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3816220 No.3816220 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3809501

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.3816221


[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

=== NEWS ===

[2-22] Freedoom v0.11.1 released, fixes SBARINFO

[2-21] TheRailgunner is back, expect progress on The Trooper and X-Weapon

[2-20] Disjunction released

[2-18] Intermission E1M9 uploaded

[2-17] Vinesauce Doom Mapping Contest 2016 winners finally announced; WADs released for download

[2-15] /doom/ news archive now available!

[2-14] MetaDoom updated to 3.0

[2-12] Circle of Demons update

[2-12] Quake Injector now uses HTTPS, mandatory update required

[2-11] Chocolate Doom to use SDL 2.0 in 3.0 beta

[2-10] Modding Nu-Doom made possible

[2-8] gdxBloodCM Progress Video #6

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3816238
File: 251 KB, 778x559, vrdoomtest1.jpg [View same] [iqdb] [saucenao] [google] [report]

Howdy /vrdoom/, I'm having trouble coming up with a good layout for a hub area for this map. It's supposed to be right beyond the front door of the fortress, and I also want it to be good for deathmatch. Any tips?

>> No.3816246 [DELETED] 

>>>/vg/ exists for a reason, you know.

>> No.3816250
File: 29 KB, 417x107, moot on doom.png [View same] [iqdb] [saucenao] [google] [report]

Why do you waste your time?

>> No.3816252


You might have better luck if you took this to the mods or something, instead of impotently complaining at random people. Might.

>> No.3816257
File: 129 KB, 562x437, 1435607155482.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, he could always bitch on /qa/ about it, but that board practically has no power and is currently overrun by either /jp/, [s4s], or both. People also call it /qa/ddit for a reason, and it's probably just as bad as /x/.

>> No.3816267 [DELETED] 
File: 127 KB, 1230x283, 1481754157327.png [View same] [iqdb] [saucenao] [google] [report]

Fuck off doom babbies.

>> No.3816269

what's the standard way of making soundtracks these days? is there a specific prefered format/soundfont/etc?

>> No.3816270 [DELETED] 

>what's the standard way of sucking cocks these days? is there a specific preferred method/cockgobbling technique/etc?

>> No.3816271

i guess you want lots of doors on different levels/heights, staircases, around a central open area with a dais on which a BFG is up on pole? i dunno. i have an image of an entrance to some corporation headquarters in my mind.

>> No.3816281

what's with the full-brightness

i didn't even need to read that before a retarded grin spread upon me.

maybe i should try again
abandoned nod bases

>> No.3816282
File: 21 KB, 1001x320, 1487810112.png [View same] [iqdb] [saucenao] [google] [report]

it's been four years, dude. it's time to stop.

>> No.3816289

i was born in the late 90s actually

>> No.3816291

Christ are his feelings STILL hurt over basic chan culture? How the fuck hasn't all of Germany's valid IP range been banned yet from his bullshit?

>> No.3816292

welp, this thread is off to a fucking fantastic start

>> No.3816293
File: 38 KB, 466x379, 1477507710378.jpg [View same] [iqdb] [saucenao] [google] [report]

You tell us, You seem to be the expert

>> No.3816294


MIDI's vastly preferred due to file size reasons, and some believe it fits DOOM's lo-fi visuals better.

As for soundfont, as far as I'm aware most people just use the default playback in ZDoom/Windows.

>> No.3816295
File: 55 KB, 640x480, 1487803500.png [View same] [iqdb] [saucenao] [google] [report]

Please add gameplay to "I wanna fuck that map"


Repost for new thread (prev. >>3815946 >>3816009 >>3816075)

>> No.3816296 [DELETED] 

the cancer of the babby general must be stopped. you shitters need to literally fuck off and die. you're literally a giant gaping asshole on the face of /vr/ and in the history of doom

I'm aware faggot

>> No.3816298

thanks I think that'll work, and yeah it's supposed to be a UAC headquarters of some sort

It's outside and being bright and colorful is my shtick most of the time

>> No.3816302


>> No.3816304

Don't reply to him, just report him.

>> No.3816305

There's ways to do that with shading.

>> No.3816308

look at the first two levels of equinox, perhaps. it does this quite well (it fakes having a hub by copying map 2 four times with slight modification) although don't copy it too much as it's kind of annoying to play

>> No.3816309

nice malware attempt bud

>> No.3816323 [DELETED] 
File: 20 KB, 500x500, 1471842902445.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's literally all true

>> No.3816328 [DELETED] 
File: 17 KB, 413x395, 641.jpg [View same] [iqdb] [saucenao] [google] [report]

>a-aaaaaah! my vaginal cramps! m-mods! h-heeelllpppppp ;_;

fucking reddit doom babbies i swear

>> No.3816329

This is bound to be an excellent thread

>> No.3816330
File: 1.85 MB, 360x202, 1432435587467.gif [View same] [iqdb] [saucenao] [google] [report]

>replying to yourself

>> No.3816346 [DELETED] 


>> No.3816356

explain? the file is clean. it should have the following sha1sum
3ceff1f3b50554b4f122bd33a2df29ae5e27ac11 iwanna.wad

>> No.3816359

just verifying this...
% curl -s 'http://temp-host.com/download.php?file=tt68gw' | sha1sum
3ceff1f3b50554b4f122bd33a2df29ae5e27ac11 -

>> No.3816369

He's just shitposting dood. However people prefer MEGA and dropbox these days

>> No.3816371

PC said it was one.

>> No.3816394
File: 262 KB, 1080x1080, 1471857273078.jpg [View same] [iqdb] [saucenao] [google] [report]

>doomkart is STILL doing this

>> No.3816396

>pic related
its like yanderedev but alot more cringey lmao

>> No.3816442
File: 252 KB, 1024x786, Doom2Intermission.jpg [View same] [iqdb] [saucenao] [google] [report]

Universal Intermission Mod for Doom 2 Released

>> No.3816446
File: 336 KB, 1024x768, MakeUrIntermission2.jpg [View same] [iqdb] [saucenao] [google] [report]

Also make your own intermission out of this for your own mapsets/megawads.

>> No.3816468

I always go for MIDI, using general midi sounds. It just feels more doom-ish and forces you to get really creative within the limitations. also good for file size.

Here's one I did recently (for a /vr/ project I haven't seen for a while...), GMIDI only, rendered to an mp3 file for the purpose of uploading:


>> No.3816483
File: 121 KB, 554x310, boobs.gif [View same] [iqdb] [saucenao] [google] [report]

What was the most recent WAD you played?

Was it good?

>> No.3816505
File: 104 KB, 1600x900, Screenshot_Doom_20170220_013718.png [View same] [iqdb] [saucenao] [google] [report]

Congestion 1024. What it is is a whole megawad where the playing space doesn't get larger than a 1024x1024 space. It was hard enough to be a good challenge, but not insanely hard like some wads can be, aside from a couple of difficulty spikes. Also doesn't turn into a slaughterwad at any point, which is always a plus. Guess it's true what they say, art really does come from limitations, or something like that.

>> No.3816514

>trying to play valiant
>early levels suck
>skip to 4th episode
>4 cyberdemons on first level
>turns into pseudo-slaughter after a few switches are hit
>get flashbacks from AA
>close game
So is skillsaw a meme or something? AA was bad (but looked amazing), Valiant is pretty meh, most of his other assorted maps look good but are just the same monster spam over and over, and his megawads are MBF so you can't even play them with ZDoom mods to spice the gameplay up a bit. I'm just not seeing what makes his maps so great.

>> No.3816521
File: 7 KB, 82x112, oldmeme.png [View same] [iqdb] [saucenao] [google] [report]

Seven rockets... seven rockets is all I can spare to play with you.

>> No.3816532

Oom 2: Kevin's Revenge

>> No.3816561

no, just you don't like his maps

perfectly fine, mate

>> No.3816568
File: 54 KB, 1366x768, 2017-02-22_20-39-28.png [View same] [iqdb] [saucenao] [google] [report]

disjunction map 4 and map 6 had a lot of problems
i disagree with only giving the player a shotgun (rather than a ssg) in map 6 against enemies that mostly consist of doom 2 addons and cacos as it made the map feel pretty tedious.

>> No.3816569

>and his megawads are MBF so you can't even play them with ZDoom mods to spice the gameplay up a bit

Uh. Yes you can, dude. You totally can.

I mean, it's okay if you don't like his maps but don't make things up.

>> No.3816570

But Oom isn't even out, Anon!

And probably won't be until somebody puts some damned training wheels on my stupid mapping ass.

>> No.3816587

maybe youre just bad

>> No.3816589


>4chan's image server is very slow

since Hikikomori is in charge

>> No.3816626

If anything, hating on skillsaw maps because of "slaughtery gameplay" is a meme.

>> No.3816628

Only Valiant is MBF, and theres a special Vaccinated Edition version that removes all the custom monsters/weapons.

>> No.3816630

It' not really slaughter, it's more like enemy spam. Slaughter has more open areas and usually less cover, skillsaw puts tons of obstacles in the arena and uses slightly smaller numbers.
Welp, I'm an idiot. At least there's that, maybe I'll have more fun with them with final doomer or something.

>> No.3816649

>It' not really slaughter, it's more like enemy spam. Slaughter has more open areas and usually less cover, skillsaw puts tons of obstacles in the arena and uses slightly smaller numbers.

The vast majorioty of his maps are not much more spammy than mid-scythe 2, or BTSX. I still see such complaint as dumb.

>> No.3816663

Well, I don't really like it when it's the first mp in a set that's supposed to be pistol start and it opens with ~60 super imps from all sides and no way to flee that doesn't lead into more imps or chaingunners (Valiant MAP19). I'd complain if it was anyone doing it but skillsaw seems to very much like this kind of thing. It gets more tolerable if you carry weapons over from previous maps but if not it really sticks out as sloppy.

>> No.3816689

I'll give that you Valiant map19 is a bit of a rude map.

>> No.3816695

Actually I got it mixed up with MAP14. MAP19 is the cybie one, MAP14 is the way too many imps one. There's just a lot of that. However I just tried the Vaccinated Edition version and it's less ridiculous because the imps can actually be avoided without getting chipped to hell and back. Gameplay moddo time.

>> No.3816698

Map14 isnt that hard, IMO.

>> No.3816705

It's not hard, but it opens with a really stupid encounter then gradually gets easier. It would have been better if the imp spam was right before the archvile, so you'd easily kill them all then have to face down a harder opponent who also brings them back.

>> No.3816719

>slaughtermaps are bad
Nice meme! Maybe if it's a shitty box with mismatching textures; but how can you say that with shit that's actually well thought out? Sunder? Sunlust? Deus vult? Please. There ARE good slaughtermaps out there. You just gotta know what they are and where they are. And you don't even need to do straight up slaughter; just the feeling of an invasion. An easy way to make a slaughter map interesting is to throw all the tricks and gimmicks you can at it. Turrets, Dummy marines, map hazards. You name it.

>> No.3816720

The space hulk wad being developed on the zdoom forums. Pretty fun even though its in very early development - legit map from the old space hulk game. Needs some nice genestealer sprites though... no mean feat.

>> No.3816721

Eh, I think the map was designed with using the barrels in mind.

>> No.3816730

Problem with that though, is that for the beginning you'll blow yourself up waiting for the imps to get into a good position because you'll dodge a fireball and it'll hit one behind you.

Whatever though, I dun liek it, but it's more tolerable without the custom monsters.

>> No.3816783

>Problem with that though, is that for the beginning you'll blow yourself up waiting for the imps to get into a good position because you'll dodge a fireball and it'll hit one behind you.
I never had that problem myself.

>> No.3816785

Sgt Mark did nothing wrong

>> No.3816802
File: 364 KB, 1280x1024, Screenshot_Doom_20170223_001142.png [View same] [iqdb] [saucenao] [google] [report]

Does anybody else know this wad? It's somewhat like void; but the gameplay was very claustrophobic.

I tried to replicate what I could remember here. These were transparent though, and there was a lot more detail; this segment here is all I remember however

>> No.3816805

Does SIDF show up every thread?

>> No.3816806

MIDI but dont bother with your shitty Yamaha MIDI
Either put down the $80 for a proper Roland or dont make MIDI music at all

>> No.3816830
File: 138 KB, 592x333, edf.jpg [View same] [iqdb] [saucenao] [google] [report]

Nobody knows what the I stands for.

But fuck that, who cares, E D F!

doom defense force when?

>> No.3816832

It's for Slaughtermap Internet Defense Force. He's some kind of autist who keeps replying to himself in order to keep shitposting.

Also holy shit I'd play the fuck out of EDF Doom but I'm not sure the engine could handle it.

>> No.3816836

>not sure the engine could handle it
The engine can handle NUTS; it can handle Planetside...

I'm pretty sure DDF would be possible.

that's not me making the SIDF claim anon, i'm the one he made the reply to.

>> No.3816838

>It's for Slaughtermap Internet Defense Force. He's some kind of autist who keeps replying to himself in order to keep shitposting.
It's all right to not like slaughtermaps, anon, but don't be so "special" as to claim everyone that likes them or doesn't care is one single person.

That's almost as bad as claiming every shitposter is DKG.

>> No.3816847 [DELETED] 
File: 127 KB, 1230x283, truth hurts.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3816853 [DELETED] 
File: 134 KB, 334x393, 4ZyKvWm.png [View same] [iqdb] [saucenao] [google] [report]

>doom babbies

>> No.3816856

When would you use Aseprite in your workflow? Is there any reason you would use Aseprite if you had Photoshop too?

I'm wondering if people like Aseprite because it is so simple and rudimentary.

I think I originally discovered it when reading about color palettes in doom. Is it really helpful for our doom-based purposes?

>> No.3816862

Workflow for a Doom mod is a bit different than workflow for other things. Personally I make each actor on its own first, test it, then touch everything up at the end. So I'd be using Aseprite near the beginning of creation of an actor, for each actor, then again at the end to touch up any little warts.

>> No.3816863

>only one person likes slaughtermaps
>liking slaughtermaps makes you a shitposter

>> No.3816869


Thanks for explaining your method, anon! If you had Photoshop, would you gravitate towards Aseprite because its simpler to work at that low-resolution level of detail?

I'm fairly fluent in Photoshop (not for Doom tho) and trying to understand what Aseprite would make easier.

>> No.3816874

To be honest I don't make many sprites since there are so many already available, but yeah I've been looking into it as a replacement for GIMP for a while now (because GIMP is shiiiiiit). Generally I'd say it's better to use tools you know how to use, but I'd say the main feature for me would be seeing the other frames in the "onion" mode and being able to animate the thing in-editor. Doing that would make it a lot easier to both ensure that the animations look right (as in all the parts align correctly and there's no bits that shift around awkwardly) and also to determine a good speed to animate them at.

Basically though, just use what you know unless you hit problems.

>> No.3816915
File: 433 KB, 1280x720, Screenshot_Doom_20170223_015818.png [View same] [iqdb] [saucenao] [google] [report]

Well, I've found a new use for the chaingun. Turns out that it turns swarms of imps/pinky demons into fish in a barrel because once the front-line ones get massacred in half a second the others start to freak out and panic. The effect is somewhat lessened on larger groups due to how fear recovery works but when they're funnelled into a hallway the chaos makes it easy to trap the less-cowardly demons behind them and effectively fuck them to death from both sides.

Also reworking revvie missiles again, I might make the homing ones faster to increase their turn arc and make them easier to hit into walls with good movement, as compensation for their new ability to adjust their pitch as well as yaw.

Depending on how this all goes, I might do a very beta release this Sunday. If I do, I'll probably set up a discord or IRC channel so everyone can post feedback there so it won't get lost in the thread. That or I'll suck it up and post it to the ZDoom forums.

>> No.3816980
File: 1.39 MB, 1616x938, file.png [View same] [iqdb] [saucenao] [google] [report]

Got this error when loading a save. Don't know if there are some bugs/effects that result from this.

>> No.3817057

>very beta release
So is not everything in the manual you posted earlier completed yet, or do you have even more ideas than what was in there?

>> No.3817092

Two questions :

1) What's the difference between zDoom and Chocolate Doom? Someone tells me that Doom was like overhauled but I actually want it in the original state - mouse look/mouse aim actually make me nauseous.

2) Is there a non-DOSBOX version of Blood yet?

>> No.3817096

ZDoom doesn't have any limitations in map making. It's also got a very extensive code system where you can do many things that you'd never imagine Doom ever doing.
Chocolate Doom is the closest you can get to DOS Doom while not using actual DOS.

And yes, there is. It's called CMBlood which uses the EDuke32 engine. I heard the author's actually remaking it though into something better. There's also maybe a port of Blood being made by the Doom 64 EX guy coming at some point on the future.

>> No.3817102

Chocolate Doom is like Doom in DOS except it's not DOS or DOSbox.

GZDoom is so much more advanced that some had the idea of making a GPL fork for devs wanting to make standalone games.

>> No.3817104

Thanks lads. Sounds like I want Chocolate Doom for basic Doom playing.

I'll look into CMBlood as well.

>> No.3817117

I was disappointed with Valiant. I love its first and final episodes. But episodes 2-4 were kinda a mixed bag for me, especially episode 4. I also wasn't a fan of the Knight/Baron replacements either.

Ancient Aliens I found a lot better. Encounter designs seemed more focused and thought out. The difficulty curve feels more natural aswell, even if the first map has a cyberdemon. And I like that the final episode has a bunch of guest mappers to add some variety.

>> No.3817119

You can disable Mlook in most modern ports.

If you want Pure Vanilla go Chocolate
If you want something less pixelated, use Crispy Doom - its same as Chocolate, but double resolution, actually close to Doom95, which is how many played it in early windows era.

If you want to run cool new maps that chocolate/vanilla cant handle - use PRBoom+

If you want mods and more complex maps/TCs use (G)ZDoom

>> No.3817121
File: 36 KB, 640x480, 1487847005.png [View same] [iqdb] [saucenao] [google] [report]

cheating through d2ino. many of the levels are good visually, but it's amazing how annoying they are to play.

>> No.3817125

Crispy is good for pure limit removing maps as well.

>> No.3817127

d2ino is honestly a bad megawad. At has a couple of okay maps, and the secret level is great. But thats about it.

>> No.3817135

Skillsaw is style over substance, yes.

>> No.3817140

Thanks for input. It has gotten pretty lot of flak, so I'll probably look into improving it ( replacing monsters with weaker ones )

>> No.3817194

There's also something whacky about blueprint spawning. So far 99% of the blueprints I got were flare ones.

>> No.3817234


Why would anyone ruin a skillsaw WAD with shitty gameplay mods? Vanilla is the way to go. Always.

>> No.3817307

Is he really? I quite enjoy the gameplay in his maps.

When I think Style over substance, I think of Hellbound or any Russian map

>> No.3817460
File: 89 KB, 752x565, newver.jpg [View same] [iqdb] [saucenao] [google] [report]

New version for Highway to Hell waterworks.


The bridge is now walkable middle textures, a new secret ( pretty easy one ).
I was thinking of new track as well, but can't decide yet. I tried something from TMNT: Tournament Fighters, but the volume was too low. Perhaps I should have used 'Scrapyard', it's such a lovely track, but perhaps that would be showing my inspirations bit too clearly.
So the music's unchanged.

It requires base.pk3 of the project, which contains the textures etc.

>> No.3817468 [DELETED] 

Gameplay mods need to go away. I am in favor of shutting down the ZDoom forums because those faggot modders on there are destroying this beautiful game. The only thing the Doom community needs is wads. A lot of wads. Everyone who doesn't like the original Doom gameplay can go fuck off and play Halo or some other fecking shitfest of a game.

>> No.3817475

Everything in the manual is done, but there's still more to add and not everything is tested fully yet. It's mainly a polish thing at this point, the core of the mod is all in there and playable.

>> No.3817489

You could just not play gameplay mods, and let the people who do like them still have their fun. Its not like classic mapsets are in a drought or anything.

>> No.3817492

Ok, Marge.

>> No.3817504 [DELETED] 

Hey, psst, Anon.. the first gameplay mods were being made within 1 year of Doom's original release back in 1993.

>> No.3817507

Hey, psst, Anon.. the first gameplay mods were being made within 1 year of Doom's original release.

>> No.3817524


attempting to be featured in doom_txt or hwat?

>> No.3817527 [DELETED] 


That's the second time you said that about a post of me. Why don't you just shut the fuck up and take your whining elsewhere? Maybe we can establish a little safespace over at faggot.com for little bitches like you, who can't bear criticism of their cherished Br00tal Doom crapmod.

>> No.3817534

That's exactly what he's doing, so just report him and don't reply.

>> No.3817571

i wonder what were the first mods to add new monsters (or modded ones that are more than a sprite change) and the same for weapons

>> No.3817576


Not him, but which rule did he violate?

>> No.3817581

Essentially, shitposting. Now I'm going to stop replying to avoid doing the same.

>> No.3817630
File: 358 KB, 600x806, 1417337413951.jpg [View same] [iqdb] [saucenao] [google] [report]


Don't worry guys, I punched 'im the fuck out! Pic related.

>implying anybody worth their salt likes the BROOPLE PORPLOR meme
Maybe if you didn't have such a shit taste in mods?

I think OMGWPNS was one of them.

>> No.3817632

>The Lost episode for Doom and Doom II

though outdated and in need of a good update for modern ports

its great, last map is a pain in the ass, though i had to play with Metroid Dreadnought, and the Wave beam helps A LOT there

>> No.3817636

>Skillsaw is style over substance, yes.
I've never had the impression that Skillsaw only cares about eyecandy. His map layouts and encounter designs usually show enough thought was put into the gameplay side of things, too.

The only flaw behind Skillsaw's mapping I'd say, is that he can be a bit formulaic at times. This is particularly noticable when playing Valiant.

>> No.3817645
File: 115 KB, 560x416, 1485668330002.jpg [View same] [iqdb] [saucenao] [google] [report]

>report shitpost
>get legit soft banned for misfiling form even though I didn't do anything
>shitposter still around
ain't even miffed. that's hysterical.

>> No.3817650 [DELETED] 

try not branding everything you disagree with as a shitpost and not being overly sensitive

>> No.3817651

Enjoy your ban!

>> No.3817654

>try leaving my shitfits slide under the radar pweddy pwease

>> No.3817658 [DELETED] 

you're right, autistic children like playing alone after all.

>> No.3817701
File: 36 KB, 640x480, 1487870511.png [View same] [iqdb] [saucenao] [google] [report]

d2ino map11 sums it up really, a well-crafted level in the vein of classic memento mori town/fortress maps, but whose gameplay is full of utter frustration, with multiple forced runs through damaging floors, health and radsuit scarcity, and the ever present threat of one false step getting a rocket in your face, losing half an hour of extremely careful progression (i said "fuck it" and resurrected myself)

>> No.3817706

Hey guys, what do you think about those bonus tracks from the Doom 64 soundtrack that were unreleased?

I think this one sounds interesting because it reminds me of Xen from Half-Life.


>> No.3817748

While I agree that labeling something "bait" or "shitpost" can be an all too easy copout when you have no argument, it's fairly easy to tell when someone's just legitimately shitposting for (You)s. This happens to be the latter, in my opinion.

>> No.3817830

Huh, didn't notice this post until now

>> No.3817838

what does it say?

>> No.3817849

Post by Esselfortium in 2017 goals thread. Post is from late December 2016
>I'd like to get a bunch of Back to Saturn X stuff done in 2017:
>Get the final release of E1 out. Hilariously long overdue.
>Release an updated version of E2, at least.
>Finish the three new texture sets being added for E3.
>Get E3 ready for release by the end of 2017.
>Get the finished texture wad released for public use :)

>> No.3817861

i see, thanks. so another year or so, if we're lucky.

>> No.3817862

awesome, nice work. I'll definitely be using this for a while.

>> No.3817867

Thank you!

>> No.3817882

I wonder if people will complain about Episode 3's difficulty. IIRC, Episode 2 already put off some players who prefer easier wads.

>> No.3817884

Quake 1 tournament now on FACEIT DICE

Randy dickford vs Nico


Then its Tim Willits wiping the flor with Jeff Kaplains ass

>> No.3817891


>Blizzdrones circlejerk with Jeff

>> No.3817894

All I see is talking.

>> No.3817903

A bit odd of a question, but where do you go for WADs not published on Doomworld? Like where do you find adult wads from 1994?

>> No.3817909

After the talking will be randy being asskicked by nico on the Dark zone

>> No.3817915

I suppose it was Aliens TC?

>> No.3817920

That stuff can exist outside of GZDoom?!?

>> No.3817927

OK here it goes, randy will be asskicked so hard that he will increase the prices of all Douk games

>> No.3817945

I lol at GZDoom

>> No.3817949 [DELETED] 

Alright, which one of you is this?

>> No.3817950

randy wiped the floor with that david fella


3PM PST will be TIm Willits

>> No.3817960

harder to do and limited in scope but yes, it was technically possible

>> No.3817961

what does it say?

>> No.3817962

>not being a Registered Lurker

I lol at shitposts

>> No.3817967 [DELETED] 

Newgenners not knowing what the fuck they're talking about and being blown the fuck out by themselves.

>> No.3817968


>> No.3817970

It says there right in the post that it's by SArais.

Surprise, he's still a dumbass.

>> No.3817972

please may you copypaste it?

>> No.3817979
File: 979 KB, 500x375, 2fykg3.gif [View same] [iqdb] [saucenao] [google] [report]


h u e

>> No.3817980 [DELETED] 

I'm the op (which is always a fag) you retard. I'm speaking of the other two idiots. Below the main post.

This is just gold, you are trying so hard but stil you are alone. Are you aware that you have failed?

Also, if you really know about games, you should appreciate them equally and not judge because of something so hipster like "popularity". CODs and GTAs are popular for a reason, those are great games, regardless of details.

Anyways, I will just stay here and keep making screesnshots of your comments so I can post them on reddit were even MORE people will laugh at you and scream "hey, you are wrong! you have no idea about games!"

>> No.3817981

>I'm the op (which is always a fag) you retard.

So you intentionally decided to crosspost your own goddamn shitposts?

Holy shit, you are a special level of dumbass.

>> No.3817982 [DELETED] 


under-aged plebs show their power levels, implying NuDoom is any more than a cashgrab for brutal doom

>> No.3817983

>I'm the op (which is always a fag) you retard.
>he reposted his own shitpost
you deserve everything you get, desu

>> No.3817985

>I'm the op

you played yourself

>> No.3817990


You're a dumbass.

>> No.3817991

i don't really get it but thanks. i clicked the link there was 8 pages to go through. need an executive summary.

>> No.3817995


>> No.3817998

you're really smart and this definitely belongs in the doom thread

what the fuck do you want us to do, pat you on the back?

>> No.3818006

I mean I really hope he makes it work, but christ is that ever childish.

>> No.3818007

God damn, Sarais, we're hitting autism levels that shouldn't even be possible.
Next time your shitpost on Steam ends up blowing up in your face, try not to pass it over to us for validation.

>> No.3818012

oh wait no i've just got what's going on. this guy sarais who posts here, posted a thread on steam and is getting flak for it, and he thinks he's being trolled by someone else from here, hence the initial question "which one of you is this".

further posts suggests he is looking for backup from other /vr/ posters who share his views on doom4, and will agree with him that his opponent is an idiot, validating his position.

is this correct?

>> No.3818019

>is this correct?
self replying again, >>3818007 seems to have come to a similar conclusion so i will assume that's what's up. sorry for my slowness in understanding.

>> No.3818020

So, stupid question time.

I have an old PC.
AMD Athlon 7750 dual core.

The GPU just shit out, as well as the LCD monitor, due to the less technically inclined not knowing to shut things off in a power outage they would try to turn it on every time the power flickered back for a second, only for the power to surge back on and off repeatedly. DESU i'm lucky the damn thing even still works, but RIP ATI graphics card.

I'm trying to play Doom and Hexen on it without GPU acceleration, but even at 320x240 (looks gorgeous on a CRT desu) it's stuttering hard in ZDoom.

While i'm waiting for the new parts, Should i switch to DOSbox, perhaps? or is there a source port that's less hardware intensive?

>> No.3818025

PrBoom+ will run on nearly anything, but it doesn't run ZDoom mods.

>> No.3818029

i don't know, it would be if there were sideswipes at the doom community but i don't see any

>> No.3818030

This appears to be correct, yes.

>> No.3818031
File: 1.26 MB, 1280x1024, Screenshot_Doom_20170223_153617.png [View same] [iqdb] [saucenao] [google] [report]

They're certainly doing the most laughable attempt of "trolling" I've ever seen.

>> No.3818034

The whole thing is a swipe t the Doom community, it's highly unlikely he'll finish the project considering his need for community approval as Duke's community is extremely small.

>> No.3818036

Have you tried vid_forceddraw? Also, if it's Windows version is newer than Vista, then running it in actual Software Mode (i.e DirectX 9 isn't used for drawing sprites and such) then you'll need a third-party wrapper.

>> No.3818038

DESU a new duke builder would be fucking sick

>> No.3818039

E4 sky, Doom2 theme, Plutonia monster placement.. looks interesting, what's the wad?

>> No.3818040

This absolute madman is actually doing it!

>> No.3818043

>You'll need a third party wrapper.

This is the first i've heard of this.
Do you have any further info or links?

>> No.3818046


>> No.3818047

One of these days, friend, you're just going to have to stop dropping the spaghetti.

>> No.3818048

I don't have any damned spaghetti left.

>> No.3818051

>The whole thing is a swipe t the Doom community
if you read it that way. i mean i know that was his last post. but maybe it's something he had wanted to do for a while.
thank you

>> No.3818054
File: 44 KB, 425x282, 1438924454879.jpg [View same] [iqdb] [saucenao] [google] [report]


Hmmmm. I wonder how feasible it'd be to make a full game for this using GZDoom GPL/GLOOME.

>> No.3818057

If you can draw, not hard. Also GLOOME ded, use GZDGPL

>> No.3818061
File: 1.84 MB, 720x360, One down, five to go.webm [View same] [iqdb] [saucenao] [google] [report]

There we go, I'm pretty pleased with how the Bomber knight behaves now, far more tolerable and potentially fun to engage with. I gave him a proper melee attack as well. Next up is the hellfos, then a chaos revenant overhaul, mancubus, archvile, and mastermind.

and sprites for the cyberdemon

>> No.3818063

Vista dropped support for DirectDraw, so all that system32/ddraw.dll does is wrap DDraw programs over to DirectX9. Luckily for you, Vogons has this: http://www.vogons.org/viewtopic.php?f=9&t=36412&start=120#p533998

>> No.3818065
File: 716 KB, 512x512, 1416089701472.gif [View same] [iqdb] [saucenao] [google] [report]

I told you not to throw that sword. Looks like the boys are paying you another visit.

>> No.3818067

GLOOME is dead because of GZDoom GPL

Also, Nocturne in Yellow already proves you can make full games for game jams, and there was an 8-bit first person platformer made in it as well, but i forget what it was called.

>We're encouraging jammers to think about peaceful and inclusive ways to approach game development: games about self-care, personal experiences, and activism are all absolutely valid methods of expression.

Unless you're ripping and tearing oppressive laws and bills i doubt DOOM mods would be appropriate

>> No.3818072

It was thrown doing what it loves: Cleaving into demons.

>> No.3818073

>not making a game where you're ripping and tearing "fascists" who try to oppressionkill you with mean words by using your own words of love and compassion read straight from the communist manifesto
You're just not being creative enough. There is surely a way to do it.

>> No.3818076

Ridiculous initial reasons for this being made aside, I wouldn't mind more tools to make stuff for Duke. Duke needs more love.

>> No.3818079

That's certainly interesting.
I assume it's just somehow plopped into the System32 folder, replacing d3d9.dll? Or how exactly is this installed.

>> No.3818080

>tfw read "chaos revenant" as "clown revenant"

>> No.3818084

You put it in the folder with the program. Don't EVER put it in sys32, or you might get your PC bricked.

>> No.3818086

>CLOWN revenants

>> No.3818089

The first thing that came to mind is like one of those 90s "peaceful" shooters, like Chex Quest. You play as a doctor in sci-fi times that's working in other countries, and you shrink down to microscopic levels and go inside their bodies to shoot away diseases and AIDS and shit. Meanwhile, bureaucracy keeps trying to pull you out of the country.

>> No.3818090

>Unless you're ripping and tearing oppressive laws and bills i doubt DOOM mods would be appropriate
that would be really cool
grab berserk pack, go into an entire room of papers and bubblewrap

>> No.3818095


This seems like one of those things where it'd be amazing to use the VN mode from HDoom, assuming TZK/Mike is okay with it.

Or that new point-and-click engine thing from the Silent Hill TC.

>> No.3818108

This seems like an obvious "Press F to say Trump is bad" baitfest.
I'm in.

I had a similar idea, a they're-totally-not-being-killed-guys shooter like Chex Quest. I was thinking like an average kid who was using not-nerf guns to fire darts at imaginary monsters, though.

>> No.3818110

Twitch dot tv / IGN


>> No.3818115

Isn't it Q3DM6?

>> No.3818116

How about a game where you have no guns, but have to dodge and avoid tear gas/cops/mean words to rescue some minority orphans from Donald Trump? At the end you've gotta make him infight with his own fascist hordes and get destroyed by them.

Honestly aside from the theme a peaceful doom game where you have to only use infighting and dodging sounds kind of neat. Just make sure to be sincere enough about it that they don't think you're mocking their jam.

>> No.3818118

>Honestly aside from the theme a peaceful doom game where you have to only use infighting and dodging sounds kind of neat.

It really does, especially considering one of the biggest strengths of Doom's gameplay is the emphasis on projectiles and dodging them.

>> No.3818121


nope its Dark zone this time

>> No.3818123

Whoah, my caressing hand made it into the OP!

I made a "converse Cacos by petting them" mod a while ago, but it was rudimentary and I know that some other guy made a level with music and hearts appearing and all that, but did anything else come out of it?

>> No.3818124

Well, if you wanna use that idea go for it. If it's fun and is both funny but also not too mean to either side I could see a game like that doing well in a jam.

You could even play a regular dude who gets caught in the middle of the ultra-left and some kind of fictional Trumpian police state by forcing infighting between certain classes of monsters.

>> No.3818134

Well, it seems like DOSbox, PRboom, and Zdoom with the wrapper all have their own issues. Zdoom with the wrapper seemed to almost work but still stutters and has a flickering issue.


>> No.3818142

TBQH, no wrapper is perfect; the one I gave you, for example, was designed by Google specifically for use within Chrome, and nothing else. Do take a look through that Vogons thread though, there might be something of use.

>> No.3818145
File: 137 KB, 623x527, 1467446731941.png [View same] [iqdb] [saucenao] [google] [report]

Christ I actually want this to happen

>still having to use mapster

>> No.3818204

Oh wow, he was actually serious. Maybe this could help the duke community get more mappers, if it works out.

>> No.3818225

I wish someone would make a decent doomkart for real though.

>> No.3818248


So, when some people in the Duke community inevitably say "Hey MaxEd we kinda don't like this new feature in DB. It feels like changing thing simply for the sake of changing them, and it doesn't provide any tangible benefit to new users, and means all us old users have to relearn shit when we're in the middle of a project", where is he going to BFTO to then?

>> No.3818249

Quake Builder

>> No.3818273

And when that will eventually fail, what will he do then?

>> No.3818279


Keen Builder

>> No.3818280

Marathon Builder.

>> No.3818281

Redneck Builder.

>> No.3818283

He'll ascend into the heavens and become a grand god of shitposting.

>> No.3818285
File: 131 KB, 640x400, TBHERETICSCREEN1.png [View same] [iqdb] [saucenao] [google] [report]

Nevermore guy here. New version out.

CHANGELOG vr02/22/17:

-Previously, Vermin were susceptible to their own gas clouds. This has been fixed.
-Ammo was not spawning properly in Hexen. There was a typo in the CVar name string that the ammo replacer was checking for. This has been fixed. ZDoom, unfortunately, does not report an error to the console when it encounters an undefined CVar.
-The options for controlling junk spawns in both Heretic & Hexen have been reworked. You now have the 'Junk-to-Ammo Appearance Ratio' option, a more straightforward way of handling it. If you set it to 1, junk has a 12.5% chance of spawning. Set it to 4 for a 50% chance of spawning junk. Whenever junk is not chosen, ammo can spawn instead. Whether or not ammo actually spawns is up to the respective option, as before.
-Somebody pointed out that the Shade Gargoyle teleporting instantly made burst weapons useless against it, and made it too much like the Undead Gargoyle. So I added a one tic delay before it turns to smoke. Playtesting it, I found, at least in my opinion it gimps it a bit too much, so I've introduced a compromise: The 'Shade Gargoyle Instant Dissipate' and 'Chance To Dissipate' Monster Behavior options are now available. The former controls whether or not the Shade Gargoyle will disperse into smoke immediately on being hit, or wait a tic, and the latter controls the likelihood they will dissolve when hit.


>> No.3818289

>Shade Gargoyle teleporting instantly made burst weapons useless against it
Yeah fuck I had this same problem when I was making some teleporting monsters. Always gotta give it time to absorb ALL the flak from a shotgun instead of just a bit of it, otherwise anything like a shotgun is worthless.

>> No.3818310
File: 63 KB, 620x300, hexen.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good Heretic and Hexen wads?

These are my favorite Doom clones.

>> No.3818313
File: 124 KB, 640x480, 1487889337.png [View same] [iqdb] [saucenao] [google] [report]

first run. 50 minutes elapsed, 117 kills, 160 live (on -skill 2), no end in sight. this wad is quite something.

>> No.3818326

blood builder

>> No.3818337

oh, be reasonable.

>> No.3818349

Force implies multiple Slaughterpologists, and Slaughtermaps are the shitposts of Doom maps

>> No.3818352

doom_txt was a mistake

>> No.3818354

No you're thinking of Terrywads.
I don't think CSonicGo looks at /vr/ any more.

>> No.3818361

>I don't think CSonicGo looks at /vr/ any more.
Just checked the twitter site. I stand corrected. Looks like he fell for a fake post. Embarrassing.

>> No.3818362


History of Fruit
Heretic Treasure Chest

Hub of Pain
Dark Portal
Resurrection of Chaos
Scourge of Viscerus
Shadows of Chronos
Temple II

>> No.3818367

ORIGWAD.PWD was the best Doom add-on. It was all downhill from there.

>> No.3818372

Doomguy's Pimp Ventures is a better wad than Ancient Aliens, BTSX, and Valiant combined.

>> No.3818375

even if csonic doesn't, linguica does.
and linguica is a notorious crossposter.

>> No.3818387 [DELETED] 
File: 30 KB, 375x339, 1476215261943.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw too intelligent to play nonbrutal doom

>> No.3818389

MaxEd will then make MaxEd Builder

>> No.3818390

Are there any decent port of classic FPS's to android? I just got a new phone.

I know of the QI4A series (though Quake's QI4A doesn't get past the console when starting a new game for some reason... Quake 2 runs great and actually controls okay even.)

>> No.3818451

Quake 1 is the best id game.

Debate me.

>> No.3818465
File: 104 KB, 640x480, 1487894848.png [View same] [iqdb] [saucenao] [google] [report]

on skill 2 this secret appears to be empty. at least i finally have a red skull.

>> No.3818473
File: 68 KB, 900x675, 1487895012.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's my rebuttal.

>> No.3818589

And then Duke stomped them all.

>> No.3818619

And then the Security Officer killed Duke with dem WSTEM-5s

>> No.3818753


And then Randy Pitchfork made Duke his bitch.

>> No.3818758

Imagine being so buttflustered at Quake's outstanding graphics, better level design and legendary multiplayer making your shitty sprite-based game look like hot garbage that you spent 400 hours making this in Microsoft Paint before uploading it on your 16.6kbps connection to show all your buddies in your BBS clan.

>> No.3818770
File: 228 KB, 500x394, 1478132974970.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3818772

Been there myself, but no, graphics were pretty and stuff, most people played both games for very long time. Even today, we have more Doom players than Quake players

>> No.3818776

Doom is much easier to make new content for.

>> No.3818778

I blame the lack of proper modding tools, at least partially.

>> No.3818797

Would be awesome to have a bigger community creating content for Quake too. Quake don't get the love he deserve these days

>> No.3818801

Quack is about 10 times harder to make a competent mod for, and before Trenchbroom it was also about that much harder to make a competent map for.

Doom will always be sucking away people from Quake because it's easier to use, runs on literally anything, and allows more creative freedom for less effort.

>> No.3818804

>lack of proper modding tools
What do you call proper modding tools? Quake has been made for modding from the start. QuakeC was literally designed to allow people to make complete content mods without having to resort to forcefully hacking the game to get it to do what they want and kludging together bits of re-used code. In terms of mapping, Radiant and Worldcraft were both released not long after Quake itself and are still in use today, with GtkRadiant and Hammer.

>> No.3818807
File: 674 KB, 1920x1080, Screenshot_Doom_20170223_215849.png [View same] [iqdb] [saucenao] [google] [report]

Working on stuff

>> No.3818815

As someone who got into Quake before Doom, I'll never understand how Doom is easier to use. The sourceports are a fucking mess and a half regarding compatibility and features, no one can decide what should be the standard, and the file system in general is asinine.

I may be completely biased having come from Source engine games and thus Quake's nearly identical, just less complex engine and file system being second nature to me and being able to pick up on it immediately.

>> No.3818816

what? most people agree on gzdoom

the only issue is that gzdoom's netcode sucks so zandronum exists

>> No.3818819
File: 455 KB, 512x512, MARBFACE.png [View same] [iqdb] [saucenao] [google] [report]

Doom is generally thematically more fun.

Don't get me wrong; I love me some lovecraft, but can you really say no to this face?

Also DOOM in general is more puttylike. You don't quite have the same par of jokewad on quake. Closest I've seen is that damned mod that adds a grappling flail and the flying guitar smash"gibb gibb come on" heads

>> No.3818820

Well, I suppose instead of 'proper modding tools' I should've said 'retard proof modding tools'.

>> No.3818825
File: 15 KB, 647x647, 1483181146541.png [View same] [iqdb] [saucenao] [google] [report]

>can you really say no to this face?
>implying shamblers aren't cuter than anything Doom has to offer

>> No.3818827


Really the only reason you'd use zandro is because gz's netcode is nonexistant. And vice-versa, the only reason you'd use GZD is so that you can have more advanced wads.

>> No.3818829

>The sourceports are a fucking mess
But the feature set is more extensive and there's less "make it yourself" kind of shit.
>regarding compatibility and features
Basically nobody mods for anything other than GZDoom. For maps, everyone uses Boom or UDMF. Boom if you want a vanilla-like map, UDMF if you want a super enhanced one for... you got it, GZDoom.
>no one can decide what should be the standard
GZDoom for modding and creativity, anything else for more vanilla stuff (I use PrBoom+ because it's full of performance magic).
Also this >>3818819

>> No.3818830
File: 39 KB, 725x259, Doom-cacodemon-video-game-h1.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying those terrifying fucking yetis and the three-legged fetishbeasts are better than this fucking adorable bastard


>> No.3818831
File: 65 KB, 277x277, cacochan.png [View same] [iqdb] [saucenao] [google] [report]

>implying shamblers are cuter than cacodemons

>> No.3818840
File: 31 KB, 411x310, E2M8.jpg [View same] [iqdb] [saucenao] [google] [report]

Retards should stop being retards, then. If Romero can do it, so can you! Make a map today! Right now! Go do it! I BELIEVE IN YOU.

>three-legged fetishbeasts

>> No.3818850

I think both games are pretty cool and fun, along with Marathon, Unreal, and Duke!

>> No.3818852

>having a reasonable and non-conflicting opinion

>> No.3818856

You want us to make him sleep with the fishes boss?

>> No.3818859

Yeah, when you're trying to attract the typically technically incompetent large dreamers that make mods, DECORATE and ACS are a lot more attractive due to the lower barrier of entry.

>> No.3818867

We gonna make 'im sleep wit da Rotfishes, boss.

>> No.3818871

This is why I love Doom /vg/ threads, I could stay my entire fucking day here talking about Doom/Quake/Unreal and the number of shitposters would still be near to zero

>> No.3818872

You monsters! I won't call you faggots, no matter what you make me do!

>> No.3818874

/vr/ in general was like that when it first started

the retro boom has really caused an influx of crossboarders, and it's a shame a lot of folks have gotten more snippy.

but ultimately, i'm here because it's still home. i like video games. i have fun with video games. i like talking about video games!

>> No.3818875


Vanilla Quake is actually far more extensible than Vanilla Doom. The fucking level names in Doom were hardcoded in the executable.

>> No.3818881

>If Romero can do it, so can you!

What are you implying? Romero is a very talented person who seems to be very creative and inspired when it comes to map making. A lot of people can make Doom and Quake maps, but very few can map as well as he does.

>> No.3818901

This, and /v/ right now is only about consoles wars. No one cares about what is better, what matters is that DOOM WILL RUN IN ANYTHING !

>> No.3818902

Exactly. That's something to strive for. it was the first name that came to mind

> Romero is a very talented person who seems to be very creative and inspired when it comes to map making.
People often forget he wasn't just a map-maker, he was a code monkey, too. He made the inhouse level editors for both Doom and Quake, along with all the other projects he'd made (i.e. Dangerous Dan, Commander Keen, etc).

Guy absolutely knows his shit- it's just that when you work with John Romero, everyone else's coding ability is kind of forgotten.

>> No.3818913
File: 9 KB, 606x449, 1469165601443.png [View same] [iqdb] [saucenao] [google] [report]

>John Romero
Obviously meant Carmack, fuck.

>> No.3818918

my problem with romero's maps is that he always does the putting secrets behind nondesript walls meme

>> No.3818923

in doom or quake? doom sucks because lolwallhumping but in quake pretty much every secret i can think of is triggered by either shooting or pressing a button and even the ones behind walls have something to give it away, like the texture being different or in one level off-kilter at a 45 degree angle so it's super obvious

>> No.3818940
File: 293 KB, 1280x720, Screenshot_Doom_20170223_230015.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3818942

Cool, what're those?

>> No.3818943

They appear to be flying anuses.

>> No.3818951

It's a wad

>> No.3818989 [DELETED] 
File: 127 KB, 1230x283, truth hurts.png [View same] [iqdb] [saucenao] [google] [report]

>tfw will never be a retarded dewm babby
>tfw will always be a true OG
>tfw dewm babby shitters shitting up /vr/ and doom's legacy
it's time to stop posting dewm babbies

>> No.3818995

wads of what?

>> No.3819018


Wads of flesh I guess.

>> No.3819020
File: 41 KB, 640x400, srb20001.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3819021

good to see Something About Tails is finally getting released

>> No.3819023

there's something about tails; only done right.

>> No.3819024
File: 135 KB, 620x349, 254417-249028-rc.jpg [View same] [iqdb] [saucenao] [google] [report]


I should not have laughed as hard at this as I did.

>> No.3819053
File: 827 KB, 1280x720, Screenshot_Doom_20170224_001948.png [View same] [iqdb] [saucenao] [google] [report]

Unintended side effect of using F_SKY1 in a titlemap, if you play a megawad you get a cool new sky most of the time.

>> No.3819058

Tell me what is going on in that image, now.

>> No.3819059

>half regarding compatibility and features, no one can decide what should be the standard

There are basically two standards in source port required Doom modding
PrBoom+ for classic styled mapping and modding
GZDoom for advanced mapping and modding

Stuff that require anything else is rare.

>> No.3819064
File: 2.90 MB, 480x270, Titlemap.webm [View same] [iqdb] [saucenao] [google] [report]

Well I made this tower of babel type thing as a titlemap to go with my mod, and since it's a GZDoom mod I used UDMF, and since I used UDMF I decided to use some portals. Enjoy this terrible webm.

>> No.3819070

portals will never not be cool

>> No.3819072

Which is exactly why I used them. Great visual effect that's pretty easy to set up and hides the fact that I'm bad at mapping and drawing :^/

>> No.3819102

See 'em starside

>> No.3819104

Marathon would be better if it wasnt for the shit tier sourceport.

>> No.3819113

>tfw something you made in DECORATE hangs and there's literally no debug logs or ways to find out what happened
Fug. I'm just gonna assume I forgot to repack the mod after a failed experiment with lost souls.


>> No.3819115
File: 75 KB, 1096x771, floors.png [View same] [iqdb] [saucenao] [google] [report]

Hooray for 3D Floors and the plugin.

>> No.3819116

use version control next time

>> No.3819117

>Underdoom will be a thing

I dunno whether to be excited or scared.

>> No.3819120

If it causes the engine to hang, that means it's an infinite loop.

>> No.3819121

It already is, but not made for me. There was a WAD kike that in the Vinesauce contest.

>> No.3819124

I'm using hg locally
Also it must have been, the point that the map hung on is where the first Pain Elemental spawns so I must have just forgotten to repack.
Yeah, I know. I've broken GZDoom before :^|
Thanks though

>> No.3819135


Yeah I had a great time with Marathon 2 way back then, I wish I could replay it in a non horribly shitty way.

>> No.3819203

Oh, retro FPS thread? SWEET!

Because you guys were insanely helpful in my own shitty thread ( >>3807125 ), I've decided to give back to /vr/ in my own, dumb way. So, without further ado...


>Blood: Ultimate Edition

Done by some guy called... Xervils? That's what it says in the documentation, in any case...

Custom DOSBox Daum build, Blood With Plasma, Cryptic Massage, several user episodes (Deathwish, Bloody Pulp Fiction, Blood Chronicles 1/2 and one I slapped together of good single episodes) and about 900 user maps selectable by a hacked DOS emulator frontend.

One thing of note: There's a weird bug with Blood regarding levels that use fog/darkness: A level using them has to load first, so I made demos that did that so if you restored a save levels using the effect look right. However, it can also make shit too dark on maps that *don't* use it. So if you have problems along those lines delete the demo files under the Blood subfolder.

Apparently "Xervils" hacked the EXEs to allow per "game" save slots and demos. The tech notes list the extensions. You can also run a batch file I made to toggle MIDI music and the Blood CD tracks (Compressed as Ogg/Vorbis).

From what I remember Blood also randomly crashes on load, even on real DOS, when trying to load the sound engine. From the looks of what an anon told me, Xervils got around that by having my scripts check if the program exited with that error, and if so, attempts reloads until it works. That's why the DOS/4GW screen flash a few times, which happened to me twice.

>> No.3819205

Oh wow, that's a pretty nice gift. Would help lots of people try Blood.

>> No.3819209


>Corridor 7

My own Corridor 7 (floppy version) "DosBox build". Other than it having its files all arranged nicely, a .bat, and a properly set .config file, I didn't do much, let alone compared to Blood above. Should only take a double-click and bam.

Still, for the five people that like it (including myself), it's pretty ok. CD version pops around every now and again, but I haven't tried it myself (I have nostalgia for the floppy's OST, what can I say?)

>> No.3819210

Supposedly someone had a hold of the Blood Source code so hopefully we get a leak or a release of some sort down the line. I'd like a 100% stable version on modern hardware at some point.

>> No.3819217


>Ultimate Final Doom

Done by... fuck if I know.

It has Ultimate Doom, "Ultimate Doom 2" (Base Doom 2 + the No Rest For the Living episode that came with Doom 3 BFG edition and the Master Levels set up as a single episode instead of individual maps) and Final Doom 1 & 2, bundled with GZDoom and shit like high resolution textures and 3D models.

Some stuff, like high resolution textures can be toggled from a config script.

>> No.3819220


Correction, because I be dum.

>You can also run a batch file I made...

That "Xervils" made. Compare his work to my Corridor 7 file. There's no way I'm going to claim shit I didn't do.

>> No.3819223
File: 36 KB, 500x375, BJ and Doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3819224


Also, for shit and giggles.

Duke Nukem 1


>> No.3819226

Not 100% retro, but what's the best site to get Return to Castle Wolfenstein 4 Android from? I don't trust any of the google results.

>> No.3819238

We a file sharing site now?
Redneck Rampage:
Powerslave EX:

>> No.3819243

which one gets straight As?

do you know the answer?

>> No.3819246

>which one gets straight As?

the revenant

>> No.3819248

Get RTCW-Touch source code and compile it for yourself (or buy a compiled one from Amazon for 2$) - it has much, much better controls than RTCW4A.

RTCW4A was made by one of 4pda.ru residents, so you can find the latest version on their forums.

>> No.3819253


Oh, how will I laugh at thee when STRAFE turns out to be procedurally generated turd that gets old after an hour.

Procedural generation in FPS is a mistake. Nothing beats intelligent design.

>> No.3819258

Looks too high res to me.

>> No.3819263

I'll look into compiling it I suppose. Thanks.

>> No.3819281

inspired by NRFTL? be good to have more maps in that style

>> No.3819284


Good shiiiiiit.

>> No.3819327

ProcGen is just kind of awful for anything that isn't something like a Roguelike.

>> No.3819331

I think it could work, if you're okay with doing Arena Shooters, as in Serious Sam and DOOM 4 arena-to-arena shooters, not Quake 3 Arena.
Generate a map made out arenas linked through doors, and if you make enough good and varied arenas, you should be able to get level design that can't overtake hand-made content, but will at least be good enough to keep people coming back if everything else is good. You WILL have to make sure they're GOOD and you have enough you don't keep seeing repeats after a few playthroughs.

>> No.3819336

Ziggurat attempted it, and failed.

The thing is from what is shown in the trailers - there is not much enemy variety and environments are all samey, which is why I assume its gonna get old very fast.

Procedural generation will only work if you have setpieces that can be co-joined and combined in a coherent manner, while also having variations of the setpieces themselves, as well as variations (or proc gen) for decorations within those set piece variants, and even then you gotta have absolute shit ton of them, as well as special systems in place to prevent repetitivness.

Thing is, developing such system and designing assets for it to work with, then ensuring that it works well enough, would take even more time than building hand-made levels.

Such thing is not going to happen as long as Proc-Gen is seen as a copout to reduce effort needed to create levels, which seems to be the current trend (and the way it seems to be used in Strafe).

>> No.3819340

Just because it was attempted and failed doesn't mean it can't be done, just needs more passion.
However, I do agree that it would take more time and effort, so we need someone who actually cares about making this the best it can be, not just doing it cause it's easier.

>> No.3819354
File: 82 KB, 640x480, 1487931501.png [View same] [iqdb] [saucenao] [google] [report]

1 hour 50 minutes game time and i have reached the exit. still 4 monsters and 4 secrets remain. argh.

>> No.3819365

I honestly feel going the "arena lockdown" route with procedural generated maps would only make it even worse.

>> No.3819373

is there a guide for the doom RPG mod?

>> No.3819378

>Reached exit room
>oh no, I missed a few things, better go back

I just play without the map totals hud element, and suck it up if I miss things. Finding a secret feels more special when I found it through observation skills. I don't particularly see the fun in specifically looking at every nook and cranny for a secret because the total says 4/5 or whatever.

>> No.3819393
File: 36 KB, 640x480, 1487934439.png [View same] [iqdb] [saucenao] [google] [report]

resorted to map editor
that's fine. i can't do the same, though. i am compelled to consume a map as fully as possible.

>> No.3819421
File: 166 KB, 357x237, Elderly Lois Griffin spits out her cherry drink and plastic wrap as shes slapped in the throat by a tiny whale.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3819425
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google] [report]

I only just got that now.

>> No.3819429
File: 23 KB, 480x360, doom_rimshot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3819450

>great graphics
>the original brown and grey shooter

>> No.3819470

Hey, Quake had plenty of blue to go about.

>> No.3819484 [DELETED] 

It was a good thing that Sgt. Mark was banned from the Doom community but it would have been better if talking about his crappy Brutal Doom abomination had also been banned.

>> No.3819486

What is NRFTL

>> No.3819489

The reason Doomkart projects keep failing is because there's only 2 options for getting the required kart/vehicle physics:
Editing a sourceport's code directly and programming a whole 90s style 3D kart physics engine
Same thing, but in ACS/decorate and with way more pain involved and also the end result will barely function.
It's the reason every functional decorate vehicle is something like a tank or mech. This has been happening with every attempt at a car in Doom and those have been happening since Decorate got player classes, so people have been disregarding advice to not pursue a car mod because it's not worth it/potentially impossible and then inevitably abandoning their car mod because it's not worth it/potentially impossible for close to a decade now.

>> No.3819492


No Rest For The Living. It was the bonus episode from the XBLA release of Doom 2.

>> No.3819496

>Doom fan-TCs = Historically pretty good or at least passable
>Anything UT not made by the original creators = Historically the most god awful shit ever


>> No.3819497


Check >>3819217

>> No.3819529

Why should I use UDMF over hexen or doom map formats? What advantages does it have?

>> No.3819537
File: 103 KB, 640x480, 1487945529.png [View same] [iqdb] [saucenao] [google] [report]

you may also know it as nerve.wad.

here's a screenshot from map06, to compare with the WIP image previously posted.

>> No.3819541
File: 847 KB, 1920x1080, Screenshot_Doom_20170224_091748.png [View same] [iqdb] [saucenao] [google] [report]


Thanks guys, I'll play through NRFTL and get some inspiration.

Woah, it's like I totally copied it. I'll have to play that one also. Thank you!

>> No.3819545 [DELETED] 

>only playable by ZDoom master race
>purists BTFO
>perturbed posteriors everywhere

>> No.3819554
File: 130 KB, 640x480, 1487946387.png [View same] [iqdb] [saucenao] [google] [report]

shrug. it's not that uncommon a texture theme.

your first image brought nerve.wad to mind particularly because of the combination of doom2 sky1, and sp_hot ruins with broken-off pieces on the ground

on the other hand your second could be from scythe e3.

>> No.3819561


>Duke3D fan-TCs = So-so shit, but usually highly unreliable, buggy, and almost impossible to run.

Not relevant to the convo, but I wanted to share that anyway. Still remember the good old SHITTY days of dukeworld and totalconvertion.com

That Starship Troopers TC demo at least had cool weapon designs, I guess.

>> No.3819604

Age of Evil in a nutshell

>> No.3819618

Are there passthrough portals in ZDoom now?
Last time I tried portals they were only floor/sky and you'd collide with the surfaces without scripting some sort of above/below teleport.

>> No.3819641
File: 2.92 MB, 640x360, Static Portals.webm [View same] [iqdb] [saucenao] [google] [report]

Oh man have you missed the greatest thing ever. You can also use them for 3d floor effects in addition to cool portal nonsense.

>cannot connect to recaptcha

>> No.3819642
File: 40 KB, 749x537, 1482550685626.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3819712

Yoooooo! That's pretty cool.

The CD version changes the original ending to add ten more levels, a new "President" skill setting that adds customizable actor randomization/scattering, class-based 12 player deathmatch/TDM on eight dedicated maps, and the requisite CD audio and bad CGI FMV.

At least one of the original developers still has the Blood source code, but is understandably pretty cautious about having lawyers fuck his life up.

>> No.3819714

>Whoops, I accidentally spilled all this source code over the Internet!

>> No.3819716

>Whoops, Warner's legal department just fucked me with knives!

>> No.3819719

Funnily enough, that actually happened to the DMX Audio source code

>> No.3819721

>Whoops, someone happened to hack the server where I was storing the code
Just leave the password on a piece of paper or something.

>> No.3819736

It's be even cooler if the moving camera could go through portals but unfortunately it can't. I could probably use some crazy trick for that but it's probably not a good idea.

>> No.3819819

If you really want to try some Skillsaw wads I recommend to play Vanguard and Lunatic which are the best of his works.

>> No.3819853

But anon, doom-guy doesn't even know what sex is. He is pure and virgin!

>> No.3819863

does this one have the eduke mouse fix

>> No.3819870

Tell that to Mike12

>> No.3819873

My fellow Doomguys, which are the best wads of 2017 that already have gone final on idgames and have been bugfixed?

>> No.3819875


>> No.3819876
File: 334 KB, 1597x998, deyLxor.jpg [View same] [iqdb] [saucenao] [google] [report]

The year is pretty young, anon. But if you want something nice and finalized, check out Water Spirit, a trio of Boom maps by one of the JPCP folks: https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/watrsp

>> No.3819878


>> No.3819890


Isn't that still buggy with a couple of spots where you can get stuck?

>> No.3819894

asking the same but for 2016 and TWENTY FIFTEEN

>> No.3819896

is there a way to get blood to full screen with no black bars on a 1366x768 res laptop
ive been fucking with the dos and ingame res and ive had no luck

>> No.3819898


>> No.3819904

It should be the same size as the Cacodemon sprites. I think maybe a combination of it being blurry hiding the pixels and unknown distance is making it look high res.

Maybe if I sculpt the lumps onto the mesh instead of using the lowres PSP texture it'll look sharper and thus lower res because you can better see the pixels.

>> No.3819913

what file is that located in

>> No.3819928


>> No.3819931

the only reason someone would advertise disjunction as the top wad of 17 is because the guy who made is a regular

several maps are just poorly balanced if not outright tedious

>> No.3819935

he didn't do that though, he merely suggested it as one possibility.

>> No.3819948
File: 20 KB, 169x252, To-Do---git-gud.png [View same] [iqdb] [saucenao] [google] [report]

Glad you said something, I scaled it to match the bitmap's size, not just the head without the horns.

Major caveats: I can't sculpt as good as the texture atm.

>> No.3819953

it looks like an inverted asshole

>> No.3819959

how would you know?

>> No.3819960

It looks like the Caco's back in D44M

>> No.3819961

I've seen an asshole and possess enough imagination to think how one would look like inverted

>> No.3819981
File: 40 KB, 546x468, doomthingy.png [View same] [iqdb] [saucenao] [google] [report]

Now that you put it as a sprite I know what is wrong - it has too many colors and it makes it look smooth. Bring it to Doom palette and it would look better. Picrelated is just reduced colors.

>> No.3820017

>playing The Community is Falling series

It's so weird playing something that seems based on decade old forum drama that, as far as I know, might never actually existed.

Was DEEPSea's author really as annoying as made out to be?

>> No.3820027

>Was DEEPSea's author really as annoying as made out to be?

I've not played any of the CIFs and I suspect their portrayals would be exaggerated, but I can absolutely confirm Deep was one of the most annoying argumentative posters Doomworld has ever seen. Way worse than Graf Zahl ever is.

>> No.3820030

Fucking hell, what is it about Doom that attracts hyper-autists? I mean they're really useful for making cool software but they're completely insufferable.

>> No.3820038


Flying hemoroids?

>> No.3820042

"If you press the almighty F7 key you can make your map not suck!"

What exactly did the key do?

>> No.3820053

turns out when you have a bunch of nerds who spend most of their time on the computer dealing with old video games and programming and ai and other such things
they tend not to get along with other people very well

>> No.3820056

It's a defense mechanism.

>> No.3820076

The original screenshot was in the Doom palette, even taken in ZDoom. The new one wasn't though, it was just gradient mapped to show the size with similar color.

I'm just real good at distributing the colors I guess, except that brown streak at the bottom I could have fixed easily. They key is to map your gradients by the color's luminosity, not its brightness. Mapping by brightness tends to end up with poor transitions and really dark colors.

>> No.3820106
File: 1.37 MB, 720x480, 1367619391459.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw I realize

>> No.3820121

make mustard gas

>> No.3820125

Probably a dumb question, but how do you load multiple mods in z&?

>> No.3820138

Drag them onto the exe. If they need to be in a specific order open up cmd and drag zandronum on there and then the mods in the order they need to be in and hit enter.

>> No.3820140

Get ZDL for convenience sake

>> No.3820142

Should I update to GZDoom 2.3.2?

I'm currently using 2.2.0 and heard bad things that some mods don't work with the newer version.

>> No.3820153

Kek, the next 4 years are gonna be funny as Hell if just the last few months are anything to go by.

>> No.3820175

Just write the mods you want to load in the zandronum.ini

>> No.3820179

so it will be completely forgettable and mediocre?

>> No.3820187

Guys I really need your help here.
I know there is a Heretic mod that exists that reskins all the weapons so they don't sound, look, and feel like shit, but keeps the stats the same. But I moved to a couple new PC's and must have deleted some stuff on my old one, and now I can't find it and don't remember it's name. Does anybody know what mod I'm talking about?

>> No.3820189

If you plan on playing them over and over you might as well write a quick .bat so you can quickly launch it from a shortcut.

In Notepad "c:\path to zandronum.exe" "path to mod.wad" "path to mod.wad" etc and save it with .bat instead of .txt on the end.

>> No.3820190

if you're worried just put 232 in a different directory so your 220 install is not touched.

>> No.3820192

thanks, but i still get this error when trying to load the legendary add on for complex doom

Script error, "lca-v1.5.8.pk3:actors/weapons/assaultshotgun.txt" line 11:
Replaced type 'Assault Shotgun' not found in Assault Shotgun

>> No.3820194

Load order matters, so you're probably loading the addon before the main mod.

>> No.3820201

I'm loading in proper order,

I open CMD,
Zandronum > Doom.wad > Complex > legendary add on

And then I get that error. If I load the add on before complex, then it just loads into complex without the add on.

>> No.3820204


>> No.3820205


>> No.3820207

Are you using the latest Zandronum?

>> No.3820209

You updated too much

>> No.3820210


>> No.3820212


>> No.3820286

Anyone here remember Take No Prisoners (T.N.P.)?

>> No.3820301

use an older version

>> No.3820303 [DELETED] 

>not playing Brutal Doom

>> No.3820307

Is Guncaster good? The furry/scale shit puts me off and the demo video is terrible with the guy just standing still and shooting

>> No.3820310

Guncaster is...a Pillowblaster mod, really, just fantasy-flavored.

If you like having absolutely no challenge and big guns with lots of explosive power that can kill everything, it's fun.

>> No.3820318

"look at how strong my OC is" wank

>> No.3820320

mathtest is funny.

>> No.3820324
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]

My mod falls victim to this a little too.

>> No.3820334
File: 44 KB, 1019x594, Import Sprite Sheet.png [View same] [iqdb] [saucenao] [google] [report]

Do I need to fix my sprite sheet or is there some way to coerce Aseprite into accepting these without cutting off the wider sprites?

>> No.3820340

Gaymota wen? I'm nearly ready for the first beta of my thingy

>> No.3820345

What other mods besides Trailblazer and Guncaster has he made?

>> No.3820346

Its really good. You start off relatively weak, making early game somewhat a challenge, but once you start piling upgrades and dosh, shit gets crazy. Definitely worth a strong recommendation!

>> No.3820347

Russian Overkill

>> No.3820348

Russian Overkill

>> No.3820351
File: 519 KB, 800x1804, Screenshot_Doom_20161108_185709_01.jpg [View same] [iqdb] [saucenao] [google] [report]

Nigga, you've got to give it a try.

>> No.3820352

Russian Overkill

>> No.3820354

Russian Overkill

>> No.3820357

Orsian Ruverkill

>> No.3820359

Soviet-themed Damage-Exaggerator

>> No.3820362

Btw, if you're gonna try Guncaster, you can further expand it with tons of new monsters with this addons, fully compatible.


>> No.3820367

it's not really wank unless your character can effortlessly solo chillax with one gun

>> No.3820374

>effortlessly solo chillax with one gun

>> No.3820380

hi doomkrakken


>> No.3820382

>Being this paranoid

No, its not doomkrakken.

>> No.3820383 [DELETED] 

>playing Brutal Doom

>> No.3820384

being one step closer

>> No.3820387
File: 1.06 MB, 720x360, Take that you skeletal fuck.webm [View same] [iqdb] [saucenao] [google] [report]

Working on it. I decided awhile ago that seeing as this update has been such a long time coming, I might as well go all out and cover everything I've been wanting to do, barring the extra playable characters.

So that leaves me with:
>revenant overhaul and new sprites (Got some though)
>new archvile
>new mancubus
>new mastermind
>Blazter overhaul
>new item system
>new sword sounds
>balancing the new weapons and shit
>and a fair amount of visual tweaks (including the goddamn bones

and if possible I want to add a small inventory window on the map screen to keep track of what upgrades and items you're carrying

>> No.3820394

>listing that and not colorfulhell

>> No.3820395


>> No.3820398

>Having tthis little sense of humour
wew lad

>> No.3820401

I don't get it?

>> No.3820412
File: 2.85 MB, 1920x1080, 1487027477809.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3820419


>> No.3820421


>> No.3820425

I'm just memeing you. But seriously though, get dat shit done son it looks good.

>> No.3820429 [DELETED] 


>> No.3820430

That's for heretic though, and it has gameplay changes. This mod I'm thinking of was for Heretic was was purely cosmetic.

>> No.3820436

For hexen, I mean. The mod you said is for hexen.

>> No.3820438

TBh it was the only heretic mod name I could think of

>> No.3820443

>it's not even for heretic.
I suck, haha.

>> No.3820448

I can't blame you, this particular mod I'm thinking is incredibly fucking obscure I think. It took me ages to find it, and I promised to fucking always have it saved somewhere just in case.
And now I can't find it on any of my computers or hard drives, or anywhere on the internet.

>> No.3820451
File: 12 KB, 1450x92, doom stroke.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3820452

What if it only existed in your mind, anon?

>> No.3820454



>> No.3820473
File: 313 KB, 1366x768, 2017-02-24_18-47-18.png [View same] [iqdb] [saucenao] [google] [report]

what went so right bros?
i still cant get the black bars to go away

>> No.3820494

Are you just using OBS for that or another software? Your webms always come out great.

>> No.3820501

Dxtory to record and then webm for retards to process it. I need to update Dxtory because it doesn't like to record the latest version of GZdoom, so I have to use an older one while recording

>> No.3820508

Yeah. It's not very good.
I tried to rebalance maps 04 and 06, hopefully they aren't as trashy as before. Dunno if /idgames file has gotten updated yet.

Still, happy that some people find fun in it.
Although I feel that I just got worse in mapping over time...

>> No.3820512

Where exactly? I know you could get stuck in early 01 and 04 ( patched already ).

>> No.3820513

well you said felt was the last map you did and that was the best one i played

>> No.3820519

It was first.
05 -> 02 -> 09 -> 04 -> 01 -> 03 -> 08 -> 06 -> 10 -> 11 -> 07

>> No.3820521
File: 36 KB, 194x225, a0q9C9U.png [View same] [iqdb] [saucenao] [google] [report]

well 7 was fun too
i just think you need to work on your ammo balance

>> No.3820532

aspect=true in dosbox.conf you fucker

>> No.3820539

Sauce >>>/v/368472527 for those who've got that Friday feeling.

>> No.3820557
File: 1.06 MB, 1364x768, aspect .webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3820558

oh yeah

(Screw me)

>> No.3820620

>gay porn tab


>> No.3820624
File: 132 KB, 838x297, 324527.png [View same] [iqdb] [saucenao] [google] [report]

>gay sex with hats on
After all these years it's still amusing

>> No.3820641

>COD Fanclub
To me, that's the most striking part

>> No.3820647

I mean, he already has gay tabs open. There's no need to be redundant.

>> No.3820648


>> No.3820649

So, couple of Duke3D questions if I may. Some of them stupid, some of them even more stupid.

1) Has anyone tried to recreate the old LameDuke assets like levels, weapons, and enemies (fixing them in the process of course) using EDuke and/or BUILD? I would be interesting to see if anybody actually manged to give them some cohesivness or whatever.

2) Do I just create a foldier for different music and maps? The Eduke installation I have only has a sample foldier, and I don't want to risk it.

3) Any fan-made TCs actually worth seeking out or should I stick with the ones on the Megaton edition?

>> No.3820650

Nali weapons 3-

I mean, Overian Russkill

>> No.3820656

>That bladed Translocator

>> No.3820659


>> No.3820663

>level 5 nuke launcher
PillowBlaster ain't got shit

>> No.3820672 [SPOILER] 
File: 78 KB, 640x447, 1487986527235.jpg [View same] [iqdb] [saucenao] [google] [report]

Does the Dissolution of Eternity dragon have a qt grill form?

>> No.3820729

>two weeks later finally back to watching the modelling masterclass videos
i can't wait to get my stupid head diagnosed and medicated, maybe work on a mod for once

>> No.3820757
File: 32 KB, 480x482, 1486770780372.jpg [View same] [iqdb] [saucenao] [google] [report]

>have a folder with every single cacoward entry at my fingertips

>have this other folder full of gameplay wads

>cant decide what to play

I already beat BTSX and the Syche 1&2

>> No.3820758

I agree Erotic Mom is pretty mediocre but please don't link to that shithole ever again

>> No.3820759
File: 5 KB, 130x150, i don't like your guts.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3820795

>/v/ thoughts on brutal doom

I dont know whats more sickening, you having it opened. Or me knowing that thread exists right now/me having went on /v/

>> No.3820823

Let's face it, more people browse /v/ than they'd like to admit, and there are plenty of other boards just as bad if not worse

>> No.3820834
File: 13 KB, 353x459, 1480678911049.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno I like that idea.

>> No.3820848
File: 94 KB, 520x1045, lame trooper.png [View same] [iqdb] [saucenao] [google] [report]

1.) There have been a few fan-made efforts here and there. Pic related.

2.) Sample folder is for example autoload stuff I think. Most big eDuke32 mods use a folder and come with a .bat file to start everything off all nice-like. Most mods for the original game consist of a .GRP file and one or more .CON files, you can have those where-ever.

>> No.3820849

In the manga, and maybe in the anime as well, it was explained that the transformation magic converts your essence between forms so Tohru is cute as a dragon as well.

I don't think anything in Quake is cute, not even among their own kind.

Maybe like a fucked up Quake 3 Major with weird eyes?

>> No.3820852

I don't think anything in quake is supposed to be cute in the context of the game, anon.

>> No.3820854


>> No.3820859

having so much as quickly glanced over the uncharted 4 and doom 4 threads in there, I can safely assure you I don't intend on ever heading to that manhole of garbage ever again.

>> No.3820938
File: 227 KB, 300x300, Xr3bm.gif [View same] [iqdb] [saucenao] [google] [report]

I think Final Doomer's PlutGuy Machine Gun might be my favorite in a Doom mod. Feels good, Looks great.

>> No.3820949
File: 971 KB, 1024x1024, reptile.png [View same] [iqdb] [saucenao] [google] [report]

Give it to me straight.

You know the question.

>> No.3820951

it's cancer

it's terminal

>> No.3820952

Yes, and it's a girl.

>> No.3820953


No, sorry, they were out of burgers.

>> No.3820954

Only after dinner and a movie.

>> No.3820956

I think so, Brain, but where are we going to find a telescope and chewing gum?

>> No.3820957


the skeleton was phone, obviously.

>> No.3820958

Your dick is far too thin to gain any pleasure from 3D printing a fleshlight in that shape.

>> No.3820963

No, not without copious amounts of booze.

>> No.3820970

The two lower jaws is a pretty nifty idea

>> No.3820972
File: 169 KB, 1080x1398, harkness.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3820979

Looks like a pass.

>> No.3821017
File: 123 KB, 506x398, very well.png [View same] [iqdb] [saucenao] [google] [report]

So which mod is the creature for anyway?

>> No.3821026

yea its pretty bad but its the only place i can talk about retro x-com

>> No.3821060

When's GMOTA and Space Pirate

>> No.3821064

Whenever Gmota_gay finishes it
>Space Pirate
neber ebur :^)
Seriously though, Marty cancelled it.

>> No.3821087

>level 5 nuke

Aint got nothing on Oversurrector + Ultimaprotos. That fucking thing engulfs the entire level a literal star that goes supernova.

>> No.3821103


Also the trailer for Nali Weapons 3 is fucking metal as hell.

>> No.3821104
File: 1.33 MB, 1543x2719, CQ2t1Ib.jpg [View same] [iqdb] [saucenao] [google] [report]

Can I get the most recent version of this chart? I need some killer WADS and mods.

>> No.3821109
File: 81 KB, 639x501, Neonomicon2.jpg [View same] [iqdb] [saucenao] [google] [report]

For some reason I'm reminded of that fishman from Alan Moore's Neonomicon.

Anyway.... I'd probably say yes to the fishman, but no to the reptilian (I don't want salmonella).

>> No.3821117

Look at the OP.

>> No.3821120


Browse the subforums of this. Tons of neat stuff around here. Also watch the ModDB pages for Doom 1, Doom 2 and Brutal Doom. The addons and mods sections for those contain good stuff often.

>> No.3821127

So Marty doesn't want the Mordeth Award?

>> No.3821140

Man, looking at this old version, and then looking at the current version makes me realise how bloated the current one is.

>> No.3821141

What's the best mod for making Doom into an RPG?

>> No.3821142

I want more good horror/survival horror mod reccs desu.

>> No.3821143


>> No.3821146

Thanks guys.

>> No.3821150

Still? Okay, thanks. I last played some unholy DoomRPG+RL combination like over a year ago and while fun it was a bit of an unwieldly mess.

>> No.3821151

When did he start working on it?

>> No.3821162

How do you make it so that weapon pickups stay in zandronum/doomseeker?

>> No.3821176

Turn on weaponstay

Doesn't work if the mod uses randomizers

>> No.3821180

>Doesn't work if the mod uses randomizers
lame. So i'm fucked with Complex?

>> No.3821184


Hope you like shotguns and rifles because that's what you're stuck with most times

>> No.3821185

Doom, be honest. Do you quicksave/save scum?

>> No.3821186
File: 1.57 MB, 2000x1600, 1471053907025.png [View same] [iqdb] [saucenao] [google] [report]

>I don't think anything in Quake is cute, not even among their own kind.
That's pretty rude, dude.

>> No.3821187

Personally I don't see the reason for it.

Even with HD I prefer doing a whole level in a single sitting.
Doom levels aren't generally THAT long where I need to even save most times.
It's not hard to get back to where I was

And for really long levels?
Just a save or two at most, not quick save.

>> No.3821189

what did /doom/ think of winter's fury? I still have yet to try it

>> No.3821190

You didn't QS towards the end of Ancient Aliens?

Going down I didn't quick save at all, because mouldy was just that amazing at level design you didn't need to, while retaining the difficulty.

>> No.3821193

Can doom implement object occlusion for open world style maps?

>> No.3821196

I'm trying to lighten up on it, but I still fall back to it every now and again.

>> No.3821202

Yes. A lot.

Though I actually go a step farther and have this in my gzdoom.ini:

>> No.3821203

idk, when it comes to suggesting mods/maps, the more the merrier imo

>> No.3821204


I rarely do.
I've gotten a lot of flak for it when I stream, which I can understand since playing through an area and dying at the end probably annoys people when I have to play through it again.

>> No.3821205
File: 498 KB, 1040x843, 4543-columbo-sitting-with-cigar.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3821208
File: 246 KB, 398x470, 1486185020554.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3821230

I tend to only quicksave if I'm playing an unfamiliar map and obtain a key, or if a map drags on for at least 15 minutes.

>> No.3821245

15 minutes seems a bit early. I tend to avoid quicksaves until at least 30 mins.

>> No.3821248

Would be kinda cool if there was a tricks and traps styled map where the doors are portals

>> No.3821260
File: 528 KB, 1280x720, milliseconds before getting eaten by what I thought was the shadow of a spectre and not the actual spectre.png [View same] [iqdb] [saucenao] [google] [report]

So it turns out my laptop just really really can't handle recording webms unless it's with the W10 recorder.

Anyways, possessed humans now no longer shoot if they think they're going to hit one of their allies, but you can still lead them into friendly fire and they can still miss and start infighting. While this does make them overall less aggressive it makes them more effective as well, since you can no longer just peek around a corner at a group of zombiemen and have them proceed to kill each other to the last man, However now they'll also be triggered to fire by the deaths of their comrades (~20-25% chance to send signal depending on actor * ~37% chance to actually fire) meaning that they're a bit more responsive to the situation around them. I might also implement something like this for other monsters as well.

Next thing to change will probably be some BFG tweaks to ensure that it's dishing out the right amount of fear, and to make it a bit easier to use for its current role (room clearer/panic button, since the Pulse Rifle is now far more efficient at single target damage assuming you can dodge). Then I'll probably polish it a bit more and make sure the manual is good for the Sunday afternoon-ish beta, which is happening unless I get forced to waste my Sunday.

>> No.3821261

Learn anatomy, m8. That's about it. Don't get hung up on details til you have the broad strokes down.

>> No.3821262

wtf is this

>> No.3821263

It's pretty "cool"

>> No.3821271
File: 108 KB, 441x169, 1441133437066.png [View same] [iqdb] [saucenao] [google] [report]

Alan Moore (a strange but creative person), writes an, at parts vaguely more sexualized/eroticized interpretation of one of H.P Lovecraft's stories (an even stranger creative person).

I think there was something about spite or contract obligation, so he decided to write it in a more tasteless and sleazy manner.
I'm almost certainly wrong in the details here so someone who knows is free to correct me, but it's what keeps coming to me in my head.

>> No.3821274

Is the BFG going to use it's own ammo source, or is it gonna share it with the Pulse Rifle?

>> No.3821283

They share cells right now. Whether it stays that way is up for debate after the tweaks.

Also I should mention that I'll be asleep for like 8 hours but to anyone else you can totally reply and I'll get back to you when I'm up

>> No.3821317
File: 1.06 MB, 395x245, tumblr_inline_nae6icMtH91sik9h9[1].gif [View same] [iqdb] [saucenao] [google] [report]

I'm playing through it now, parallel pitchfork start on Lightly Broiled and carryover on Well Done. Just about every single aspect of Blood is top notch, to the point that it's almost mindblowing how much they got right.

Design-wise, the immense difficulty curve is countered by the sheer amount of choice available to the player. Not only are there a huge amount of weapons, each with their own alt-fire, but they each fill their own roles in a way that they're more or less equally effective, allowing the player to interpret each encounter in a multitude of ways. Fights are quick, flashy, and hard won. The levels are intricate, but have a solid flow and visual style that makes the player feel like they're exploring a complex area without making them lost (usually).

Technologically, it pushes the Build engine to make everything from great setpiece moments to wonderfully subtle sound cues and visual changes, making the levels look and feel alive. The carnival games in Episode 1, the floating and breaking glaciers and ice in Episode 2 (not to mention the subtlety of The Haunting), the bombing runs and demolitions of Episode 3, and all of the ways that enemies can be blown apart, lit on fire, and have their heads kicked around.

Audio-visually, the weapons are deeply satisfying to use, the enemies are memorable in sight and sound, and the palette of colors and textures makes the gothic world immersive and believable. Not to mention the soundtrack and the excellently understated voice of Caleb.

It takes the fundamentals of Doom -- an extremely varied bestiary, a toolbox of satisfying weaponry, complex but well-flowing level design, and excellent visual and sound design -- and puts them into an overdriven Build engine to make one of the most exciting feeling shooters in history.

It's a goddamn shame that the lack of 3D graphics made everyone overlook it for Quake. It really is an incredible game.

>> No.3821326

So I took a look at some of the Joel winner wads, and don't take this the wrong way, but some of them are trash. I having nothing against new mappers, I am one myself, but I mean some of them are just really basic. I don't want to quote any specific wad, but one of them has 2 levels, the first is a series of corridors with some basic enemies slapped in, and the second one is a room with mancubuses, a plasma rifle, and a level end switch. Did Joel make them win just because he feels bad for them? There were so many vanilla levels, that still managed to be really complex and well designed that didn't make it.

>> No.3821329

The problem with recommending too much is that it can lead to it becoming less "here are some great wads that standout" to becoming more "here is everything that was in my doom folder"

I somewhat get that feeling from the amount of gameplay mods that are in the pic now.

>> No.3821331


>> No.3821332

Just dropping this here:
www filedropper com/oba10goddamnnutsopenassaultsmalltough

Its a nonstop action 32-level mapset for Doom 2, generated with oblige. Small open maps, tons of monsters, tons of health, tons of ammo, no secrets, no switches, no puzzles. Just pure carnage.

Just finished playing it now and had a ton of fun with JohnnyDoom. Sharing it here temporarily incase anyone wants to enjoy this too.

>> No.3821346

IMO it only feels that way for multiplayer gameplay, and that's partially because there aren't any multiplayer gameplay mods anymore.
There's always a big amount of quality normal gameplay mods, but multiplayer gameplay...pretty much nonexistent now.

>> No.3821371

Not once for AA, no.
The levels aren't so long that I would mind doing a full run if I die.
Not that I didn't have to do a few levels more than a handful of times, but still it felt better actually clearing the level.

Then doing it a second time to make sure it wasn't a fluke

>> No.3821442
File: 801 KB, 900x720, 1484143060265.png [View same] [iqdb] [saucenao] [google] [report]

>tfw hellsmith1 got busted

>> No.3821463
File: 12 KB, 236x236, 397540e54ad9991f6428125bfb73a1ab.jpg [View same] [iqdb] [saucenao] [google] [report]

>www filedropper com/oba10goddamnnutsopenassaultsmalltough

link is dead?
Can anyone reupload?


>> No.3821479

Fill in the gaps you donut

>> No.3821490

BFG better share cells with plasma since most map makers rely on that fact in balancing.

BFG also should incite ungodly fear into any lesser being, and the only thing that could hold them from running for their lives upon BFG activation should be presence of Boss monster.

>> No.3821492

RO2 when

i honestly just want to see a dick size competition for mods like this, who can make the most ridiculous and op weapons ever?

>> No.3821494

What if you had the pick ups give out ammo for the Pulse Rifle and the BFG, or have the game spawn 2 different pick ups for each on each ammo pickup?

>> No.3821501

Its universally accepted that blood is the best buid game; which is why everyone was upset when the sauce dissapeared

>> No.3821528

who? for what?

>> No.3821542

Guy with a mental condition lied about something, got called out on it, apologised, threads got split and locked, everyone forgot about it 5 minutes later. Nothing to see there.

>> No.3821547


>> No.3821573

New thread.


>> No.3821585

Only on page 6 what are you doing

>> No.3821591

if memory serves, he probably doesn't want to stay up another two hours.

>> No.3821607
File: 1.43 MB, 2000x2000, i dunno dude.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm getting sleepy. Sorry.

>> No.3822065

i kinda prefered duke desu. Less hitscanners, and having a smooth source-port, i think. I'm not completely sure why

>> No.3823158

Haven't been here in years, amazed to see everything still humming along. Good work guys.

I've tried to boot a couple of pk3s with gz doom and just get errors, for instance GMOTA gives me this: "Script error, "GMOTA_V0.9.9.pk3:actors/lordblaz/zarach.txt" line 2727:
State SUPERlightningstrike2.12 links to a state with incompatible restrictions."

What am I doing wrong again?

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