledges. The HUD and graphical elements overall were far lesser quality and less intuitive. You had maybe half the weapons that are in the current version and those weapons weren't nearly as good as they are now. The plasma gun was just a boring vulcanette with visible projectiles instead of the badass lightning gun it is now. The vulcanette didn't have two firerate settings, the rocket launcher didn't have grenade mode, the shotgun was manual pump only. On top of that, enemies were by and large stronger than they are now. Spectres used to spit baron fireballs and would de-cloak far less often, with the only real way to kill them being a point-blank SSG. The blursphere version of the regular Pinky didn't exist, so every Spectre was one of those nigh-unkillable assholes. Turrettes were reintroduced recently as something Hell Knights can summon; they used to replace cellpacks 100% of the time and regular cells frequently.

You wonder how people can torture themselves with the mod in its current state, that's how. They played the old versions.

>> No.3774696

Trailblazer changes gameplay pretty heavily, so I guess not that.
Smooth Doom lets you use Doom 64 weapons and have black gloves.
Final Doomer isn't just a reskin, but it should be pretty close to vanilla gameplay, so see if those weapons are something you're looking for.

>> No.3774705


>Carmack, coding extraordinaire, needing instructions to wipe a hard drive

What a bunch of alternative facts from Zenimax.

>> No.3774707

All of vanilla Doom 1 is doable from pistol start.
This includes secret levels except for E2M9, shit's too hard of a start

Thy Flesh Consumed on the other hand, not even touchable from the start.

Doom 2 is mostly manageable from start to end provided you pick Medic. The only trainwreck levels to me was Refueling Base and Bloodfalls, the rest were manageable with enough work and effort.

I didn't save midlevel either just to make sure.
I find HD to be very fun, just in a different way. I also don't enjoy tactical shooters in general

>> No.3774712

>So you're just shitposting

Fuck off. Just because its not as absurd as it used to be doesn't suddenly mean it works perfectly fine now. I'm still struggling to play even early iwad maps as we speak with the current version. I can't fucking imagine what later maps are like.

>> No.3774723

Yes, it takes some learning. Read the manual if you haven't, it's got a lot of important information. Play on lower difficulties than you're used to, you won't lose any hardcore points for playing on HMP or even HNTR.

I remember Refueling Base being a ton of fun to figure out just how to get out of the starting hallway. I sat in that little secret at the start and let them all come to me, there must've been some fifty bodies or so in there before I felt confident enough to move.

>> No.3774724
File: 2.74 MB, 2997x2000, 1485376720438.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3774725

I was playing on the lowest difficulty, and it still used UV monsters. How do it play on HMP or HNTR?

>> No.3774731

Back then the mod didn't try to poorly emulate weapon lengths by pushing you back if you stick too close to wall. It's a retarded idea because you little to no body awareness when you're playing a game being projected as a 2D image on a monitor.

>> No.3774732

That's what I did in Refueling Base as well, pretty much lured everything I could to just safely get on through.

Map 10 is pretty crazy by Doom 1 and 2 standards

>> No.3774734

All that was already working in Blood XL.

Guess how's that project going.

>> No.3774736

By the way, like 80% of your post was discussing balance changes that have nothing to do with clunkiness so good job wasting your time posting all those.

>> No.3774741

Man, Hideous Destructor with Swift Death is a hilarious combination.

>> No.3774742

The lowest difficulty is an oddity, I think what it does is reduce damage taken to 30% and has no bleeding, but uses UV spawns. The three middle difficulties are normal HNTR/HMP/UV, just renamed.

>> No.3774747

meant for

>> No.3774750

I saw Master Levels for Doom 2 and thought of Master of Orion 2. 4X Doom mod when

>> No.3774757

I see. thanks. Still not really enjoying it, though.

>> No.3774818
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google] [report]

Why do people torment themselves doing that? I know it's ModDB but still.

>> No.3774819

So many people use it that sometimes mod makers actually need to think about it.

>> No.3774823

which of the difficulties isn't shit for cunts

>> No.3774825

Like reminding them to not load BD with everything

>> No.3774832

I looked into it and it's way over the top for my liking and according to >>3774696 it changes the gameplay so no thank you.

>Final Doomer isn't just a reskin, but it should be pretty close to vanilla gameplay, so see if those weapons are something you're looking for.
Does it swap the rocket launcher for a revolver grenade launcher, the shotty with a SPAS12 and the chaingun for an LMG? I'm looking for something like along those lines.

>> No.3774840

Plutguy has a grenade launcher replace the rocket launcher and an LMG replace the Plasma, having a more military-like kit. TNTguy has a SPAS-12 replace the shotgun, and in general has a more special forces or experimental-themed kit.

There's also the regular Doom weaponset that abides by the mod's adjustments.

>> No.3774842

Or at least making the game fuck up in some way for loading it alongside.

>> No.3774846

I'm gonna try and start collecting maps posted on /vr/. I've played some genuinely good ones before and kinda regret not keeping them or organizing them better in my wad folder.

>> No.3774857

Does that mod have its own maps or it runs on Doom 2? Also what sourceport should I use for it?

>> No.3774860
File: 52 KB, 500x500, nakedmolerats.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3774876

It's like any other ZDoom gameplay mod.

>> No.3774885

I like how I'm just supposed to assume that mess of pixels is a revenant

>> No.3774924

What about Barrels o' Fun?

>> No.3774935

>will it have legit WWI enemies
That's the plan. It's supposed to be 4 episodes, each one taking place on a different front in WWI and the last one on the Finnish front during WWII (the winter war)
>getting shelled constantly
Also the plan but I haven't worked out how I'm gonna do that in ID Tech 1.

>> No.3774937

Does it accurately represent the fact that POC made up a significant amount of soldiers on both sides?

>> No.3774945

There's a secret level in the Australian front episode where you can have fun slaughtering Aborigines if that counts

>> No.3774984

TNT Revilution Beta is out (map30 missing)

>> No.3775003

Aww yiss
Tiem to get drunk and play sum Dumm

>> No.3775014

What are some good megawads that don't devolve into slaughtershit?

Scythe 1/2 is shit, Sunlust is shit. Can anyone actually make good maps or is the Doom modding scene an actual fucking meme?

>> No.3775015

People have played so many Doom maps over the years that maps with lots and lots of monsters is how anybody gets their rocks off anymore.

>> No.3775016
File: 265 KB, 1280x720, Screenshot_Doom_20170129_190353.png [View same] [iqdb] [saucenao] [google] [report]

I love texturing

>> No.3775019

you dont know what you are missing
Trailblazer is fun as fuck

>> No.3775020

Hey shitposter. Just for you, I'll recommend Going Down.

>> No.3775023

play maps chronologically, pick something from the mid 90s

nobody is going to make maps with low monster density / no combat challenge nowadays, it's boring for people that has played the game for years.

also you mentioned megawads that are particularly known for being challenging for fucks sake learn to pick what you like

>> No.3775041 [DELETED] 

Not even shitposting my dude, I'm genuinely asking for good megawads because every single one I've seen so far has eschewed good level design and just lumped in a huge amount of monsters, especially "le agitating skellyton XD" and "LE PISSED OFF MARTIAN XD"

The only good megawad with good level design was fucking SgtMark's Hell on Earth. I suppose to be fair the early parts of Scythe 1/2 are good, but they turn to shit half way through. Same with Sunlust. Hellbound is also meh.

The final level of Sunlust should be a tutorial on how not to make Doom levels.

>> No.3775052
File: 1.63 MB, 720x540, tecXmx5.gif [View same] [iqdb] [saucenao] [google] [report]

whatever you say man

>> No.3775059

>I suppose to be fair the early parts of Scythe 1/2 are good, but they turn to shit half way throug
fucking this, i remember a map where it starts you completely surrounded by like 300 tough enemies that start attacking immediately like three fourths into scythe 1. it's just not fun

>> No.3775061

>those two cybers in the middle of the mall crossfiring
>good level design

>> No.3775063
File: 740 KB, 1920x1080, CLASSIC QUAKE PALETTE.png [View same] [iqdb] [saucenao] [google] [report]

I'm indifferent about texturing.

>> No.3775070

>Slaughter maps are inherently shit

Nah. Some people actually like that stuff. And honestly, most of the ones I see people complain about are not even that ridiculous, and just need a bit of practice.

>> No.3775072

>Not even shitposting my dude
>The only good megawad with good level design was fucking SgtMark's Hell on Earth.


>> No.3775073

So, question bit tangential to retro FPS.
I wish to develop FPS in spirit of one, but can't decide on engine.
While Unreal4 / Unity seem obvious, I have had look at others as well. So far I've thought about:
>Ioquake3 ( I have no idea how it is licensed )
>Serious Engine ( seems good, bit trouble compiling due to MFC, plus editors seem to not work on 64bit machines )

I can into C#, C++.

>> No.3775078


I swear people who hate slaughtermaps make it out like every single one of them is like holy hell and okuplok.

>> No.3775084

Can confirm, Plutonia-tier monstercounts don't even give me a semi any more.

>> No.3775090

>Plutonia-tier monstercounts

You mean encounters? IIRC, Plutonia's levels on average actually had less monsters total than the other iwads.

>> No.3775106

It's not that slaughtershit is too hard, it's just not fun to me.

I'm not even against large swaths of enemies. But most of the time you're thrown into an arena and it's just horde after horde and you're more than likely circlestrafing while spamming BFG/Rockets.

Some people might find that fun. But the smart, smooth map layouts of Doom 1 and Doom 64 feel better to me.

>> No.3775146

I haven't felt the need to play Plutonia for almost a decade, just naming it because it feels closest to most "Intermediate difficulty" wads in terms of monsters per room.
I'm not driven to complete anything that can't kill me regularly, unless it's a semi-TC introducing new weapons or mechanics I end up "Taking a break" from any easy/intermediate mapset ~5 maps in and then forget it exists most of the time. I used to really love that stuff, now Going Down probably ranks as the least difficult .wad since 2012 to hold my attention all the way through.

>> No.3775147

It's weird to me that you'd have sunlust as example then. It has really clever encounters.

>> No.3775153

how is spamming monsters the hell out of nowhere smart? it's like they took notes from plutonia & made it worse

>> No.3775158

Pro tip: "The map isn't smooth" is baddie code for "I had to stop in this room because something tougher than a group of imps was in it"

>> No.3775159

>The only good megawad with good level design was fucking SgtMark's Hell on Earth.


>> No.3775161

There are plenty of slaughtermaps that aren't just basic arenas.

>> No.3775162
File: 868 KB, 374x789, demon.png [View same] [iqdb] [saucenao] [google] [report]

Anyone have any experience of rendering 3D and converting it to sprites? What was your results and do you have any pointers on how to do it with good results. Basically i want it to not look like it's a 3D model.

>> No.3775168

>how is spamming monsters the hell out of nowhere smart?

You see, this is what I mean by >>3775078
>I swear people who hate slaughtermaps make it out like every single one of them is like holy hell and okuplok.

>> No.3775174


3D enemies*

>> No.3775179

Try to fuck around with shadowing. Shadows tend to give the feel of 3D shapes to 2D pictures.

>> No.3775181

>that bulge
OwO What's this?

>> No.3775186

looks like fucking dongola with arms

>> No.3775189


You can literally make a doomclone provided you make your own assets, then sell it for reel manee.

>> No.3775190
File: 51 KB, 75x158, temp.gif [View same] [iqdb] [saucenao] [google] [report]

>Basically i want it to not look like it's a 3D model.
You're probably going to have to do some amount of painting over then.

You could maybe automate some photoshop filters. For instance, to remove the black pixels on the border you could automate a batch action that places an "inner shadow" of a lighter tone along the pixel border. Or do a select by color with some fuzziness and find a way to deselect the darker tones inside the sprite.

Mostly though, you'll have to do some painting. Your results are already good, but your sprite is 150 pixels tall, and at that res automating something to look non-3D is going to be a pain.

One big different in 3D vs 2D is the squash and stretch aspect of animation. In 2D proportions are fudged to give the impression of inertia, but in 3D proportions are static (unless rigged and animated otherwise). That means you're probably going to have some level of a posed mannequin look to your sprites.

pic related is just a test I did with an inner shadow, gradient overlay, and a large bevel. with various overlay and multiply settings...

>> No.3775195


What the fuck is that? That's not even a real thing. It's from your imagination 100%.

>> No.3775197
File: 266 KB, 300x632, temp2.gif [View same] [iqdb] [saucenao] [google] [report]

I probably should've saved it bigger.

>> No.3775201

>Australian front
inb4 Emus kill every soldiers in your team

>> No.3775203

>but your sprite is 150 pixels tall, and at that res automating something to look non-3D is going to be a pain.

What resolution would you recomend? Also i very much like what you did with the sprite.

>> No.3775204
File: 36 KB, 604x437, 4iAI64u.jpg [View same] [iqdb] [saucenao] [google] [report]

I think he meant Gondola.

>> No.3775223

The average human sized monster in doom is <60 pixels.
You're working in Unity iirc, so you might want something bigger, but it's just that more pixels means more options to for the 3d rendering to show through. Every high res monster pack for Doom failed pretty hard because in order to get it to look good it requires waaay to much work.

>> No.3775286
File: 594 KB, 800x2750, 1480231049461.png [View same] [iqdb] [saucenao] [google] [report]

Saved this a while back, here you go

>> No.3775292


and now I shall save it too

>> No.3775296

Try bringing it to a certain color palette. not necessarily Doom palette.

BTW does anyone know how to do that?

What if I want to convert a true color image to, let's say, a custom made 512 color palette? What software should I use and what is the process?

>> No.3775326
File: 79 KB, 1500x450, PLAYER.gif [View same] [iqdb] [saucenao] [google] [report]

player death sprites done

>> No.3775342

The one that'll be easiest for you to use, unless you're going for a specific feel that'd be enhanced by the technical aspects of the engine, in which case
Darkplaces feels like Quake 1 but you'd probably have to be a bit of a masochist to use it,
GPL GZDoom feels like Doom,
Unreal's stock FPS controller feels like UT,
Torque3D feels like it belongs in a bin
and Unity is probably the closest to a blank slate.
Additionally, UE4 really, really likes PBR and wants you to use it.

>> No.3775345
File: 480 KB, 504x676, CCRgnpbUwAA6JT6.png [View same] [iqdb] [saucenao] [google] [report]

What hobbies do you have besides vidya and maping?

>> No.3775354

Playing PnP games and building gundam figures

>> No.3775356

Drawing, Anime & Procrastinating

>> No.3775371
File: 222 KB, 449x401, 1366784659756.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3775394

Scythe 1 is good tho.

>> No.3775420
File: 244 KB, 763x701, 09k6ijsl.jpg [View same] [iqdb] [saucenao] [google] [report]

what made caco depressed?

>> No.3775425

he didn't know where his life was going before fan feedback got to him.

>> No.3775427

strangling animals, golf, masturbating

>> No.3775428

Collecting guns.
Shitposting on the internet.

>> No.3775452

Gamedev, anthro porn, self loathing.

>> No.3775454
File: 2.95 MB, 640x360, Too Many Fireballs.webm [View same] [iqdb] [saucenao] [google] [report]

I can maek mod wurk, but I can't make a webm not look like total shit. Feels bad man.

>> No.3775457



>> No.3775460

>uploaded today

Stop shilling your shitty YouTube.

>> No.3775463

How good is Mocha Doom and Jake 2?

Sorry for being a Java fag, it's just something i'm learning right now and I found it interesting people took the time to translate it.

>> No.3775468

Porn collecting, masturbating, guns, movies, my waifu, internet shit, weeb and anime shit.

>> No.3775472

this is your video isnt it

>> No.3775479

>all that savescumming
Jesus dude.

>> No.3775482


This is pretty embarrassing.

>> No.3775485

... no? I'm subscribed to him.

>> No.3775487

Sure you are.

>> No.3775492
File: 60 KB, 696x381, croppedImage_1486072666765.png [View same] [iqdb] [saucenao] [google] [report]

yes, I am

what are you so angry about anyways

>> No.3775496


Why are people so quick to throw this word around?
I'm not angry, I'm bantsing with you. Don't take it so rough, mate.

>> No.3775498

Please post a download for the map, I would like to try it and see if I can win without so many saves

Also you may be interested in another wad with a slaughterified MAP02 edit:


>> No.3775503

>I'm bantsing with you
Which is exactly what people say when called out for looking like an idiot.

>> No.3775505

Not him but why can't people post their own youtubes? It's hardly off-topic.

>> No.3775506

no, what people say is "i was pretending to be retarded"

this is different

>> No.3775508

No, it's what people say when people take a jibe too personally and accuse the writer of being angry.

>> No.3775509

Not really a slaughter wad when its just larger trash mobs.

also, that has to be the most obnoxious amount of savescumming I've ever seen.

>> No.3775510

http://puu dot sh/tLDqf/57774ea6f0.zip - FDA
Nice map you have there. It was funny to see imp corpses propel off that ledge into one of the beams and teleport into nowhere.

>> No.3775514

NHB I don't think the issue is that of posting your own youtube, but rather posting a i-totally-found-this-and-didn't-upload-it-just-today video while pretending it's funnier than it is

>> No.3775518

>I can't make a webm not look like total shit.
The advanced hardware rendering port lighting doesn't help. Filters, paper sprites, dynamic lighting, turn all of that rubbish off.

>> No.3775523

but I never said I was the uploader at any point nor did I imply it was funny, just a random video I thought would be onpoint with the late slaughtermap discussion

and even then you're injecting your own perviews on it because it's not in your taste.

>> No.3775526

Is there a command to disable red screen on injury in gzdoom?

Sometimes taking a heavy attack without armor makes the screen so messy avoiding the next is tough

>> No.3775527

>nor did I imply it was funny

Well you said "kek" but yeah that hasn't been funny for years

>> No.3775528

I'm speaking in a broad sense, not specifically to your posted video

>and even then you're injecting your own perviews on it because it's not in your taste.
what did he mean by this

>> No.3775530

>and even then you're injecting your own perviews on it because it's not in your taste.


>> No.3775534

I meant to say I didn't intend for it to find it funny as he claims I tried to make it be. sorry, that was poorly worded

>> No.3775535

That's still pretty poorly worded, m8

>> No.3775540

he said the way I posted the original video implied I was pointing it out as laughing-your-ass-off levels of funny, but I never did that

>> No.3775542


I still don't get it but I'll accept it.

>> No.3775545
File: 2.90 MB, 640x360, Too Many Fireballs 2.webm [View same] [iqdb] [saucenao] [google] [report]

Good thing I only had one of those on, and it doesn't really make much of a difference. It's just the coloring and the size constraint.

>> No.3775547

to this I add, it's the concept of a level filled with basic tier monsters and calling it a slaughtermap is amusing. and I felt like just outright posting a link to the video would be jarring, so

eh, I guess I overdid it, apologies

>> No.3775549

>but I never did that

Actually -- you did.

>> No.3775552

Post it please. I want to play it, and see if it's hard enough to justify all the saves. Thanks.

>> No.3775553

Either way, please post the map. I'm curious about it.

>> No.3775561

I assume you posted this before I did

even then 'kek' is hardly anything but a common term that gets thrown around nowadays. don't pay it any mind

guy says in the description it's a project he's working on so there's no link yet. my guess is as good as yours, sorry

>> No.3775570

>so there's no link yet
Oh. Disappointing. Oh well. Thanks for answering anyway. I didn't read the description, sorry.

>> No.3775576

>there's no link yet
well, if you were the uploader itself as some people here seem to think, I assume it wouldn't make much sense for you to post a straight link to a video of a project that isn't even close to being finished.

>> No.3775620

Seriously nigger?

>> No.3775635

Chillax Map21;
those aren't what you think
skull trumpets and doot revenants

>> No.3775651

Also have totally-not-TAS'd uv-speed for your Disjunction's Beta3 @ map10 http://puu dot sh/tLDqf/57774ea6f0.zip

>> No.3775658

I'm stupid. Here's the proper link: http://puu dot sh/tLItW/d5827ba49f.zip

>> No.3775664

Can I get a rundown of the differences between the various sourceports please?

>> No.3775667

Dynamic lighting is gr8 m8

>> No.3775670

ZDoom: Dead now but runs most things
GZDoom: Does some weird shit but is ZDoom+
PrBoom: Runs literally everything that should crash your shit with absurd enemy counts
Zandronum: Multiplayer port
EDGE: Don't touch this
Chocolate Doom: Run this if you want proper accurate Doom without running DOS

>> No.3775674 [DELETED] 
File: 367 KB, 636x358, 1479230238498.png [View same] [iqdb] [saucenao] [google] [report]

what about doom retro? also brutal doom should be there too since its the best way to play doom. your are just a hater

>> No.3775676

ZDaemon: Classi- MY EYES!

>> No.3775683

Thanks, I'll have a look at it.

>> No.3775687

Risen3d: You like ugly ass 3d doom? here you go
Doomsday: doom with bloom!1!

>> No.3775693


>> No.3775703

It's shit bro.

Because then the 8x8 tiny pixels edited in on top of the mountain flash appropriately for the meme.

>> No.3775704

Then play some other game which is meant for whiny pussies.

>> No.3775727
File: 47 KB, 626x338, Dume.png [View same] [iqdb] [saucenao] [google] [report]

Is this really what dome used to look like?

>> No.3775743

No, it wasn't so stretched horizontally.

>> No.3775756

CRTs stretched it vertically by 20%.

>> No.3775758

No and for the record most attempts to emulate the vintage feel of doom in 90s make the game look far worse than it ever looked on an average computer of the time

>> No.3775761

Seriously, that "RetroShader" is disgusting. You don't have to look any further than what it does to the weapon sprites to see what a load of bullshit it is.

>> No.3775762

Nah, it looks great.

>> No.3775770

If you're never actually played vanilla Doom on real hardware and are a complete poser, maybe. The weapon sprites get all crunched up by the shader and it looks awful.

>> No.3775773

I bet you think ugly minimalist pixel games of today are retro styled

>> No.3775783

>not using it solely for the software style rendering
there's even options for it, anon.

>> No.3775789 [DELETED] 

Go back to the /crt/ general, nerds.

>> No.3775791
File: 130 KB, 640x480, temp.png [View same] [iqdb] [saucenao] [google] [report]

Well CRT's blurred the pixels a bit, and the aspect ratio is wrong, and you have it on "low quality", which I think was only so it would run on some 286's... So no, not really.

Maybe more like this.

>> No.3775793

All you need is a software mode engine drawing to a 320x200 texture, which is then scaled to your screen using the GPU. Chocolate Doom will have this when they finally get the SDL2 branch done.

>> No.3775797 [DELETED] 

>CRT monitor
Another goddamn hipster fag that doesn't know anything. Get your shit together.

>> No.3775802
File: 114 KB, 2762x866, shaderVsChoco.png [View same] [iqdb] [saucenao] [google] [report]

RetroShader isn't that bad, really. It's not perfect, but it's not "disgusting".

>> No.3775806

I couldn't find anything that was close enough to an old CRT monitor in the 30 seconds it took me to make that.

>hipster fag
I beat doom before you were born, nigger.

>> No.3775808

If you really wanted to play retro Doom that badly, why wouldn't you just use DOSBox?

>> No.3775813 [DELETED] 

>I beat doom before you were born, nigger.
Underage confirmed.

>> No.3775818

I am playing Doom on a CRT monitor right now and there are no scanlines. Because CRT monitors didn't have scanlines. Televisions had scanlines, and even then they were barely visible outside of ludicrously expensive high-end PVMs that no consumer actually owned.

It's not even like CRTs are rare or expensive. People and businesses are literally throwing these things away, you can get one yourself for $5 or less and see through your fake hipster glasses what CRTs are actually like. Just play the damn game without your dumbass filters that are never accurate.

>> No.3775827

Yeah. Up until 2 years ago I had one (though I hadn't used it in a while, hence getting rid of it in a move).

Take a picture if you want a perfect representation

I just shooped that up. Closest filter I've seen for CRT is that SNES CRT filter, and even then the scanlines are too visible without some tweaking.

Because chocolate doom is easier, and the retro shader is only fun because you can look up and down, which is nice.

>> No.3775831

>I beat doom before you were born, nigger.
a-alright, anon. no need to put out your lighter!

>> No.3775835

>a-alright, anon. no need to put out your lighter!
Can't even shitpost without fucking up.

>> No.3775839

I'm genuinely curious as to what about what he said is a shitpost that your post doesn't outdo.

>> No.3775842

Not him but in the late nineties I had a monitor that would letterbox anything less than VGA resolution. So I edited the monitor definition file to stretch the scanlines vertically as far as they would go. There were visible black areas between each one. But I happily played Doom in that mode for several years until I got a new machine that could run source ports at glorious 640x480.

>> No.3775845

one must learn to truly master the art of shitposting before attempting to do it in 4chan

>> No.3775846

>I'm genuinely curious as to what about what he said is a shitpost that your post doesn't outdo.
I'm curious what about your post about do about shitposting standards and practices.

>> No.3775850

You're about too much!

>> No.3775858
File: 20 KB, 565x648, example.png [View same] [iqdb] [saucenao] [google] [report]

I have it conveniently laid out for your intelligence level.

>> No.3775859

Hey! Pull that away, you'll hurt someone!

>> No.3775862

I don't get it

>> No.3775869

Janitor, rub yer dick on them beaucse we have /v/ shitposting here again.

>> No.3775870
File: 84 KB, 171x208, knob jockey.png [View same] [iqdb] [saucenao] [google] [report]

i was just in the middle of something with my sides, fuck me

>> No.3775873

it looks like a gun really its actually a lighter andpants

>> No.3775875

does it count if the shitposter is the one getting roasted?

>> No.3775879

Oh wait it's a pair of trousers viewed from the front, with a lighter held before them? Except the hand is the wrong way round, unless it's someone else holding the lighter to the poor trouser-wearer's belt area.

>> No.3775882

yeah, from the hand pose I think it's clear that that's a guy pulling it out of another guy's pocket. no homo though, it's all for educational purposes.

>> No.3775884

Oom feature request: allow pickpocketing lighters from former humans (you can then set fire to their trousers)

>> No.3775898

so wait, that light post, is that the hint that walking through the room triggers the ambush?

pretty swift man, usually its a key but in this case you dont even get an item

>> No.3775901
File: 20 KB, 240x244, 265.jpg [View same] [iqdb] [saucenao] [google] [report]

>rub yer dick on them

>> No.3775905

a higher bitrate will make your video look less artifacty, but will increase the filesize.

>> No.3775909


>he meant ban and cockslap/pimpslap/beat the shit outta of them

>> No.3775914

oh, alright. that's a lot more addequate

>> No.3775916
File: 545 KB, 764x665, It_is_i_Rogal_Dorn.jpg [View same] [iqdb] [saucenao] [google] [report]


ok rogal

>> No.3775919


Im guessing the green pad crushes you when you get the plasma rifle?

Sorry, old style doom thinking

>> No.3775942
File: 650 KB, 1546x904, German arty MGs and A7V.png [View same] [iqdb] [saucenao] [google] [report]

Historical Tabletop games. I design and publish them and paint a shitload of miniatures.

I'm also a composer but thats more of an inherent thing I do all the time rather than a hobby

>> No.3775947
File: 319 KB, 1920x1080, 20161211235140_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>ID Tech 1
Can you at least work some decorate magic? you could make some great artillery explosion with basic decorate, falling soil and distant explosions, you could even have random target spots.
Could also do different caliber guns, coal-boxes, whizz-bangs (high velocity guns where you hear the whizz of the shell passing you before you hear the bang of the gun being fired), etc.

I would play the shit out of a WW1 themed doom mod with nice bolt action weapons, grenades and feldspaten. It would pretty much be a Verdun singleplayer experience but in doom

>> No.3775949
File: 147 KB, 305x267, 1420503374467.png [View same] [iqdb] [saucenao] [google] [report]

Did you fucking put peanut butter on those figures?

>> No.3775961
File: 1.46 MB, 2061x1546, Finished5.png [View same] [iqdb] [saucenao] [google] [report]

haha, ah I hadn't quite finished the bases yet, still needed to gloss them up with PVA+water mix.
The mud is made from paint and baking soda.

I do a bunch of WW2 stuff as well, pic are some of my Chinese Nationalist forces

>> No.3775968

Does Final Doomer have a manual or something? I don't understand what the Plutoniaguy chainsaw equivalent is for. It clearly isn't a melee weapon.

>> No.3775982

Well given the things I've seen on here I'm not surprised. I still can't stop laughing when I think about the tile guy. You know the one.

>> No.3775984

and no one knows who's right on wrong in this


>> No.3775986

It is device with three functions, swapped with reload/altfire.
>90% damage reduction
>Lowlight vision

>> No.3775987

He has a buzzsaw. It's not hard.

If you mean TNTguy, it's a device where you toggle between a massive defense boost, hazmat, and light amplification modes, but can't attack.

>> No.3775990

I think you mean TNTguy.

>> No.3775992

What I don't understand is how overpowered TNTguy's chainsaw equivalent is but Plutoniaguy's is just the same weak chainsaw as vanilla but with a startup delay

>> No.3776001

Do I have to bind something for those? I never played a sourceport before. And all of the options are kind of confusing me. Also that wad seems to make the game way easier.

>> No.3776004

>jewish devil fighting american devil with an odd man in the crossfire
facebook is cancer, zewimax is cancer.

i wish we could have thrown some of these discs

>> No.3776005
File: 1.46 MB, 1920x1080, gzdoom 2017-02-02 21-09-33-21.png [View same] [iqdb] [saucenao] [google] [report]

I actually didn't think of that, but I might do that now.

>> No.3776024

Plutguy's saw is arguably worse because of how slippery it is to control when sawing demons. With the vanilla chainsaw it grapples onto enemies to chew them up, Plutonia saw like, slides to the left and right and it's really, really weird

>> No.3776035

Pls respond

>> No.3776041

I completely forgot about decorate. also wat game is that?

>> No.3776042


>Zenimax: "As for the denial of wiping, the Court’s independent expert found 92 percent of Carmack’s hard drive was wiped—all data was permanently destroyed, right after Carmack got notice of the lawsuit, and that his affidavit denying the wiping was false. Those are the hard facts."

"Those are the hard facts." Hard facts? What kind of facts are those, the ones that evolve from the "alternative" ones using some kind of stone?

What a bunch of crock shit.

>> No.3776043

Probably Verdun.

>> No.3776046
File: 311 KB, 1920x1080, 20161224185858_1.jpg [View same] [iqdb] [saucenao] [google] [report]

"Verdun" Probably the best WW1 FPS there is. squad based multiplayer where NCOs armed only with pistols and binocs actually matter and most MGs must be deployed and fired from prone... no running and gunning unless you have a chauchat or similair light MG, and even then they're hideously inaccurate on the move - can barely hit someone right in front of you.

Nothing quite like stalking through thick gas clouds, with your breathing the only thing you can hear, and your feldspaten at the ready, hoping to get the drop on the first person you see... provided they dont get the drop on you....

>> No.3776052

God it sucks to live in a country where I'll always have shit connection

>> No.3776053

Thats why we need SP doom mods for WW1.

Also I live in NZ and play on US and UK severs all the time with no issue

>> No.3776059

>Also I live in NZ and play on US and UK severs all the time with no issue
Aucklandfag here, how come I'm not as blessed as you

>> No.3776067
File: 442 KB, 682x950, 1372017664174.jpg [View same] [iqdb] [saucenao] [google] [report]

Dunedin ultra fast fibre perhaps?

>> No.3776078
File: 2.88 MB, 640x360, Fucking Sandy pls no.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah I know, but for the max 3MB limit I need to compress the shit out of it. :^(

On another note holy shit where is the shotgun in this level, because I can't fucking remember where it is.

>> No.3776106

What wad is that?

>> No.3776110

Doom2.wad? I managed to find the damned thing behind a mancubus in the attempt after this.

>> No.3776117

I don't remember vanilla Doom 2 having that submachinegun and its minigun winding up before firing.

>> No.3776121

Oh you mean the mod, it's just a thing I'm working on. The link is further up the thread, it's on dropbox. I'm playing through D2 with pistol (SMG) start on each map to see how everything works and to check for any balance issues. Right now actually the main thing I am changing is the Revenant tracers, since I made them fire 2 at once they're a bit too powerful. The homing ones are also smarter and don't hit ground as easily, so I might make it possible for them to lose their homing ability after a while and just fly straight after that.

>> No.3776128
File: 11 KB, 200x285, 1323210621001.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw when I'm half way through my Warhammer doom mod but I'm too comfy to finish it

>> No.3776132

Pft. That archvile jump was pretty smart.

I probably should make it raise the monsters, still...

>> No.3776194

The v1.2 update removed the slippery saw movement, though now it sort of feels like it has no weight to it. Still good at stunlocking though.

>> No.3776202


>> No.3776203


>> No.3776204


Every rock is a Demon and I'm high off a berserk pack.

>> No.3776205
File: 189 KB, 500x350, ZDoom netcode.png [View same] [iqdb] [saucenao] [google] [report]

How many kiwifags do we have here? Thank god I can play with more people than just Edward

Is Shivers posting?

>> No.3776215
File: 110 KB, 380x651, fpschar.png [View same] [iqdb] [saucenao] [google] [report]

Drawing, PnP games, programming, dying inside.

>> No.3776216
File: 647 KB, 1600x900, Screenshot_Doom_20170202_213706.png [View same] [iqdb] [saucenao] [google] [report]

Well shit. Now what? I'm stuck here.

>> No.3776219

Making mods and dreaming of one day actually making vidya.

Are you the same guy who drew those three protags earlier? Because your character concepts are rad as fuck, as is your artstyle

>> No.3776227
File: 21 KB, 253x248, .jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3776229
File: 765 KB, 1600x900, Screenshot_Doom_20170202_214611.png [View same] [iqdb] [saucenao] [google] [report]

Oh. I cheated by jumping out, and then I find this fucking switch

>> No.3776249
File: 726 KB, 1600x900, Screenshot_Doom_20170202_215634.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3776250
File: 896 KB, 566x1086, Tatsumi tries to bond with his child.png [View same] [iqdb] [saucenao] [google] [report]

Are there any tutorials out there for placing 3D assets and models into a DOOM wad?

>> No.3776253
File: 106 KB, 500x800, wepon.png [View same] [iqdb] [saucenao] [google] [report]

I did. Just doing sort of concepting for next project.
Still not quite sure how I am gonna go around it. It's one of my protagonist candinates ( although I've been rolling idea around about having vastly different playstyles for different characters, ex. the posted character has kinda low amount of guns that aren't that powerful by themselves, but are platform for delivering really strong spells, while generic FPS-guy has really expanded amount of weapons / altfires?, etc. )
I still gotta keep it in relatively manageable size to work with.

It would be sort of retroish ordeal, level design perhaps similar to what I did in Disjunction / newer maps ). High-powered weapons, fast pace.

>> No.3776257

It's cool to see I'm not the only one who's doing a medieval magic and guns mod with unique characters. I hope to see more stuff from you in the future.

>> No.3776265
File: 9 KB, 246x250, 1445733517712.jpg [View same] [iqdb] [saucenao] [google] [report]

Would any one have an idea why the wipe animation moves so slowly for me?
Every time I start a level the wipe moves way slower than everybody else's I've seen

>> No.3776320


>> No.3776325

Alright give me a second

>> No.3776326

seriously? "zionmax" is RIGHT THERE dude.

>> No.3776327
File: 1.30 MB, 720x360, that's not how boomerangs work get back here.webm [View same] [iqdb] [saucenao] [google] [report]

I think I might need to try a different method for the shield to come back, something seems a little off here.

>> No.3776328

Make it turn into another near identical projectile when it's supposed to come ba-OH SHIT WHATTHEFU

>> No.3776331

>anon was clobbered by a revenant

>> No.3776337
File: 121 KB, 1088x1280, scrap661_a.jpg [View same] [iqdb] [saucenao] [google] [report]

I like to draw sketchy, crap drawings, and watch anime once in awhile and am also lazy so yeah just like >>3775356

>> No.3776338
File: 124 KB, 1680x1017, Screenshot_2017-02-02_21-57-48.png [View same] [iqdb] [saucenao] [google] [report]

ZDoom Wiki has an article on MODELDEF.

You basically assign models to an Actor, and for animated models you assign frames of the animation to whatever sprite the actor would have for that frame.

I use Misfit Model 3D for my modelling, and it can work with animation for MD2(Quake II, frame-based) and MD3 (Quake III, skeletal anim) models, as well.

Meshlab can be used to lower polycount for models if you make them in Blender/3DSMax/Maya/etc.

Noesis and Assimp are good tools for model conversion.

I should write a good doc on GZDoom model info soon.

Pic related, I'm working a model of the ESAs new Ariane 6 space rocket.

>> No.3776339


>> No.3776347

Thanks for that info my man. I wanted to make my own little wad, but I can't sprite for the life of me, though I have experience in blender. I figure I can make simple, low poly models to make stuff like enemies and weapon anims in blender, thanks for the tip on meshlab there.

>> No.3776350
File: 1.62 MB, 800x600, Slow.webm [View same] [iqdb] [saucenao] [google] [report]

I'm not sure why, but this is how it goes

>> No.3776353

Yup. Once I have a day off, I'll write up a neat little guide on this stuff.

Also, The MD3 export script for Blender tends to be buggy as hell with newer versions, so if you need to, export it as .obj and use another tool to convert it to md3. Good luck!

>> No.3776354

Captain Doomerica

>> No.3776357

Heres something better: https://www.youtube.com/watch?v=dRCtLIpFI5E

>> No.3776360

That's about the speed mine goes (only a bit slower), maybe it's just your computer.

>> No.3776369

That's the weird thing
It went fast before. I think I hit something on accident

>> No.3776373

I dunno man, my computer is pretty shit so mine is just like that.

>> No.3776401

Nah, dynamic lights are gr8 m8

>> No.3776404

There exists a version which doesn't do that I think.

>> No.3776415

Demoing own maps is sorta like jacking off.


I gotta figure out where I will stick this map eventually. I might just throw it into Disjunction, frankly.

>> No.3776416

Full 3D geometry, full freelook without stretching (this seems to be what people want the most), unlimited colors, dynamic lights, decals, brightmaps, mods and UDMF format (slopes, mirrors, 3D objects, scripts and room over room, etc).

It may or may not work with Bloom effects, but honestly they'd probably look like shit with the pixelation, or not be noticeable.

Hell, Bloom only really looks good if it's very subtle, at any rate. Remember the 00's when game developers cranked up Bloom because MUH POST PROCESSING and it became hard to see what the fuck was going on in some games?

>> No.3776473

Well those green wall lights are borderline sexual.

>> No.3776476
File: 533 KB, 381x512, INTENSE RIPPING.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3776528
File: 89 KB, 636x441, givesovietgift.png [View same] [iqdb] [saucenao] [google] [report]

>playing doom4 doom
>messing around, decided to use give console command
>this popped up on list of completions
What the hell does givesovietgift do? Google yields no result, that capitalist scum

>> No.3776535
File: 134 KB, 633x481, formotherrussia.png [View same] [iqdb] [saucenao] [google] [report]

This is starting to get weird

>> No.3776546

Most likely custom console commands for Russian Overkill, I'm guessing. They'll still show up when you load other mods because of how those things are defined.

>> No.3776571

I'm getting an "I loved Sunlust so much I just had to copy it" vibe.

>> No.3776576

TimeofDeath does demos for his own maps as a proof that maps are beatable.

>> No.3776581
File: 654 KB, 1366x768, Screenshot_Doom_20161231_112221_01.png [View same] [iqdb] [saucenao] [google] [report]

guys i have been trying to get this thing to work


it looks pretty neat but i cant make it work with GZDoom for some reason

it does work with ZDoom latest release but not GZDoom latest

i even tried an older version of GZDoom before 2.0 but i get the same exact error

can someone help me?

>> No.3776590

Try to use GZDoom 2.3.1. stable release (not the latest SVN build, as it is broken) Then report back.

>> No.3776594

i cant find 2.3.1 in the archive at DRD Team page

last one is 2.1.1

>> No.3776604

according to <http://gzdoom.drdteam.org/>, stable is 2.3.2 (released Jan 10th.)

>> No.3776609

It seems 4chan doesn't know about https://www.w3.org/Addressing/URL/5.1_Wrappers.html :(

>> No.3776610

and i have tried that
doesnt work
gives me a script something error during startup

can you guys try and help me make it work with GZDoom?

>> No.3776614
File: 54 KB, 230x146, nurgurcoogur.png [View same] [iqdb] [saucenao] [google] [report]

4chanX coverts text into links automatically. Use that.

>> No.3776623

Well, yeah. I loved Sunlust, and perhaps it was what got me into mapping at first.
I don't agree all design choices in Sunlust ( very choreographed encounter-design, while good, tend to be too numerous ), and I try to find my own sort of style and technique.

Although the map's theme came kinda coincidentally. It was more urban at beginning, kinda shifted away from there.

>> No.3776624

I don't use gzdoom. I looked on the website hence my post to which you replied, but I can't help you any further. Sorry.

>> No.3776631

Fair enough at least you admit to it! Homages are all very well but what I saw I felt was past the point where a homage turns into, well to put it bluntly, a rip-off. You clearly have some talent though. Please continue to develop your own theme/style instead.

>> No.3776667

Ripping off a mapping style isn't exactly frowned upon.

>> No.3776669

Wow, New Order is fantastic, it's like you told someone about Astrostein in the vaguest sense and they came up with a much better idea in their head.

>> No.3776704

Works just fine for me when using GZDoom 2.2.0 . Havent tried later versions. Are you sure you've downloaded the full package (~55mb) and not the level update (~20mb) ?

New Order gameplay is not bad, but the story and unskippable cutscenes coupled with forced "walk around for 20 minutes doing nothing" hub sections are utterly terrible since it takes you goddamn too long to get into action, and that brings the game down from "Good" to "meh" in my eyes.

>> No.3776705

I've only gotten to the fourth level yet but I'm honestly enjoying the storytelling so far.

The scene inside the cremation chamber was fucking hard to watch.

>> No.3776717


>> No.3776719

I like to compare TNO with Quentin Tarantino films as opinions are very similar with these two
either you hate or love QT, same for TNO
similar pacing of story with liberal use of taboo themes
The Old Blood is better if a bit shorter, give it a shot when its on sale or torrent it, feels much more like RTCW while still using mechanics from TNO

>> No.3776721

I dunno, I didn't like TNO very much. Shooting felt kinda bleh, didn't like that you keep resetting your weapons after every level, and I didn't like any of the characters except for best and purest couple Engel and Bubi

>> No.3776728

How much practice does it take for someone new to mapping to be able to make at least something DTWID tier?

>> No.3776749

It doesn't take long to leanr how to make something that wou.d be considered good in 1994. DTWID tier though? Years.

>> No.3776765

Depends what you're referring to by DTWID tier.

If you mean the simplicity of it then yes, you could recreate one of the maps quite easily as it doesn't take long to learn how to work doombuilder software. Once you see how limited the doom format is then it isn't as daunting.

Making a fun map is another story though, next time you play try to isolate what elements you enjoyed and didn't and you'll be making great maps in no time

>> No.3776767

I just mean a map thats very similar to the iwads in terms of gameplay and detail, as thats exactly what DTWID set out to do.

>> No.3776787

i dont know where to find GZDoom 2.2.0
on the official page in DRD Team site there is only the latest release or 2.1.1


i downloaded this file ZBloody_Hell_1.6.7 that is 58 MB

>> No.3776791

How do I actually get the music to sound like the music I recall on the original doom with soundblaster in gzdoom?

Most tracks sound like a horrible hipster rendition regardless of which midi device I specify

>> No.3776804

Can Doom ever be a slow paced tactical stealth game?

>> No.3776810

so far all attempts have been futile, you are welcome to try tho

>> No.3776819
File: 146 KB, 1026x793, Screenshot_2017-02-03_07-19-44.png [View same] [iqdb] [saucenao] [google] [report]

MIDI Device : OPL Synth Emulation

THEN, scroll down to Advanced Options and change the OPL Emulator Core from MAME OPL2 to one of the OPL3s. I personally prefer the Java OPL3. The DOSBox OPL3 core sounds a bit underdriven, which might sound a bit more "clean" if that makes sense. Nuked OPL3 to me sounds pretty much the same as the DOSBox one.

Another route would be to get a soundfont of the OPL3/SB16s GM synth waveforms and load it with Fluidsynth or Timidity. You can get one here: http://www3.telus.net/a6120536/oldscardemu.htm (OPL-3 FM 128M.sf2). I guess its based on Creatives little GM MIDI player software that came with the Sound Blaster Driver disks back in the day.

OPL Synth Emulation makes use of the instrument mappings found inside the DOOM IWAD itself. The lump is called GENMIDI.

If you don't have these options available to you, update GZDoom.

>> No.3776837

>Another route would be to get a soundfont of the OPL3/SB16s GM synth waveforms and load it with Fluidsynth or Timidity.
What is BASSMIDI and CoolSoft VirtualMIDI Synth?

>> No.3776847

I've had limited success using silencers and knives with mods before.

But basically the only stealth that works consistently is the kind where enemies are not looking in your direction.
If you want stealth more advanced than that you're probably going to be looking at scripting and custom levels.

>> No.3776861

Is there a version of the PSX Doom that has the same balance as the original? As in with the archviles and the revenant that isn't nerfed to near uselessness? I absolutely love it except for those aspects.

>> No.3776901


I don't think anyone's tried to add Arch-Viles, but you could edit the .pk3 so that it doesn't replace the monsters, that might work.

>> No.3776916 [DELETED] 

>I didn't like any of the characters except for best and purest couple Engel and Bubi
a channer only empathizing with the literal nazis. i'm shocked

>> No.3776935 [DELETED] 

>a liberal that can't understand the simply concept of ethno-states and the benefit of national socialism
/leftypol/ pls go

>> No.3776937
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3776950

Do the wads in the OP also have No rest for the living?

>> No.3776952

not sure, but dig around for NRFTL+.wad or nerve.wad

>> No.3776995
File: 30 KB, 655x463, Screenshot_93.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to setup FreeDOS in virtualPC for playing blood cause i'm told it's gonna make it run better on my toaster, but after rebooting after it partitions, this is all i get, and can't seem to get anything to run. Any ideas?

>> No.3777019

I can upload a pre-made machine with Blood installed

>> No.3777023

That's a picture of a blank screen. How helpful did you think it would be?

>> No.3777060

i want linguica to leave

>> No.3777062
File: 509 KB, 900x900, 1477599400382.jpg [View same] [iqdb] [saucenao] [google] [report]

>this many people playing doom
>quake 1, the far superior game, is almost totally dead besides a couple human aimbots on peak euro hours
>quake live isn't nearly as good as quake 1
>quake 1 was semi-active years ago


>> No.3777067

Multiplayer Quake is almost dead, yeah.
Singleplayer is alive and kicking, though somewhat weakly.

>> No.3777070

it's a damn shame because it's basically the pinnacle of fps gameplay, the skill ceiling is infinite

railguns took something away from quake 1, and the aesthetics of 1 are so much better

>> No.3777084


Here you go. it is for Virtual Box though, since that's what I use, and I dunno if it is compatible with VirtualPC.

>> No.3777098

>it's basically the pinnacle of fps gameplay
For the kind of shooter it is, sure.

I think there's enough different kinds of FPS (multiplayer or not) that you couldn't say any one is definite.
For instance, a typical Quake playstyle would be completely nonviable in a game like Verdun, and vice versa.

Then there's games like The Ship, in which you play with very particular rule sets and you can't just do anything, because you have an objective (find your mark, and avoid whoever has you as their mark), which is very far removed from the previously mentioned examples, you can't use a Quake skillset there.

>> No.3777103


Quake might be the king of Deathmatch games, but doom still rocks single player/coop imho

>> No.3777104

Does anyone here recognize this wad? it's here as Bosto.wad but a google search for "Bosto doom wad/mod" turns up nothing. it's been in my wad folder for years but I don't remember downloading this wad at all.

>> No.3777123

I want to pick up Blood, is there a source port available or can I just use this copy of Duke3d I have laying around to play it?

Also where can I acquire it?

>> No.3777125

No source port and BloodCM sucks shit. Go pirate the GOG version.

>> No.3777127

Th...thanks anon, you didn't need to do that for me!
Any idea why it runs worse than in dosbox, though?

>> No.3777128

>kill the spider cunt on the first try
>the first level of Thy flesh consumed is kicking my shit in

>> No.3777132


Honestly just try to run it with a DosBox if you can (the GOG version is delivered with a pre-configured DosBox setup, and I think it comes with BMouse too), there's no proper port so far, there's ZBlood, which started as a half-assed conversion to ZDoom then kind of morphed, there's a very sloppy manual port to the basic Duke Nukem 3D engine (which is different), I can't remember it's name but it's amazingly shoddy and unfaithful.

Jace Hall has been involved in something related to the Blood license recently, but I don't it's been revealed what it is yet, if we're lucky, it could be a proper port to modern PCs and consoles.

What everyone REALLY wants is for the Blood source code to be released so we can all do what we want and make our own sourceport without faggotry, but knowing NuAtari, that's not gonna happen, I think we'd be very lucky to get one on the same level as say, Duke Nukem 3D Megaton (that is to say, passable after patching).

Being a fan of Blood is hard.

>> No.3777137

I can confirm this works and plays very well. Just don't raise the resolution higher than 800x600 or it'll crash. Thanks Anon.

>> No.3777148
File: 2.83 MB, 852x480, gpdwinblood.webm [View same] [iqdb] [saucenao] [google] [report]

Dont forget to check/change the controls, as they were configured with portable device +XPadder in mind - I was using it on a GPD Win.

DosBOX is a direct emulation. VirtualMachine do not emulate the system, rather than using virtualisation algorithms written in the hardware itself for backwards compatibility. Virtual Machines are much more limited in use though. VirtualBox for instance can not emulate Midi music properly, unless you plug in an external USB soundcard and use a special workaround to make guest system recognise it as an output device.

VirtualPC's sound support is rather wonky as well and does not properly work on some machines/systems.

DOSBox of GOG version if you have a good PC. VirtualMachine+Blood ISO files if you have something else. Also you'll have to get a fixed Cryptic.exe to play the expansion. I forgot where I got it, but you can get it off the VM drive I posted above.

In GOG version, all the game data, including audio tracks, FMVs and game assets are stored in the GOG archive that is a cue/bin ROM. You'll have to use some utilities to extract the data if you want to get it working on something other than DOSBox and even then it might not work due to the change in the way data was stored.

>> No.3777149

because first two levels are bullshit, it calms down later

>> No.3777153

Is there even enough ammo to kill all of the bullshit in the first level?

>> No.3777154

You can 100% the map, but you'll end up in worse condition going into E4M2 than you would with a pistol start, and E4M2 is the map that'll really bust your balls. It's just not worth going for 100% on E4M1.

>> No.3777171

>You can 100% the map
How though? By killing the barons bare handed? And yeah I think I'll do what you said.

>> No.3777172

No idea, sorry.

>> No.3777178
File: 18 KB, 279x403, 2017-02-03 15_48_35-(0) _vr_ - HE'S FAST - Retro Games - 4chan.png [View same] [iqdb] [saucenao] [google] [report]

Trying to add this but it keeps giving me this error message

>> No.3777182

infighting and grouping the barons together on the outside of the cage bars and blowing them up with rockets from within, exploiting splash damage to hit them all at once

>> No.3777185

Seems like you are trying to mount it as an external DVD drive. You should run it as virtual machine base.

>> No.3777190

Update your GZDoom

>> No.3777193


Try doing the following:
Start VirtualBox
Click New
Expert Mode
>Memory Size 128-256
>Use an existing VirtualHardDrive (select the VHD from archive)

Start it. Input "CD Blood", then "Setup", "Blood" or "Cryptic" to run appropriate executeables.

>> No.3777196

>Being a fan of Blood is hard.
Now you know how vampires feel.

>> No.3777208

Do you happen to have a video of that or something?

>all those barons in E4M2

>> No.3777212


>> No.3777224


>> No.3777234
File: 292 KB, 1000x1000, __kazami_yuuka_touhou_drawn_by_asu_tora__580323f6d1c0eb0e6fd0da8fd6a3cbd0.jpg [View same] [iqdb] [saucenao] [google] [report]

So what's this about Yholl not knowing what OTP means?

>> No.3777245
File: 21 KB, 422x412, 1486158002.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3777246
File: 135 KB, 453x417, 1450648277610.png [View same] [iqdb] [saucenao] [google] [report]

Why "randomizer" mods like AeoD are so rare nowadays? I just want to play a fuckfest of monsters and weapons.

>> No.3777250

AEOD sort of was the definitive complete Fuckfest randomizer mod.

Project Brutality is the BD equivalent

The rest simply can not keep up with those at all.
AEOD is a huge fuckfest but damn is the guy behind it good at tossing in tons of shit and coding it

>> No.3777257

what about FKER?

>> No.3777258

I like quakestylezx.

>> No.3777273


>> No.3777274

Sorry. ÆoD.

Better now?

>> No.3777282
File: 2.64 MB, 320x240, octo.webm [View same] [iqdb] [saucenao] [google] [report]

octo.zip (4 KB, 1994-05-12) - None

this might be the world's oldest slaughter map. single large area, dark, slowly flashing light, can't see anything. 28 monsters, several bosses. invulnerability is given immediately, another + light goggles + rockets in a side corridor.

>> No.3777287

>at all

>> No.3777290
File: 51 KB, 281x389, 1457738695543.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3777292

Try X-Weapons

>> No.3777295

FKER is bad

>> No.3777298

filthy casual

>> No.3777312

but that's kyle

unless I'm missing the context of the first post in which case I'm sorrry

>> No.3777313 [DELETED] 

aeod fags don't get to hand out (you)s, sorry.

>> No.3777321

reminds me to almost a doom 64 archvile

>> No.3777327 [DELETED] 

>baiting in a Doom General

Go back to /v/.

>> No.3777330

>playing AEoD
you need that you more than anyone here if anything

>> No.3777335 [DELETED] 

>defending bad mods
>e-everyone else is baiting!

>> No.3777345
File: 538 KB, 320x240, 1434751233439-0.gif [View same] [iqdb] [saucenao] [google] [report]

>waaah, stop playing something that I don't like

You waste your time bitching on people that like something that you find displeasing. You're either baiting or plain autistic.

Now, if you excuse me, I got to play some fucking Doom.

>> No.3777348 [DELETED] 

christ, just fuck off.

>> No.3777350

arguing with yourself does get quite tiring after a while

>> No.3777351
File: 14 KB, 300x90, temp2.gif [View same] [iqdb] [saucenao] [google] [report]

edited for doomguy for kicks.

>> No.3777352 [DELETED] 

its a good thing you had a doom related image handy to submit alongside your post

it almost makes it look like its on topic or something

>> No.3777356


>> No.3777367

whats this for tho

>> No.3777369


>> No.3777370

thanks, I was advised to start out small.

>> No.3777379

No idea. That was the only thing that came up in a search.

>> No.3777381

Not that guy but I was wondering if this was for REKKR, you're doing a fucking bang up job dude. I assume that's the Xdeath?

>> No.3777384 [DELETED] 

Here we observe the "Homo Erectus Shitposti"

Watch as he wallows and sticks his dick in his own shit

>> No.3777387

Not that guy (but I am rekkrguy), and yeah. It's the xdeath.

Getting there...

>> No.3777391

You keep it up. When my own motivation is shit, it's good to see your own progress.

>> No.3777396

Man, with all the love for big weapons, I'm surprised nobody has ported over Ratchet and Clank weaponry.

>> No.3777401


>> No.3777403

Report, don't respond.

>> No.3777405 [DELETED] 

weren't you supposed to be playing some good ole doom or something chump

>> No.3777410

>someone adds the bouncer into doom
o boi

>> No.3777420

Quakestyle ZX is basically FKER turned up to 11, lots of polish and everything seems to fit together.

Also check out Doomzone, another hidden gem by the same author, it's a nice class-based mod that also fits well with the Doom aesthetic. You'll need some patches for it to work with specific maps.


>> No.3777421

Is there a way to make the suit in Necrodoom unable to crouch, but the "runner" able to? As far as I can tell you can only disable crouching for the entire map.

Which is a shame, because I really want to do some Blaster Master shit with it.

>> No.3777425

so when is some anon going to make a genderbent version of hdoom?

>> No.3777427

IDK if this works or if you even can do it (not a modder), but you can try increasing actor height apropriately while crouching for the Necrosuit, while making the sprite for crouching same as the sprite is for standing. This way Crouching in Necrosuit would not really do anything.

>> No.3777430

Oi cunt you can suck my chode, I worked hard on that thing. I mean I stopped releasing updates well before it got any good but...
https://www.dropbox.com/s/dbsb6hureqmwtnf/FKER_1_4_b.pk3?dl=0 is the last version most likely.

>> No.3777440

Pretty sure you can't set crouch height, it's just automatically calculated based on the height you already have. And my attempts to make the suit "taller" to begin with (by changing the viewpoint) just made it automatically duck under ceilings that are too low for it.

>> No.3777451

Then transform Necrosuit into another version of necrosuit that has double the height, and therefore same height as regular Necrosuit when crouched.

Since player->necrosuit transformation is possible, Necrosuit->necrosuit large shoudl be possilbe too

>> No.3777460

>Going from doom source ports to Blood

okay so I get the game is harder, but do I really need to quicksave at the beginning of every level? the game doesn't seem balanced around pitchfork starts.

>> No.3777491

You can do pitchfork starts, but only if you know all the secrets (but not in Cryptic). Also CROUCH IS IMPORTANT when dealing with cultists, spiders and hands.

>> No.3777506

I just want to see HQuake.

>> No.3777508

just play tomb raider 1, that'll fulfill your polygon fetish

>> No.3777512

But that doesn't have lovecraftian monster girls for Ranger to go HUH on.

>> No.3777517

I wish i could play BLOOD at a higher res than 800x600 without the framerate going down the shitter, also how complete is Zbloody hell. Ive already beaten BLOOD but i wanted to try Zbloody hell out

>> No.3777518

What, Shub-Niggurath not good enough for you? Cunt, she has 1000 children.

>> No.3777580

what if hayden is not the villan but

great grandson of mortimer mcmire

>> No.3777591

but he's not the villain in the story, you heard it from his very own self. why would he ever lie about anything?

>> No.3777595

because he's not the villan in this story.

>> No.3777597





>> No.3777605

666th for sacrifices knew what they were signing up for.

>> No.3777617
File: 18 KB, 425x438, at_1319222029308.png [View same] [iqdb] [saucenao] [google] [report]

it's amusing because evidence points at this being true.

he states more than once his (although questionable) worry over the death of his colleague scientists, and mourns over olivia's lack of control and lending herself blindly to hell's influence in the (partially) false promise of becoming a hell ruler. his long lasting interest in the hell dimension isn't driven by a sense of 'let's see how far we can dip our feet into this shit' or simply being a retard seeking out a higher power like Betruger.

he merely cares about setting the line straight for future deals with civilization back on earth by lending them his services by extracting the argent energy, which the UAC was very well aware was a dangerous deal, even back in the early days of interdimensional travel technology development. the whole 'you will sit alongside them just as I will in the new world they create for us' comes from olivia's part alone and her lackeys following suit after her every move.

you can clearly see instances in the game where a large portion of the UAC's employees being scared shitless/killed by demons, not to mention the evacuation scene that takes place in Lazarus.

>> No.3777624

this is known.
he's not the villan in this story
he's just

>> No.3777631


people were all about getting the fuck away from demons, man. not everyone in the facility was a demonicron enthusiast or whatever the shit

I think it's pretty damn obvious they just dropped that part of the narrative in its entirety to give action the spotlight. the prototype footage pretty much confirms this, too. besides the UAC being partially into hell's influence isnt really a new concept at all, doom 3 did it on its later levels too with its 'how to make a pentagram and summon a demon' text messages and all

>> No.3777639

ive been playing the game pitchfork starts well done (on the second episode now) and the first 3 or 4 levels are really difficult
you need to use every dynamite stick you can
also you need most secrets though they arent very hard to find

>> No.3777659

Didn't Hugo Martin said something about corny action films from the 80's being the main inspiration for D2016's story?

>> No.3777661

The Vincesauce Doom Mapping Contest continues (penultimate part):


>> No.3777667

I cant really say it was that but i think they just realized that not taking it too seriously was the better option for them

>> No.3777679
File: 1.27 MB, 5000x5000, 1458969217255.jpg [View same] [iqdb] [saucenao] [google] [report]

I kinda got an existentialist vibe from Hayden desu. Not hardcore Sartre shit ofc but I felt it.

>> No.3777680


What I say to you is GET BACK TO WORK.

>> No.3777683

Already am, just not on that.

>> No.3777686

Any updates on Booty project?

>> No.3777689

Last I heard it was still mostly placeholder art but Term was screwing with gameplay a lot.

>> No.3777696


Poor bastard still having a bad time finding spriters eh?

>> No.3777703

I mean personally I'd rather sprite for my own projects than someone else's, and I'd imagine it's the same for most people. The problem I think is that when people see the name "TerminusEst13" they tend to not see any of the other names on the project, which discourages people.

>> No.3777704

>Playing a gameplay mod with a progression system that takes multiple maps to get everything
>Death exit
Fucking hate this, even though I know I should just check before hand, as it isn't a problem in Vanilla Doom which people make their maps for.

>> No.3777706

there's been pretty frequent updates

>> No.3777721


Still pretty regularly being worked on.
Here's something I did yesterday for locked doors.


>> No.3777724



You planning on adding metroid style rocket unlocked doors?

>> No.3777726

Of all things, I didn't expect DOOM 2016 having subtle establishing character moments for Doomguy.

>> No.3777731


I'd like to.
It would be really cool, and shooting a door a lot to blow it up is something perfectly expected for space pirates to do.

>> No.3777735

Doom 2016 was surprisingly really good on the story/character/flavortext stuff. Doomguy said nothing but his movement is so emotional you know exactly what he's feeling.

>> No.3777745

Shame about the monster placement though. The level design isn't bad. It's great visually, and you have a nice variety between linear and more open levels. Most of the time however the battles are entirely arena like. You know, get here, maybe destroy a gore nest, defeat spawning enemies in order to proceed.

Not that that doesn't have its place, but it shouldn't be used too often.

>> No.3777762

I think that was a lot of people's gripe with the game as well. It was called Doom but it felt more like Serious Sam mixed with Quake.

>> No.3777825

this may sound like a copout to some but I believe like the main reason behind the arena battles is console limitations

much like how there wouldn't be a reason to have a 12 monster limit because a PC is easily capable of outdoing something as simple as that. having small wave based encounters helps bring over that fast paced motion classic doom had with its free roam style of play, having thousands of little shits spawn all at once throughout a level in the new game would make a ps4 shit itself over considering how advanced their AI is in regards to environmental interaction. like climbing onto pillars and shit

besides monster behavior is way active and complex to simply strain into the occassional one on one encounter. in classic doom you'd have, say, a single baron pose a particular threat that you could easily cope with with relative ease, but that same baron encounter may prove difficult to control in the new game because of how fucking much they like to jump and OHK your ass with a claw swipe

>> No.3777831

I believe that the damage and more complex attacks were developed after the monster limit. You're also possibly forgetting the one really REALLY important thing for consoles, you can't prebake effects onto monsters so making them look good requires limiting their numbers somewhat. Even with basic AI a PS4 would melt if you tried to render 50 enemies at once.

>> No.3777873

I think the biggest reason contributing Doom's frankly immortal fanbase is that it's so easy to make maps and custom content in compared to Quake. It's pretty much that simple.

>> No.3777875

>quake 1, the far superior game
You lost me

>> No.3777881
File: 1.78 MB, 720x360, The mystery of getting extra subweapon ammo.webm [View same] [iqdb] [saucenao] [google] [report]

Well here's a new problem, the restock timer is ending faster and giving me extra ammo when I'm throwing my shield

>> No.3777884

There was a mod that had flying, exploding heads and screamed something at you before ROTATING AT YOU IN HIGH DOOMFOOTS in quake

it was bizzare and kind of one of the few notable things of the mod

>> No.3777887

Just use a different counter for the shield tat fills back up when you catc-*thwop*

>> No.3777890

Well the problem with that is the current system in place: all subweapons use the same ammo type, and there's an ACS script running in the background that's keeping tabs on the player's ammo count and currently equipped subweapon.

So what's happening here is the player throws a shield, has 0 ammo and the timer counts down, the player gets ammo back but then loses it again, so the timer is still going

>> No.3777896

Well, ass another bool that is special for the shield, and won't let the counter do its final countdown tick to give more ammo until the shield is back. There may be a more generalized way of doing it, but that one is probably the fastest. Assuming the countdown works like I'd expect it also means you can throw the second you get the shield back. You can change that though, you could just make it not charge until the shield is back too.

>> No.3777902

add, fug

>> No.3777918

Marrub helped me, the old ACS script used a delay and he changed it to an integer measured out instead, it's all good

>> No.3777930

Is there a comprehensive guide to what all of the options in ZDOOM and other sourceports do?

>> No.3777950
File: 60 KB, 114x135, Btjv78o.png [View same] [iqdb] [saucenao] [google] [report]

Sgt Shivers and Yholl making more megawad based weapons packs

>The wads
Ancient Aliens
Back to Saturn X


>> No.3777959


>> No.3777965

I wonder if there will be a katana in JPCP version.

>> No.3777971

will they be keeping contact with the mappers so as to have the best complimentary gameplay?

>> No.3777979
File: 221 KB, 400x324, 1397702641629.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3777984


>> No.3778013

im very hype
i loved all those wads

>> No.3778048

Who knows, but it wouldn't hurt to shoot the idea over to them in the forum thread.

>> No.3778053

Are there any wads that actually work well with Russian Overkill and the class weapon restriction?

>> No.3778060

smooth jazz midis are a miracle of the universe

>> No.3778067

>That smooth jazz MIDI used in one level in Serenity

>> No.3778072

i was actually playing a map to the one from infinity when i posted that but that one's good too

>> No.3778076
File: 130 KB, 1200x579, CpLrSJGXgAAUI6y.jpg [View same] [iqdb] [saucenao] [google] [report]

It's the little details.

>> No.3778083 [DELETED] 

I always wondered who still goes on netcafes nowadays. Grannies, niggers and freaks I see.

>> No.3778096

>let go of the camera carl

>> No.3778120

new thread when?

>> No.3778123
File: 338 KB, 504x470, 1483953340511.png [View same] [iqdb] [saucenao] [google] [report]

Lemme finish this game of KF2 and I'll get to it

>> No.3778131
File: 57 KB, 390x329, 1439487336105.png [View same] [iqdb] [saucenao] [google] [report]

>Ancient Aliens

>> No.3778135


>> No.3778139

While most of the Blood CAN be recreated in ZDoom with a very good accuracy (well, except for monster behaviour) , ZBlood and ZBloody hell make very little effort to do so, and it shows, especially in levels.

>> No.3778140

New thread.


>> No.3778170

I hope those ancient aliens and btsx ones use their respective palettes. It'd honestly be jarring if I saw doom's default blues in BTSX, for example.

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