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3927935 No.3927935 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3922606

Informal bread baked. Added my own personal mod here for gzdoom (runs on Plutonia), its nothing fancy and its just something I play personally, no new maps. It can be a challenge but at least the difficulty is more organic, its just another way that the UAC and demon invasion could have turned out.

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: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent








>> No.3927952

first for fuck everyone

>> No.3927972
File: 156 KB, 640x360, go to hell.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3927973

Succ CAccc

>> No.3927992

OP is pretty gay, so here's a (poorly)updated version of the news. Sorry if it's shit.

-Second phase of map submissions closed

-Mapping deadline currently ends on the 17th of April

=== NEWS ===

Lithium 1.4 released.

New gdxBlood video

Anon's Dungeon Crawler mod. 3 Maps.

[4-12] ZDoom.org has had a complete redesign

[4-12] Omni Shields: consumable invulnerability inventory items

[4-8] Linguica's Antrywey released; a strictly vanilla map created with savegame trickery

[4-8] MetaDoom v3.666 released; pistol ammo cvar and some rebalancing

[4-5] Kinsie's Consolation Prize project now covers Doom 64 Retribution; MetaDoom also to make use of it in v3.64

[4-1] DooW released
https://www.youtube.com/watch?v=HfumR3EMUlw [Embed]

[4-1] April Fools: BTSX Episode 3 beta

[3-31] Doom 64 Retribution released; a port of D64 to GZDoom that isn't dogshit

[3-31] Quake Champions beta to begin on April 6th

[3-30] Intermission E2M1 released
https://www.youtube.com/watch?v=E5XaOCWRZXw [Embed]



=== PROTIP ===

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

>> No.3927995

it's really cool that the op literally just wanted to shill his mod and didn't care about news


new intermission

>> No.3927997


In addition to this, there's a new Evolution of the WAD

>> No.3928032

I started playing Quake 3 with bots and I think it's a fun game.

>> No.3928060
File: 1.77 MB, 1920x1080, Screenshot_Doom_20170416_220605.png [View same] [iqdb] [saucenao] [google] [report]

Oh my

>> No.3928075

ooooooo, what mod?

>> No.3928076

Lithium and its Shut Up And Bleed monster conversion mini-mod, mixed with the Consolation Prize version of Doom 64: Retribution.

>> No.3928078

Looks like a durla agony elemental, at least.

>> No.3928081
File: 739 KB, 1291x775, Screenshot from 2017-04-16 23-34-28.png [View same] [iqdb] [saucenao] [google] [report]

Making a "siege" map. There will be a raging fight between two factions of monsters when you enter the map, and it's implied you're disguised as the besiegers.

>> No.3928089

QUAKE IS _______

>> No.3928092

Fund it. Sounds like it would combo well with MOP

Taking a page from C&C (tib sun's cyborg commando has a weapon listed as a BFG in it's config file), The cyberdemon commando is equipped with a BFG, Flamethrower, Obelisk, and a Gau Rocket Launcher. FUCK.

>> No.3928093


>> No.3928095


>> No.3928101


>> No.3928105

It's a medieval style partial conversion though. It's in the News post.

>> No.3928106

Which link in >>3927992 or >>3927935 allows me to download GZDoom with all the base game wads for Doom 1, 2, Final, Heretic etc.?

>> No.3928114
File: 2.74 MB, 2997x2000, why am I losing health.gif [View same] [iqdb] [saucenao] [google] [report]

no. Fuck you.

>> No.3928123

oh it's rekkr

>> No.3928126


>> No.3928127


GZDoom is now GPL compatible.
That was fast. Much faster than expected, actually, especially since last I checked FMOD was causing a lot of annoyances.

>> No.3928128


>> No.3928129

mandatory chainbox skygunners when

>> No.3928131

rekkr is a tc
and isnt in the news post

>> No.3928132
File: 550 KB, 1292x745, Screenshot from 2017-04-17 00-06-37.png [View same] [iqdb] [saucenao] [google] [report]

Rekkr isn't in the News post, and Rekkr doesn't use vanilla textures. It's the Dungeon Crawler mod, or Malum.

>> No.3928134

Where can I download GZDoom with all the games pre-bundled?

>> No.3928138
File: 258 KB, 450x293, mancubus.dem0n has stopped responding.png [View same] [iqdb] [saucenao] [google] [report]

Oh, this is the one you've been talking about and I tested. Color me potato.

>> No.3928148
File: 28 KB, 414x355, 12802914_1233798863315009_7181935550242566181_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks a bunch

>> No.3928152

can't wait for ECWolf update

>> No.3928159

What update? Doesn't seem like there's been much going on with the development.

>> No.3928171

ooh ive been waiting for this, though i was hopeing it was gonna be more about a mapper like Romero or such after doing Sandy first

>> No.3928172

News guy here, will be back in two or so days to unfuck everything

>> No.3928210

Were the classic Serious Sam games free on Steam at some point or did I hallucinate it?

>> No.3928240

no, but if you did buy the first and second encounter you also get the classic revolutions version as well or the other way around

>> No.3928245

There is also that unity thing that is supposed to combine TFE + TSE HD and BFE together. So I guess that makes SS2 the redheaded stepchild.

>> No.3928246

Wait, HD Fusion is meant to be on Unity? Damn, I never realized.

>> No.3928248

Oh wait it was called Fusion


>> No.3928252

Don't worry Anon, once SS4 is done, they're going to do a Reboot of Serious Sam 2.
I say Reboot since they're going to heavily modify it to be more to their current standards, rather than just making a HD version like they did for First Encounter and Second Encounter.

>> No.3928258
File: 315 KB, 1280x720, 17-04-2017-02.28.53.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did no one tell me there a hor+ unstretched source port of Quake 3? I've been looking for something like this for ages.

>> No.3928267

>reboot of serious sam 2
Hey that's pretty cool can't for that as well

>> No.3928268


>> No.3928272

What do you guys think of ZDoom train ride maps? I always thought they were cool.

Also I guess any sort of huge moving vehicle works too.

>> No.3928274

I want a train map like the one in Shadows of the Empire

>> No.3928276


Painfully linear, but linear isn't always bad. Sometimes it's nice to change the pace.

>> No.3928279
File: 48 KB, 640x480, 26400-star-wars-shadows-of-the-empire-nintendo-64-screenshot-junkyard.jpg [View same] [iqdb] [saucenao] [google] [report]

Ladies and Gentlemen, behold! The first time in recorded human history that anyone has said anything nice about this shitheap of an autoscroller!

>> No.3928280

I liked the junkyard aesthetic

>> No.3928282

I remember there was a map in this levelset that was played in Zandronum all the time, I think it was called DBZone or something?

But like the gimmick was the map was a SHITLOAD of different trains you would jump between instead of just one. You'd hide behind crates on one train while shooting at zombies on another.

>> No.3928287

Can someone recommend me a good fantasy/medieval themed ZDoom game? Something like Inquisitor 3, or a Hexen mod perhaps (maps + story + features greatly apreciated)

>> No.3928292

I can recommend some hexen mods - they all have maps included:

a Morte
Wrath of Chronos
Scourge of Viscerus
Shadows of Chronos

>> No.3928294

Random development notes on anom prop;
A revenant was to steal your car at the end of the map; possibly leading into a car chase scene map ala Blood Train, but that was canned for obvious reasons.

This should be finished up soon I think.

>> No.3928295

>A revenant was to steal your car at the end of the map; possibly leading into a car chase scene map ala Blood Train

This sounds hilarious

>> No.3928297

do you plan on making it actually standalone, rather than needing to piggyback off the base of a now-unrelated project

>> No.3928298


>> No.3928302

I'd love to see this happen in something else. This sounds incredible.

>> No.3928330

There was going to be a garage or parking lot of sorts, but I couldn't figure how to factor it all in.

Now that the map geometry has shifted, this may be feasible.

>> No.3928338

Thanks, will check them out!

>> No.3928390
File: 19 KB, 81x81, kick.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3928398
File: 18 KB, 81x81, spriteA1.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3928403
File: 25 KB, 160x60, Player2.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3928407
File: 16 KB, 197x374, doomguy_edge.png [View same] [iqdb] [saucenao] [google] [report]

stop that

>> No.3928409
File: 19 KB, 75x75, 1365923033229.gif [View same] [iqdb] [saucenao] [google] [report]

Stop what

>> No.3928417

Sorry, I was just showing some enemy renders for the MSX addon.

>> No.3928467

I thought we were posting Doom gifs from late 90s Doom websites

>> No.3928470
File: 11 KB, 68x70, 4332.gif [View same] [iqdb] [saucenao] [google] [report]

He means to stop something that i am not sure what is.

>> No.3928471
File: 40 KB, 79x80, 1407523440490.gif [View same] [iqdb] [saucenao] [google] [report]

two can play at this game

>> No.3928478
File: 60 KB, 225x225, YOU_SPIN_ME_AROUND.jpg [View same] [iqdb] [saucenao] [google] [report]

Ikr, but certainly if i go post my arsenal of spinning gifs you will have an overdose attack of motion sickness.

>> No.3928486

It's a good trick

>> No.3928491
File: 132 KB, 104x104, 1492144635621.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3928494
File: 14 KB, 149x108, BoomBlamKapow.gif [View same] [iqdb] [saucenao] [google] [report]

gif it like its 1999!

>> No.3928498
File: 22 KB, 500x59, Rocket.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3928502

that one should be fine with additive blending

>> No.3928507
File: 4 KB, 47x68, BurnBabyBurn.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3928509
File: 37 KB, 128x70, animated-fire-image-0415.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3928513
File: 63 KB, 384x300, doom01.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3928516

Were FMVs from 3DO Doom ever leaked? I'm pretty sure they at least made some videos before it was scrapped.

>> No.3928534

>Consolation Prize version of Doom 64: Retribution.

Oh shit. This means I can play Doom 64 with Doom assets right? Shieet. Maybe I should finish Doom 64 then.

>> No.3928540

It's rearranged in a way in that you may use gameplay mods and such just fine.

>> No.3928560

You can do that by loading D64:R before sound mod and Smooth Doom. Not ideal, but does its job.

>> No.3928618

I can't see this and not think of duane

>> No.3928657

So I have a stupid project in mind, but, before I do it (or, start it, piss around, fuck off, never finish it) has anyone created Overwatch characters in the Doom engine? Primarily intend it for single player, but, multi would obviously be interesting too.

Think some of them would make the jump to 2d pretty well.

>> No.3928662
File: 278 KB, 868x896, JustCacoThings3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3928668


>> No.3928675

How do server lists work in Quakeworld/Quake? It seems everyone has their own master server or even worse a plain server list and there's nothing that encompasses everything. Why's there not a single master server? I thought Carmack had this envisioned. Maybe I don't understand something?

>> No.3928676
File: 86 KB, 630x611, 1491083762786.jpg [View same] [iqdb] [saucenao] [google] [report]

Is that someone from here? I'd be interested in working with and contributing to his efforts if he intends on doing more.

And am I the only one who wants Doomguy to have his own "Nerf this, motherfucker" in excessive Brutal Dumb style as he detonates the mech? Just me? Okay then.

>> No.3928680

>Shut Up And Bleed monster conversion

>> No.3928704
File: 1.41 MB, 478x218, 1412429868357.gif [View same] [iqdb] [saucenao] [google] [report]

>nerf this, motherfucker

>> No.3928751

Hey Kinsie, if you're here: how will you be able to add the Trites from Doom 3 to MetaDoom?
Do they even have sprites?

>> No.3928756
File: 20 KB, 68x68, quad.gif [View same] [iqdb] [saucenao] [google] [report]

There are sprites for them out there, and I have ideas re: their behaviour and how to implement it. I just have to get around to it.

In the meantime: frend skul

>> No.3928759

>It's the D4 rev inside a sphere

Looks cool, i also thought if it would be fine if a new variant for Pinky (Maybe Belphegor if that's his name) would be able to strafe, similar to how Z Sec and Cybie try to avoid attacks.
Also, the name "Impling" hasn't been taken yet: maybe that could be the Imp from Doom 3.

>> No.3928767

man, the doom 4 revenant case really is a shame

such a cool ass art and sound design, and it barely does a scratch, IF the rockets hit at all, and the jetpack is pretty useless

at least you can melee bait it

>> No.3928771

They should have kept the homing rockets

>> No.3928785

these are really really cool
I hope they dont burn out on doing them cause Im loving this shit

>> No.3928809

There's also a new episode of 40oz's podcast thing.

>> No.3928818

wew didnt know this existed

>> No.3928832

Speaking of podcasts, what do you guys play/do while listening to them? I find it really comfy to listen while watching a muted UV max run of anything

>> No.3928836

Make maps.

>> No.3928838

>imp lying I wouldn't record, and use both

>> No.3928842 [DELETED] 

>install gzdoom
>player setup

not even the 90s are safe of today's stupidity anymore

>> No.3928848

i can't listen to a podcast of 5 dudes each using a different brand of cheap webcam mic over a 30kbps skype call.

make your shit listenable.

>> No.3928851

That sounds reasonable - isn't other the "it" gender? So if you're a robot or a demon or something.

>> No.3928852

it sounds fine though

>> No.3928853

Okay, I could accept "other" as a grouping of "none" and "both". It still sounds weird as "other".

>> No.3928856

This has been in ZDoom since the Player Setup menu existed. It was basically a genericised version of the "Cyborg" option that was patched into Quake 2 post-release.

Yup. The "gender" option by default just changes obit pronouns. Mods can also define different player sounds for different genders, but nobody does that. I've been thinking of playing around with that, but I can't change the HUD face to match without Gross Hacks as things stand, so I'm gonna see if ZScript HUDs let me Do It Right.

>> No.3928862 [DELETED] 

That's because you've been dealing with retarded Otherkin.

Unlike Captain Foot Fetish

>> No.3928872

it sounds like shrill insanely compressed garbage.

use fucking discord instead of google hangouts or whatever they're using and you've already improved the audio tenfold.

>> No.3928887

If you're talking about Intermission, we already use a Discord room, and I believe the voice quality or whatever is turned up to max.

A lot of the problem is that a good chunk of the people guesting on it have crappy microphones, usually from cheap headsets or just built into their laptops or whatever. There's really only one way to solve that, and we don't do the podcast regularly enough to justify Internet Panhandling™.

>> No.3928894
File: 81 KB, 560x800, P_orbb.jpg [View same] [iqdb] [saucenao] [google] [report]

That hurts you so much, doesn't it~?

>> No.3928896

Idk, compared to what doom radio used to sound like during where's all the data and program b in 2013/14 intermission sounds much better. If you want to hear real shrill compressed garbage listen to some of those and even back then still it was still perfectly understandable.

>> No.3928904

>There's no defense matrix

>> No.3928920

and it was so obvious, too.

>> No.3928923 [DELETED] 

Sorry you're such a special snowflake who gets triggered at the idea of robots and demons not having genders

>> No.3928946

>Mods can also define different player sounds for different genders, but nobody does that.
i believe hideous distructor does for its taunts

>> No.3928958 [DELETED] 

none and other is not the same, don't worry I won't argue with tards

>> No.3928975 [DELETED] 

>Z includes everything other than X or Y
>Clearly, a thing that doesn't fit into X or Y shouldn't be in Z!

>> No.3929042

Alright, I'm scrapping this idea because I don't know how it could be implemented properly. Going with a traditional level instead.

>> No.3929078
File: 808 B, 81x16, uac credits.png [View same] [iqdb] [saucenao] [google] [report]

Hey Kinsie, ever thought of using the UAC credits from Doom RPG?

>> No.3929083

I've considered adding them to the random treasure items. Not sure how I'd use them for gameplay, though - what random prop item would I replace with a vending machine etc. without ruining maps?

>> No.3929087

Backpack maybe?

>> No.3929092

>vending machine

You mean like something from Doom 3/4?

>> No.3929098
File: 54 KB, 906x566, REKKRl.png [View same] [iqdb] [saucenao] [google] [report]

REKKR soundtrack was uploaded to YT last night (thanks again, HexenMapper):
It's pleasant.

>> No.3929101

In case the vending machine stuff breaks the gameplay, just make them random treasure items with a certain number for the score.

>> No.3929103


>> No.3929104

Where can I download GZdoom?

>> No.3929112

Isn't it soon™?

>> No.3929127


>> No.3929147

What would we call a Duke Upstart Mapping Project? Doom already starts with a D.


Marathon could be MUMP but that sounds like a disease. How unfortunate.

>> No.3929150


DOuk Upstart Mapping Project

>> No.3929153

Nukem Upstart Mapping Project

>> No.3929162

This is good. Not sure why I didn't even try coming up with that.

>> No.3929179

40oz doesn't do any editing, and it shows

>> No.3929195



>> No.3929198

Just listened to an intermission for the first time and it was good to map to. So. That, probably.
Usually have forgotten weapons running on another screen

>> No.3929203


>> No.3929205


you idiot

>> No.3929210


>> No.3929213

Nigga this is one of the easiest fucking things to find.

>> No.3929285

Shit, what happened to LMGTFY?
>Mac interface

>> No.3929306
File: 739 KB, 1600x900, Screenshot_Doom_20170418_000421.png [View same] [iqdb] [saucenao] [google] [report]

new gzdoom builds make demonsteele crash randomly without error messages

>> No.3929312

Why does the game look like that?

Are those your own settings, or part of a mod?

>> No.3929314

>gay friendly "THATS IT!"
>not humiliating "was that so hard?..."

>> No.3929318

dark light sector mode, low ambient occlusion setting and a quality map from joymaps3.wad

>> No.3929320

>without error messages

>> No.3929326

well, no usual "GZDoom has crashed, blabla report yaddayadda" or even basic "not responding", just instant crash to desktop

>> No.3929329

yeah, which basically means there's no indication of what to track down

>> No.3929335

>use Quake Injector for the first time
>try to install Arcane Dimensions with it
>Error: Couldn't open file! Tag mismatch! after reaching about 5% during installation

What am I doing wrong here?

>> No.3929340

Okay, I've downloaded GZDoom.

Where can I download Doom 1, 2, Final, Hexen etc. from?

>> No.3929343


>> No.3929346

There was a package of a bunch of wads that I downloaded a year ago. Do you know where I can find it?

>> No.3929347


I'm just not feeling up to being sarcastic today, so here.

>> No.3929380
File: 5 KB, 61x61, combyrun.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3929384

Using Quake Injector. Download the AD zip file and read the readme.

>> No.3929397

How does nQuake work?
For Quakespasm I needed to copy game files (hipnotic, id1, qw, rogue) into a folder.
nQuake works for some reason without doing so.
Am I playing demo files on it without knowing?
Or did it found files somehow?
I doubt it works without them.

>> No.3929402

What about the FOV? Is a Demonsteele thing?

>> No.3929406

IRC, there was a modern map editor in the works for Duke. Is this correct?

>> No.3929419


>> No.3929431

The deadline for QUMP was extended to April 30

>> No.3929434

No, looks like that anon is just a fish.

>> No.3929462

How would one delibrately trigger a HOM effect with GZD/B? It otherwise just seems to do the parallax texture, skybox, or line horizons

>> No.3929478
File: 512 KB, 1444x1121, 1313736502186.png [View same] [iqdb] [saucenao] [google] [report]

>Mfw Brutal Doom is such a poorly coded mess it doesn't even work on the latest builds of GzDoom.
>Have to download a fan made patch just to run it.

>Sgt mark BTFO

>> No.3929483


>> No.3929486

i don't understand your meme.

>> No.3929504

l 0 l
l o l

>> No.3929520

Quakespasm or darkplaces?

>> No.3929528
File: 5 KB, 122x122, gunbot.jpg [View same] [iqdb] [saucenao] [google] [report]

I think this dude from Gunman Chronicles will work well for a mech sprite sheet.

Mark had used "0.l" instead of "0.1" in several places in his code which caused issues for a long time.

>> No.3929530


>> No.3929534


>> No.3929542

If you want to try something new I suggest Mark V, just because it has more options. http://quakeone.com/markv/

>> No.3929563

WTF how do you even make that mistake

>> No.3929567
File: 3.08 MB, 1920x1200, Screenshot_Doom_20160824_201724.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone recommend a good megawad to play with Lithium?
I remember having lots of fun with cchest4 + DoomRPG + DRLA and want to have similar fun

>> No.3929574
File: 1.87 MB, 187x155, 1419870878392.gif [View same] [iqdb] [saucenao] [google] [report]

OH, that's actually really fucking clever.

>> No.3929575

Alien Vendetta is alright until you end up basically indestructible

But that's not much of an issue to you if you like DRLA to be honest

>> No.3929590


>> No.3929594

Complete fucking noob here. My only PC fps experience is with Cube 2: Sauerbraten, which is apparently similar to Quake. My problem is that I can't (quickly) aim worth a shit, especially in multiplayer. Is this gonna be a problem for me in Doom?

>> No.3929595



>> No.3929597

Because Darkplaces looks like shit, acts like shit, breaks fucking everything and doesn't play nice with most custom maps, mods, demo files, other source ports, etc etc.

>> No.3929602

Fine' I'll spoonfeed you just this once.

Brutal Doom doesn't work on latest builds of Gzdoom because of a huge fucking coding error on Mark's part where he has

0.I which is basically 0. L instead of 0.1 which is what causes it to all fall apart.

>> No.3929605

or was it i? eh you get the point he put a letter instead of a number.

>> No.3929616

No, it won't. At least for the official levels, you should be able to get by just fine.

>> No.3929618

cool. thanks, anon

>> No.3929620

I don't think so at all. Sauerbraten is a personal favorite of mine and it sticks really close to old-school gameplay, so nice game to start with!

I think Doom is a lot easier to aim than Quake and especially Sauerbraten. With Quake, especially multi, everything is really fucking fast and you have an entire Z axis to worry about. Doom is different. There's still height and all that, but you don't have to worry about some bunny-hopping motherfuckers dropping from 3 stories to goomba stomp you with a grenade launcher.

Doom has more of a focus on dodging enemy fire and having overall spatial awareness than being pinpoint accurate, if that makes sense. The enemies are slower and the levels are bigger and autoaim is on by default. I think Doom, on average, is easier than Quake for sure.

Welcome to the retro fps community!

>> No.3929629

>I think Doom, on average, is easier than Quake
>for sure.
careful now

>> No.3929630

I might sound like a huge pussy here, but i'm on e4m4 of quake and i'm getting fucking scared.

>> No.3929635 [SPOILER] 
File: 731 KB, 1920x1080, 1492470288908.png [View same] [iqdb] [saucenao] [google] [report]

Don't be a pussyboy, the scariest part of E4M4 is Fiends in dark hallways and THIS MISALIGNED CEILING TEXTURE. OOOOOOOOOOOOO

>> No.3929637

If we're doing a direct comparison between Doom enemies and Quake enemies and Doom 1's campaign against Quake's campaign, Doom's going to be the easier game. The enemies are just slower and dumpier and only have one basic attack, either a weak hitscan or throw an easily-dodged projectile. You're not gonna find anything like the bumfuck blitzkrieg fiends or the lightning-throwing hoss Shamblers in Doom.

>> No.3929640

I meant, i'm getting scared at the game in general, e4m3 was the fucking worst

>> No.3929668
File: 503 KB, 1600x1200, quake__rangers_decent_into_darkness_by_helios437-d4xigbr.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you scared? Are you afraid? Do you wish you were back in the comforting depths of Mars, Phobos and/or Hell, surrounded by goofy-ass floating tomatoes and comfortably lit hallways of beeping computers and bright red skies, gibbing everything in sight with your trusty shotgun and BFG? Are you on the verge of pissing yourself every time you hear "gra-HUGH" and suddenly you're missing fifty fucking health?



>> No.3929689

o-ok then boss

>> No.3929704
File: 213 KB, 1440x900, Screenshot_Doom_20111116_152857.png [View same] [iqdb] [saucenao] [google] [report]

I remember this imp scared the shit out of me.

And Quake was always kinda fun. The quakeguy jump sounds are hilarious, the mechanics are great and weapons are awesome. A great shooter, but I didn't get the whole dark and gloomy atmosphere.
Maybe I'll give it a run with Darkplaces or something to get the idea.

>> No.3929707
File: 128 KB, 1500x600, sourceport of the devil.gif [View same] [iqdb] [saucenao] [google] [report]

>Maybe I'll give it a run with Darkplaces or something to get the idea.
Or just use Quakespasm like a normal person and appreciate the pixelly goodness. Dorkplaces manages to fuck everything up with how often it messes with level lighting and all the fancy modern graphical effects are completely out of place (and no, you can't make it look 100% like original Quake by disabling them- particles will still be fucked up, as are player physics and enemy AI).

>> No.3929710

Thanks for the recommendation.
Alien Vendetta is one of my favourites. I've played a lot of it with vanilla and then with complex doom.

I'm thinking something more recent. Maybe, Ancient Aliens? I do want some challenge.

>> No.3929726

Yes. Somebody complained about the new GZDoom Builder interface and so the guy immediately fled to make Duke Builder.

We thought it was a joke but no he's actually fucking making it.

Some of us consider driving him out of the Duke community in a few years to see if he'll make something else.

>> No.3929729

>Some of us
speak for yourself, senpai

>> No.3929737
File: 18 KB, 350x438, nitro.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll do it myself if I have to.

>> No.3929742

I've actually been thinking about making some kind of doom based board game thing on roll20 if anyone is interested in hearing my current concepts.

Mostly for feedback because I have no friends so i'll probably never be able to use it anyway.

It's obviously like DN&D in some aspects, it's mostly just a doom tabletop RPG.

Which is kind of ironic given Doom's whole hell concept came from the devs playing a DN&D game that ended with a portal to hell bursting open and overunning the game.

>> No.3929746

Go ahead.

>> No.3929760

then enjoy your inevitable ban for doing the most fucking stupid thing possible

>> No.3929765

>nice game to start with!
Thanks. I love it too.
>With Quake, especially multi, everything is really fucking fast
Yeah, I noticed...
>Doom has more of a focus on dodging enemy fire and having overall spatial awareness than being pinpoint accurate, if that makes sense.
I think so.
>Welcome to the retro fps community!
Thanks anon!

>> No.3929771

When is CHUMP happening?

>> No.3929781
File: 29 KB, 324x480, imp79.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, anon. Quakespasm it is, then
I'm ready to embrace pixels.

>> No.3929783
File: 126 KB, 1175x1034, QUMP.png [View same] [iqdb] [saucenao] [google] [report]

Most of us are finished, but we've had a few late arrivals, and in the end this project is about getting newcomers to build something they're proud of. We aren't accepting any new mappers at this stage, and I think it will be worth it extending ye olde deadline.

QUMP deadline pushed to April 30th, we are not accepting new mappers.
We do have a trailer though:

>> No.3929787
File: 143 KB, 1334x1334, 1492472802030.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing the first quake expansion in quakespasm
>no way to bind the laser gun to a different key
>its bound to fucking 9

>> No.3929794

In that case, make sure you make an autoexec.cfg text file in your \quake\id1 folder, and throw the following into it:

gl_texturemode gl_nearest
r_particles 2

The former makes sure you don't have texture filtering enabled (if you want, you can change it to gl_nearest_mipmap_linear for a software-mode-esque blurring of distance surfaces), the latter makes impact/blood/smoke particles into nice square pixels like OG Quake instead of ugly circles. You can also fuck with the various cl_bob* commands if you find the weapon bob distracting or ugly.

>We aren't accepting any new mappers at this stage, and I think it will be worth it extending ye olde deadline.
>tfw Quake isn't popular enough for there to ever be a QUMP II (a second QUMP, not a QUMP for Q2, that would be silly)

Open the console and type 'bind 9,' it should tell you it's bound to 'impulse x' where x is some number I forgot. Then just type
>bind (key) "impulse x"
to bind it to the key you want.

>> No.3929797

Is the particle's thing specific to Quakespasm? I don't mind the circles but I don't think I've heard of a gl port with square particles until now.

>> No.3929803

i had tried before but i had put 255 and not 225 which was the quad damage cheat so i figured there wasnt one

>> No.3929804

why does texture filtering exist
it looks horrible and this is coming from someone who started playing retro fps recently

>> No.3929805

I'm just waiting for the Thief Upstart Mapping Project. THUMP.

>> No.3929806

There probably will be a QUMP 2, we'll see how interest goes after the first one is done.

I've already started building another map...

>> No.3929808

exists for not retro games dingus

>> No.3929809

i don't give a fuck one way or the other

>> No.3929816

Not sure, QS is derived from Fitzquake so it's probably included in there. It's a GLQuake port that's meant to fix up the (many) bugs and look/behave like the original DOS Quake, so square particles are a thing.

Hey, back in the day it was the coolest thing.

I don't actually know why. Even after digging out an old CRT and playing GLQuake on it with a real Voodoo2, I realized that texture filtering has always looked like fucking muddy-ass garbage.

>tfw never made a map for the first one
>will probably play QUMP and lose all hope in own mapping ability anyway

>> No.3929823

Brutal Doom

>> No.3929825

>lol i'm so clever

>> No.3929829

but what if after someone complains about the texture finder in duke builder in a few years he next does a blood builder for that new blood port

>> No.3929831

Doesn't a Doom RPG already exist? I think I saw it mentioned in MetaDoom discussions.

>> No.3929834

ooooh that would be cool always wanted to learn how to map in thief

>> No.3929841

Don't you mean TUMP?

>> No.3929845
File: 4 KB, 324x308, derm.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck is your problem?

>> No.3929846


Is that an elemental vagina?

sorry to be lewd

>> No.3929854

THUMP is better.

>> No.3929861 [SPOILER] 
File: 892 KB, 1434x857, 1492478336107.png [View same] [iqdb] [saucenao] [google] [report]

You shouldn't be sorry

>> No.3929872

it's a weird mobile phone dungeon crawl thing, not an actual tabletop game

there is a Doom board game, but I don't think it's a proper RPG; I have no idea how it works

>> No.3929880
File: 199 KB, 1794x1674, 1489465426347.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3929923

yeah, right

>> No.3929924
File: 193 KB, 1000x750, gunman_ai03.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3929942

Duke Nukem & Dragons?

>> No.3929947

I wish this game would get ported to source, or at least patched to work on newer machines. Fucking... on Steam. Something.

>> No.3929950
File: 268 KB, 1920x1080, 1483561482799.jpg [View same] [iqdb] [saucenao] [google] [report]

Any cyberpunk wads?

Just watched GitS and got pumped up

>> No.3929954


Guncaster in DN3D?

>> No.3929974
File: 43 KB, 457x401, spooky.jpg [View same] [iqdb] [saucenao] [google] [report]

Was this ever finished? I can't remember.

>> No.3929986

Black Warrior?

>> No.3929998


It was done to test Zandro 3.0 for something called "Workshop Weekend", and it successfully tested and broke 3.0. So technically yes.

>> No.3930002


>> No.3930003 [SPOILER] 
File: 21 KB, 189x189, 1492482697263.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3930019

So was never released? dang.

>> No.3930037
File: 900 KB, 1366x768, Screenshot_2017-04-17_21-48-50.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3930064

Name? I just started playing

>> No.3930067

you never asked

>> No.3930129

I was just only revisiting the singleplayer ladder, not playing Q3A or QL online since QC is happening weekly.

>> No.3930135

I wish we got a twin-stick shooter starting kit instead of a platforming one. Doom's mapping system is more fit to that kind of level design anyway.
I imagine having the player character track a mouse or point in the direction of an analog stick would be a fucking hassle though.

>> No.3930146
File: 307 KB, 1000x1000, soundtrack_system_shock.jpg [View same] [iqdb] [saucenao] [google] [report]

Cybercrime3.wad if you're into deathmatch
RTC-3057 if you prefer single player

Or better idea: just play System Shock.

>> No.3930195
File: 51 KB, 720x576, 1487316931006.jpg [View same] [iqdb] [saucenao] [google] [report]

Remember to love caco every day.

>> No.3930198
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3930215 [DELETED] 

Why still play the old Doom when a new one is out?

>> No.3930217

this bait would actually be effective if this wasn't the board dedicated to retro video games

try on doomworld or facebook or something

>> No.3930236

What do you guys think about the Quake expansion packs?

>> No.3930241

I tried.

I also tried Doom for the first time just now. I beat the first 4 levels on easy.

>> No.3930243

They're neat.

>> No.3930245

Scourge of Armagon is actually pretty good, even if it has a few infuriating bits. The new weapons are neat, too, along with the engine additions (ROTATING BRUSHES!).

Dissovlutlovututnbution of Eternity is less than good.

>> No.3930262

I thought neither were very fun to play, but the second expansion at least has some interesting level design

>> No.3930275


>> No.3930283

>A Retro-Style FPS, "Inspired" by Doom, Quake, etc
>Has Wolf3D-style levels
>Wolf3D-style slow-paced gameplay

>> No.3930289

Most indie shitters don't even know about the games they namedrop while promoting their own terrible games, and that's sad.

I can't think of a single indie game that comes close to the gameplay of Doom

>> No.3930291

patrician answer right here

>> No.3930292


80s nostalgia has turned into 90s nostalgia.
You know how a lot of indie pixel-platformers claim to be like Mario or Sonic or Mega Man but don't actually play a single thing like them?
Same thing with Doom, now.

Dusk is really the only upcoming one I've really liked in terms of gameplay.

>> No.3930309

>Wolf3D-style slow-paced gameplay

>> No.3930310

story of dome:
one day uac was retard. duder killed other duder. went to phobos. UAC did harry potter magic teleportation bullshit, but accidentally leaked their furry porn to hell in the process.

>> No.3930313

Wolf3D is fast paced though. Even faster paced than Doom because everything dies faster and there are no traps to worry about.

>> No.3930326


this man tells no lies

just watch the wolf3d speedrun someone did using A TRACKBALL

>> No.3930376

Wrack kind of? Still subpar though

>> No.3930383

Do any games other than doom have a concept similar to terry traps? I Have played some Half life "troll" mods, but those were generally just filled with old memes.

>> No.3930385

RotT 2013 was pretty much indie wasn't it?

>> No.3930515

Hey Kinsie, depending on whether or not you'd at the Regen power up, if you had a design for it, what would it be?
I thought either the Archville or the Harvester from the MP could fit.

>> No.3930523
File: 2 KB, 68x68, regen.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3930530
File: 524 KB, 500x620, 1347659821156.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3930531 [DELETED] 

Really? would that fit in the mod's theme?

>> No.3930614

Doesn't the haste power up also increase the firing speed of your weapons?

>> No.3930635

Well placed shotgun guys are more deadly than anything else you can throw at a player.

>> No.3930638

I've learned to check my flanks and habitually shoot down new corridors I pass by thanks to shotgunners and chaingunners.

>> No.3930649

what even is it?

>> No.3930656

Is the Babel Dev doing okay? Haven't seen any progress in a while.

>> No.3930696

i was wondering why there was less shitposting lately

>> No.3930727

You're kidding right

>> No.3930739


NHB there has been a significant drop.

>> No.3930750

>look mum i'm trying to cause drama on the interwebs again!

>> No.3930768
File: 169 KB, 1024x768, DOOM PSX.jpg [View same] [iqdb] [saucenao] [google] [report]

Friendly reminder that the music for DOOM PSX is GOAT.

>> No.3930771

Who hurt you, anon?

>> No.3930773

So Kins, how long until Version 4?

>> No.3930782


>> No.3930786

No one even knows what you're talking about

>> No.3930815
File: 111 KB, 1024x768, Soul_Sphere.png [View same] [iqdb] [saucenao] [google] [report]

What are the powerups made of?

>> No.3930849

Trapped souls of humans and demons?

>> No.3930878

Balloons full of demon spunk

>> No.3930882

Glass. Delicious, crunchy glass.

>> No.3930887

Xangi just moved, and is having to set his internet again. While that doesn't happen, you can get the latest beta from the Discord server: https://discord.gg/r4jaycK

>> No.3930892

hello mark

>> No.3930902


I wouldnt know, I copypasta'd the general.

Personally I prefer standard opl emulation to make it sound exactly like it did back in the old days, when I was 13 years old getting my ass kicked by imps on Hurt Me Plenty.

Doom and (I favored Edge for awhile) really sucked when it came to music for me, until Opl emulation came back with Dosbox.

> Regarding
> the Mod
> I dropped in the OP

Its designed for software mode zdoom because im using a custom palette without converting the palettes of the graphics within. So I had to convert all the graphics to PNG in the wads to make sure the game engine would just remap them.

I dont really know how to get PK3 wads going and the way ive got so many Decorate lumps and wads that overwrite each other I dont think there's a feasible way I could get it working as a PK3 without a spaghetti mess.

I left it that way so I could compartmentalize alot of stuff, and also leave the graphics palette-neutral so that I could invoke Different Palettes that I came up with over time.

That is to say, changing the entire look of the game along the lines of retro quirks. I could drop Xcom palette in there, Command & Conquer pallete, Quake 1 or Quake 2 palette.

However it was and is still an ongoing project to design an optimized-as-possible 256 color palette which could simply be adapted slightly for any given game depending on which colors are more prevalent or important for its look.

Thats right, 24 bit sucks. 8 bit graphics suck too, but nobody split the mean by going with a 10 bit or 12 bit palettized mode (im not sure if the 4096 colors the Amiga Video Toaster used were authentically a 4096 color palette or just 4 bits for each color channel).

I cant run Hardware mode in GZDoom (literally I cant, ive got OpenGL 1.4). And I have no way to TEST it either. So this is my setup.

But as far as I know Hardware mode doesnt care about the palette and only uses it for un-paletted native doom gfx.

>> No.3930907

Looks like a normal FoV to me

>> No.3930910

There is a patch for that.

>> No.3930912


More (plug) about that Mod...

This is the one with the cyberdemon that shoots meteors out of its mouth, replaces the spider mastermind with the arachnorb queen.

Revenants and most monsters shoot deadlier faster shit at long range, like actual rockets.

Archviles summon tough-as-fuck lost souls that can also archvile fire you at a distance.

Chaingunners are accurate and tougher, and if they get rez'd by an archvile they become as tough as a hell knight.

Pinky Demons (well its another critter now) can throw limited range arcing fireballs. Its sorta like dealing with the ogres from quake 1. So if they're down below you in a pit they can still hurt you.

Monster infighting does double damage to monsters, and most of the fireballs have a small blast radius to get them aggrivated at each other. So infighting is recommended but its not going to solve your problems because they'll be coming after you quicker.

Also that tiny amount of splash damage from fireballs can kill you when you're pinned in a corner with your last percent of health.

>Weapon Shit

The shotgun is the SSG now, but its slightly nerfed to keep it balanced. Considering shotgun ammo is everywhere there's not really a problem with that.

The SSG map item spawn is replaced by a uber plasma rifle with limited shots, no ammo on the map so you just get a recharge when you pick up another (ssg map item)

Rocket Launcher is like the duke3d devastator.

Chaingun (and chaingunners) are a hell of alot more effective. Ammo is easy to get, and it sounds decent with the addition of doom3 effects. It effectively takes the limelight from the super shotgun.

Plasma Rifle became an Anti-Tank rocket launcher for fuck ton damage and a big theatrical explosion. Its a little unbalanced since it kills bosses faster than the plasma rifle would, but you cant use it up close for obvious reasons.

BFG is generally the same but since Cells ammo = Anti-Tank Rockets... BFG only has limited charges (3-5 shots per pickup)

>> No.3930916

But my CD is 3500 miles away now...

>> No.3930918

A bit excessive with the line breaks, man.

>> No.3930920

thats just how I type, I do that everywhere on the internet, I feel its more organized

>> No.3930942
File: 14 KB, 300x303, GvVkmaD.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are your threads always so good, /doom/?

>> No.3930949

It's at your fingertips now. Fill out the captcha and select http download.

>> No.3930953


>> No.3930958

But it'll be in russian...

>> No.3930959

It's not really exclusive to Doom, /vr/ as a whole is a neat place. People here actually like video games and like playing them.

>> No.3930960

dling anyway. We'll see if it's russian

>> No.3930963

All the ISOs on that website are original English unless specified otherwise.

>> No.3930978

Thanks m8. I've been backing up old FPS games to a file storage site...

So far I have SSPortable, SS2, Realms of the Haunting, Ultimate Blood (something someone on this thread linked, haven't tried it yet), Redneck Rampage, PowerSlaveEX, and Tenebrae (since it's hard to find these days)... Good to get Gunman Chronicles. Played the hell out of it as a kid. Short single player, and underrated multiplayer.

>> No.3930987

You mean that Quake port, right?

>> No.3930989

me and a friend used to make shitty troll Sonic Robo Blast 2 maps and send them back and forth between the two of us to see who could outshit the other one in a virtual pissing contest

closest thing I can think of and that's not even really a community thing just something I did in my spare time

>> No.3930996


>> No.3930998


>> No.3931014

Yes, the one that's basically Doom 3's renderer tacked on to GLQuake.

>> No.3931015

Yah. The original DL link died a while ago. It was a novelty port. The bump mapping looks like shit, but the shadows were fun.

>> No.3931039
File: 28 KB, 250x307, 1294987578366.jpg [View same] [iqdb] [saucenao] [google] [report]

>Tails just starts collaborating with the demons for some reason
Something about tails indeed
What the fuck was his problem?

>> No.3931043

>"Can you see the difference?"
>never inspects the other one up close

Well, no, now I can't.

>> No.3931051

>finally get around to doing the icon of sin
>realize I have no idea on how to make a mapspot use a mephisto laser as a projectile and/or apply that to the things list if need be; didn't see if new things were on it

>> No.3931075

I feel like the "like" function on Doomworld discourages people to comment with support for projects, or add their own input to conversations.

Just a hypothesis.

>> No.3931086

I feel like the "like" function on Doomworld is fucking stupid and gay.

If I like something, I should be encouraged to post why.

>> No.3931102
File: 47 KB, 357x306, ss (2014-06-15 at 06.09.53).jpg [View same] [iqdb] [saucenao] [google] [report]

>fighting with an A_CheckFlag replacement for ZScript
>there's no documentation anywhere on the wiki
>slap in random programmer-ese in the vain hopes my code will get accepted
>it eventually is and works perfectly
>I don't even have a feeling of victory since I didn't actually figure it out, I just slapped in random phrases until it worked

Sure. Cool. Okay.

>> No.3931190

Does anyone else here have more fun with D4D/D4T that the actual Doom 4?
Launching the shotgun's grenade launcher alt into a crowd of weak demons never gets old.

>> No.3931191
File: 288 KB, 1600x900, Screenshot_Doom_20170419_001803.png [View same] [iqdb] [saucenao] [google] [report]

spooky wad

>> No.3931206
File: 407 KB, 1600x900, Screenshot_Doom_20170419_002911.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3931207

Your FoV is crazy, dude.

>> No.3931212
File: 394 KB, 1600x900, Screenshot_Doom_20170419_002918.png [View same] [iqdb] [saucenao] [google] [report]

im used to it and now its hard to go back

>> No.3931218

Daily PSA that darkplaces is abandoned due to LordHavok working on Google and leaving no one capable, even Qspasm guys taking care of it

now we have quakespasm wish is bad fitzquake without a proper options menu

>> No.3931225

Looks like the FoV when you plan an alien in AVP

>> No.3931230

Anybody know how to set up a MAPINFO for Heretic maps? Normal Doom ones don't work.

>> No.3931242

We need a Vulkan port of Darkplaces, that would really help put Quake-derivative engines on the map (Well, excluding Valve ones of course).

>> No.3931243 [DELETED] 
File: 90 KB, 957x621, 1490572849371.jpg [View same] [iqdb] [saucenao] [google] [report]

>free look
>that crosshair

>> No.3931245

>now we have quakespasm wish is bad fitzquake without a proper options menu
what did he mean by this

no, seriously, what the fuck did he mean by this

>> No.3931252

well it makes sense, since the alien was purely melee. And with this mod i use a melee weapon most of the time, while doom can be considered a "bullethell" game where its more important to keep track of your surroundings than shoot precisely

>> No.3931301

I'm new at this... I also got stuck outside, hence the "LET ME IN"

>> No.3931335

Play on a sourceport like PrBoom because it's a balanced sourceport that's compatible with like almost everything excluding ZDoom wads and you can play Doom the correct™ way. Also, you get out of that room by using the door that has the misaligned texture. I also hope you're not jumping or crouching. That breaks maps, you can't do that in the original doom.

>> No.3931339

alternatively, play on the sourceport you want and ignore the idiot crying about freelook and crosshairs

>> No.3931341

you should turn on the secret notification under advanced hud settings though

>> No.3931342

This x10000

>> No.3931359

I'm not the anon that was complaining about freelook and crosshairs, I just said PrBoom is a really good sourceport especially for people getting into doom.

>> No.3931410

How do I play online like Skulltag used to let me? I liked the servers where it was you with infinite ammo and hundreds of enemies.

>> No.3931414

I don't like ketchup dust

>> No.3931420

Go to Zandronum

>> No.3931435

we have a fair amount of people here that like doom and talk about it. We also have our share of shitposters though

I've seen some really awful posts on /vr/ as of late, have you seen the hyper dense autism in the wonder boy and SoR2 threads? It's upsetting to see faggotry of that calibur on /vr/

>> No.3931449

It's what happens when people respond to shitposters rather than reporting and ignoring them.

>> No.3931452

greatly enjoy both, hard to pick a favorite.

It's amazing that a mod to a game from 1993 can actually stand up to one of the best games of 2016 though

>> No.3931502

zandronum server when

>> No.3931534

Grandvoid Stronghold

We would use the canadian one but it's got issues it seems.

>> No.3931557

Quakespasm = Prboom+
Dark places = Doomsday
G/ZDoom = ???

Did I get it right?

>> No.3931572

guys i think there's something wrong with my quake


>> No.3931575
File: 470 KB, 1139x1079, imagine.png [View same] [iqdb] [saucenao] [google] [report]

Imagine if modding Quake was as easy as modding Doom.

>> No.3931578
File: 42 KB, 556x344, true pain.jpg [View same] [iqdb] [saucenao] [google] [report]

It's pretty much canon that soul-spheres are the souls of Doomguy's fallen comrades, and each one that he picks up rejuvenates his body temporarily, but spiritually scars him and resides in his own soul for eternity.


>"They died in my arms. So many lost friends...but they're with me now."
>"He cried, you know. Said he didn't want to die. Then he did."
>"Get out of me! Oh, they won't shut up!"


>> No.3931581

Yeah but then monkey's paw would act and we'd get Quack Zahl or something.

>> No.3931584

I like the idea that they're willingly lending their strength to Doomguy.

>> No.3931585
File: 2.22 MB, 512x384, aniOomtedwall.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3931589

Yeah, how about that mod that made souls of different people talking inside your head upon pickup?
Did it got anywhere?

>> No.3931595

Someone was making a mod of that? oh man that'd be crazy.

Something like a "sanity" mechanic would be really fun and immersive. The more health pickups you grab, the more insane you get, seeing or hearing hallucinations of monsters that aren't there, or the screen flashes red like you're taking damage when you're really not. It'd be like Redneck Rampage's drunk mechanic for health pickups, but less juvenile and more survival horror-y.

>> No.3931598

>It's pretty much canon that soul-spheres are the souls of Doomguy's fallen comrades
[citation needed]

I'm pretty sure the quotes of people dying in his arms are...people dying in his arms, not just souls he picked up.

>> No.3931607

>Quake 3
>to anything but Quake 3 or Quake Champions

>> No.3931625

Maybe Berserk really making you go mentally berserk?

>> No.3931675

We Toukiden now?

>> No.3931678


The berserk powerup makes me feel like a truck

>> No.3931753

I thought you were exaggerating, but wow, the person doing the recording gawks at the building on the right for the entire 1 1/2 minutes.

>> No.3931770

i think you might be gay

>> No.3931772

are the other spheres the souls of demons instead?

>> No.3931802

Anyone have a link or remember the name of that one e-mail Monolith sent to 3Drealms complaining about Ken constantly changing code and breaking Blood? Trying to find it for reasons.

>> No.3931815

It's on the Blood Alpha 0.9 page on tcrf

>> No.3931816

Thank you.

>> No.3931831
File: 113 KB, 500x500, tumblr_inline_onz5mqQKug1rm3j2v_500.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3931871
File: 2.07 MB, 250x184, tooblackforthisshit.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3931882

What if Omegalore made Quake levels?

>> No.3931906

Is there a way to mod out straferunning in (G)ZDoom or has someone like Nash made a mod for it?

>> No.3931914 [DELETED] 

What's the point in making Doom levels in 2017?

>> No.3931926


here's your (You)

what exactly do you mean?


>Player.SideMove value [value-run]
>Speed modifier for left/right movement. The value is for walking and value-run is for running.Default is 1 for both values. The default run speed is double the walking speed, so Player.SideMove 1, 0.5would disable side-running.
>NOTE: Side movement running speed is actually 4/5ths forward running speed, and the side walk speed is 24/25ths forward walk.

>> No.3931946 [DELETED] 

also, why isn't this thread in /vg/?

>> No.3931947 [DELETED] 

extreme autism

>> No.3931950

It's a legitimate question. I'm an amateur mapper, but I don't really see any point doing it anymore. Only like 10 or 20 people will ever play anything I make or release, 3 will enjoy it, the rest will find it to be mediocre. Its been like 24 years and we've had really good levels released, to the point where we have so many good ones that most of the new ones aren't any good. There are good mappers out there still, yes, but why don't they team up with gameplay mod developers and make their good mapsets better and more noteworthy by turning them into Total Conversions? At some point, maybe a decade, maybe half, vanilla Doom mapping is going to reach new heights of oversaturation and we'll be seeing people mapping for gameplay mods.

>> No.3931958

I guess people just... Have fun mapping for Doom, perhaps?

>> No.3931960 [DELETED] 

Also, the video game industry is going to crash next week

>> No.3931961

>Only like 10 or 20 people will ever play anything I make or release, 3 will enjoy it, the rest will find it to be mediocre.

Even if only one person plays and enjoys it, that's reason enough for me.

>> No.3931971

I mean fixing or getting around the error in the movement code that caused the existence of SR-40 and SR-50. I just want the player to move at the same speed in all 8 directions.

>> No.3931983

But I fail to see the point unless you're really good at it. Doom has been perfected tenfold by now, how will someone's stock texture Doom 2 map01 replacer be anything other than a stock texture Doom 2 map01 replacer? It'll be forgotten as soon as someone uses gimmicks that Sandy Petersen thought of briefly, but with new textures, and does so for 32 maps.

>> No.3931998

why are you mapping for other people's approval

make what you want to play

it's literally that simple

>> No.3932004

Just because many painted masterpieces have been done in the past doesn't mean people gave up making art, if anything they were inspired

>> No.3932038

Some people are just looking to make something of actual value with their miserable existence.

>> No.3932041

if you want that, mods for a 20 year old fps is probably not the way to go

you probably want therapy

>> No.3932080

Partial Invisibilities are fueled by cowards, too shy to enter combat.

>> No.3932086
File: 1 KB, 120x135, only die when you have my permission to die.png [View same] [iqdb] [saucenao] [google] [report]

>want to use the remastered anniversary version of the PSX soundtrack
>don't have the money to buy it but don't want to screw over Aubrey Hodges
>not even sure if basic SLADE replacements would function properly

>> No.3932098
File: 1.06 MB, 1920x1080, Screenshot_Doom_20170415_014241.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know of good/fun mapsets or conversions that make good use of dynamic lights? I want to see how the new lightmap feature works for these now.

>> No.3932113

>new lightmap feature
You mean the dynamic shadows thing or actual baked lightmaps?

>> No.3932115

The dynamic shadows. I misremembered the name from Light Shadowmaps, whoops.

>> No.3932128

>At some point, maybe a decade, maybe half, vanilla Doom mapping is going to reach new heights of oversaturation and we'll be seeing people mapping for gameplay mods.

Maps that are designed around stock gameplay are always going to be the vast majority, because Its the style of gameplay that comes out of the box, and therefore, the most played and accessible.

>> No.3932129

Is the original PSX soundtrack midi?

>> No.3932148

I'm not entirely sure. I think the original PSX soundtrack was sound files, while the new and reused alike for D64 were MIDI with carefully selected soundfonts. I may be wrong, though.
I feel like Doom 3 took a lot of audio and sound cues from Aubrey's work either way, though; at least one of the songs, I think the one PSX gave to E1M2 for Ultimate Doom, sounds a lot like the menu music of D3.

>> No.3932149


>> No.3932162
File: 833 KB, 2122x1262, 2847114.jpg [View same] [iqdb] [saucenao] [google] [report]

New project. Just need to start soldering and cutting plastic.

>> No.3932169
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>> No.3932172
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>> No.3932178


Oh fuck, my sis had one of those back in the day! I can't help but imagine how much they cost now.

>> No.3932180

I got this one for $9 on ebay.

>> No.3932182
File: 1.54 MB, 450x300, 1433256730411.gif [View same] [iqdb] [saucenao] [google] [report]

I never played the PSX doom, and only played Doom 64 for 2 maps or so at a friends house when I was a kid. Never got around to them I guess.

I like the feel for both of them though, and I like that Doom 3 tried to mimic that type of feel/early Doom players feels. Even if it didn't succeed in many peoples eyes I really rather liked it. The biggest issue though is that where the original Doom opened up into an action game Doom 3 remained horror. So once you were used to the jumpscares and the monsters and the spooky noises the game ended up being ammo management 101. It was fun for the duration of Doom 3, but by the time Resurrection of Evil hit there wasn't much else to explore gameplay wise...

Hope you liked my ramble.

>> No.3932184

What even is this. Also, what are you using to run doom? Looks kinda comfy. Can it be powered via USB?

>> No.3932189


>> No.3932191

It's an old novelty radio that I gutted. I'm running it off a Raspberry Pi 3 with a 3.5" composite display panel from Gearbest that I'll be modifying to support 5V off the Pi's 5V GPIO. I boxcuttered the speaker grill off of the "monitor" housing and sanded it to smooth out the rough cuts, and I'll be moving the speaker to the back of the housing so I can re-use it with a microamplifier also powered by the Pi's GPIO pins and pulling sound from soldered points underneath the headphone jack, which will run to the volume pot so you can control the speaker volume as originally intended. The goal is to have the Pi inside with I/O holes cut in the back to match up with the Pi's jacks, so when you want to attach it to a TV or plug in ethernet/USB/use the headphone jack, you still can, and you can just shut off the screen and speaker with a switch in the battery door and the volume pot, respectively. I don't actually intend on playing games on this thing, I just thought it'd be neat to try it out.

>can it be powered by usb?

Technically yes but you need a 2amp power supply to be able to power all the components.

Right now none of the components are inside and no holes are cut, I have simply placed the display inside the unit and secured it so I could really test how the screen would look and feel on such a housing.

>> No.3932195

You should play Doom 64, whether it be Doom 64 EX or Doom 64: Retribution

>> No.3932196

the fuck is that

>> No.3932198

It may not be 100% genuine, but with the PSX Doom TC mod or with Doom 64: Retribution (or the Consolation Prize versions by Kinsie that make them compatible with other mods more freely), you can get an equivalent of the experiences anyway. It's worth a look, because both really tried to recreate what they emulate well.

>> No.3932219

I think it's Morrowind.

>> No.3932241
File: 8 KB, 608x114, dukefire[1].png [View same] [iqdb] [saucenao] [google] [report]

Why does EDuke32 not have a changelog anywhere? Does it just not update?

>> No.3932248
File: 63 KB, 352x221, zQlQm23.png [View same] [iqdb] [saucenao] [google] [report]

>Accessing deprecated function A_ChangeFlag - deprecated since 2.3.0
>wiki page doesn't say it's deprecated
>there's no information on what the ZScript replacement is


>> No.3932250

Thief space magic.

>> No.3932256

I have EX, but haven't gotten around to it. Soon... soon..
I'll check it out, if for the colored sectors only.

>> No.3932257

Could be worse, a Quack Zahl would actually get shit done.

Could be Quakeleph One. Now there's a scary thought...

As I understand it (and please feel free to correct me if I'm wrong, anyone) the title screen, intermissions and CLUB DOOM are all standard Redbook CD Audio, while the actual level music is sequenced. Maybe not the MIDI format per-se, but something similar in spirit.

Daamn, son. Nice work!

There is a twitter account that tweets individual SVN commits (https://twitter.com/eduke32), but the devs don't run it. Or know who runs it. They've been trying to figure it out for quite a while, actually.

You can now directly access flags without needing a special action pointer. See here: https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript#Actor_flags

>> No.3932260

>I'll check it out, if for the colored sectors only.
The PSX port / TC is actually pretty neat. Play Ultimate Doom on Ultra-Violence and they slip in Doom 2 enemies to surprise you. The Ultimate Doom maps are based off of the simplified Jaguar versions, though the colored lighting helps a lot, but it also trims the fat from some of the larger maps like E2M2. I think some of that applies to the Doom 2 maps as well, but not entirely sure.

Also no Arch-Viles.

>> No.3932265


Yeah, I already ended up doing that. But it's annoying that this keeps happening again and again, bumping into deprecated functions and needing to flail about until something clicks into place and works.

>> No.3932270

Yes, the ball has been dropped with documentation a lot lately. I'm not happy about it.

>> No.3932278
File: 2.05 MB, 1920x1200, Screenshot_Doom_20170419_104947.png [View same] [iqdb] [saucenao] [google] [report]

>why are people doing this

>> No.3932281

using filters? it's a good question.

>> No.3932285
File: 414 KB, 640x480, Screenshot_Doom_20170419_203733.png [View same] [iqdb] [saucenao] [google] [report]

How did they do this ceiling?
I understand the slopes, but are there 2 layers of linedefs there? 1 of transparent glass and another of a skybox?

Looking at the map in GZDoom builder, it seems to be 1 sloped linedef - but there are 4
"vertex slope ceiling" actors just above this ceiling...

The sky moves as you walk around, and its pretty nice

This is from the inquisitor III mod btw, pretty beautifully made. I'm not sure how to switch it out of Russian into English though...

>> No.3932296

If you're referring to when he's the main antagonist in Doom Barracks Zone, the answer is in the readme file.

* Maps additional info *

Map01 - DOOM City by [DB]Tails
Map02 - Freight Trains by [DB]Tails
Map03 - Star Night by [DB]Tails
Map04 - Castle by [DB]Mario
Map05 - DOOM Town by [DB]Mario
Map06 - Lava Zone by [DB]Tails
Map07 - Simple Invasion by Howie
Map08 - Sky Base by [DB]Tails
Map09 - DOOM Barracks Base by [DB]Tails

This brings us to the conclusion that Tails is The mapper's self-insert

>> No.3932317

>Also no Arch-Viles.


>> No.3932318

Man, those thief 2 enemies were a pain,

>> No.3932424

All I can think of at the moment is
Redemption Of The Slain (its lighting is basically entirely made up of dynamic lights), but it's a map designed for Brutal Doom..

>> No.3932435 [DELETED] 
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3932468

communist space magic from the tunguska meteor of 1906

>> No.3932474
File: 801 KB, 900x720, made from local huge guts.png [View same] [iqdb] [saucenao] [google] [report]

What is /doom/ up to?

>> No.3932478

playing freedoom. Only just tried it out and its pretty fun. nice maps, cool music.

>> No.3932482
File: 678 KB, 2560x1920, 1405433266451.jpg [View same] [iqdb] [saucenao] [google] [report]

Was looking through a few old /doom/ things and found the 'Agitating Skeleton of Doom Hot Sauce' recipe.

Bear with me, it's a bit of an odd one (basically went with the "this shit might be good so I'll throw it in" approach)

280g carrots
210g Bananas
125g Red ripe Jalapenos
125g Green Jalapenos
120g Apples
110g Bhut Jolokias (this is the hot part)
80g prunes
60 cl Balsamic Vinegar
25cl standard blonde Lager Beer

Mix all the solid ingredients with a food processor or blender, then shove into your cooking apparatus of choice. Add Vinegar and Beer and slowly bring it to a boil while stirring.

It's hotter than I had anticipated, and has a surprisingly appley taste.

Add chopped tomatoes and bell peppers to hot sauce, add some lime juice, and voila !

"Agitacion esqueleto de DOOM salsa piquante" (disclaimer : I never studied spanish)

>> No.3932501


Wait, can you actually bake those light shadows into the map somehow, so it would not drain resources?

>> No.3932538

Interceptor levelset

it's ok

>> No.3932541
File: 802 KB, 1920x1080, Screenshot_Doom_20170411_035207.png [View same] [iqdb] [saucenao] [google] [report]

I wouldn't know how. I'm using GZDoom's Light Shadowmaps that recent SVN builds added, with Hell on the Earth Remastered which is filled with dynamic lighting. They fit together like a glove in many places. Don't think there's a way to really 'bake' directional lighting into maps but i'm no expert or mapper so don't take my word on it.

>> No.3932552
File: 1.51 MB, 1600x900, 1476976637401.png [View same] [iqdb] [saucenao] [google] [report]

maybe epic2

>> No.3932557
File: 1.29 MB, 1600x900, 1485577711534.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3932560
File: 540 KB, 1600x900, 1470412036553.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3932568
File: 1.25 MB, 1920x1080, Screenshot_Doom_20170414_012520.png [View same] [iqdb] [saucenao] [google] [report]

I've got some epic2 in, albeit it's not quite as tricked out as what you're playing with.

>> No.3932571
File: 1009 KB, 1600x900, 1469882790908.png [View same] [iqdb] [saucenao] [google] [report]

i ripped the bd64 lightning effects
can upload if someone wants it

>> No.3932579

Doom RPG had a Baron/HK enemy called Ogre, if he was in MetaDoom, would he allow one classic enemy to return or be something like a D64 monster, the green Baron itself or even a green colored D64 monster?

>> No.3932589

what gameplay mod is that?

>> No.3932591

smooth doom

>> No.3932635

Wouldn't mind it so long as it doesn't make things go batshit.

I just got to the end of Waterlab GZD on UV, only died once and it was at the final fight. But those Caco variants that pop up after several waves started tossing lightning bolts everywhere as I grabbed an Invulnerability to finish them, aannnnddd.. GZDoom crashed. Goddammit.

>> No.3932642

well it doesnt affect gameplay, monsters or sounds, just the lights, water and some random props i think


>> No.3932659

oh and also certain effects, like explosions and bulletpuffs, that might make some mods look weird

>> No.3932667

and it also has fucked up leftover brightmaps... damn i should probably clean it up better

>> No.3932712

Nice. I don't make hot sauces or anything, but it's good to know the info is out there in I want to.

>> No.3932810

How to make doom even more hillarious:
Make things play every frame of their code as part of the death animation.

>> No.3932828

>so it wont drain resources

Its like you're not from earth and dont know how our software development strategies work

>> No.3932831

What are you even talking about?

>> No.3932840

Are there any mods that 'fix' doom?
By that I mean adjust the camera height to match the sprite, remove strafe running and remove the RNG.
I think it would be a very strange experience to play it like that.

>> No.3932849
File: 216 KB, 889x768, 1492593156189.png [View same] [iqdb] [saucenao] [google] [report]

>remove strafe running and remove the RNG
Why not also remove viewbob, weaponbob, and animation frames for enemies?

>> No.3932853

good ideas.
we need to make a feature list for this 'fix' jokewad

>> No.3932857


Nobody who does serious development for OpenGL gives a damn about trimming the fat off of their code and streamlining design to use less resources. The answer will always be "Ayup, you need to upgrade your computer, Ayup"

And borrowing openGL libraries from somewhere else means you're relying on their work/

TLDR - I dont think its possible to store the shadows in the map in a predefined way, yet remain dynamic at the same time. That is to say, the shadow is in a predefined place, but it reacts in its intensity or alpha depending on whether there are any light sources around.

If you want the shadow, its going to be completely dynamic, cast from light ray sourcing and the whole nine yards of math associated with all of those coordinate calculations.

Nothing simple like "if light strikes this area, reduce the shadow opacity, and if the object this shadow is bound to disappears, the shadow does too"

I mean it would be *really cool* if we could have 3d models rendered with a predefined directional light set independent of the surrounding map. That way it can be rotated around but NO calculations whatsoever would be necessary to coordinate the specularity and lighting on the model to the actual surrounding scene.

It wouldnt bother most players

Since they are being bothered with sprites that are already pre-rendered that way in the first place and often with little to no coloration on the light shading, just white and black lighting.

>> No.3932863

The ones that are actually monsters, you mean?

>> No.3932865

Well, Quake did this.

It's shadows were prebaked upon map compilation, and reacted to light sources like gunshots and rockets.

Also Strife Veteran Edition did this.

>> No.3932870

It may come a a surprise to you, but everything that is not a linedef in Doom is an actor.

>> No.3932873

what? i told it doesnt affect the monsters or their projectiles, its basically just torches 'n shiet

>> No.3932874

It may come as a surprise to you, but not all actors are monsters.

>> No.3932878

It was a joke off of how Brutal Doom 64's hanging lights were actually monster actors.

>> No.3932881

not different tho

>> No.3932884

they are

>> No.3932886 [DELETED] 

they aren't

>> No.3932887

looked into it out of curiousity, there is just one actor with MONSTER tag, and its a "LightShaft2"

>> No.3932891


RNG has to do with simulating hit placement, as well as "how badly someone takes their hit at that given moment"

Its pretty stupid NOT having an RNG in modern games, a trend that started back in Quake 1. Weapons do not do the same amount of harm or takedown potential every time they hit.

RNG adds some suspense to gameplay, it promotes not relying on calculated danger because the risk is higher.

You get hit by a Revenant fireball and it does you 10 damage, it hit you in the shoulder and you rolled with it. You get hit with it for 80 damage, it hit you in the face.

>adjust the camera height

You know to be honest what I wish would get fixed is Projectile Movement along diagonal elevation.

If you've got a Baron or a Mancubus shooting fireballs from an elevated or lower platform the sprites are not rotated according to the angle they are moving at. The projectile may display the proper rotation for the direction its going but it still looks like its going horizontal.

Anything other than sprite angle 1 or 5 needs to have rotation applied to it based on its vertical trajectory.

There are calculations (out there) to fix this but nobody has implemented them.

> remove strafe running

It would be as simple as imposing an optional rule whereby your strafing speed is handicapped up to 70% depending on how fast your forward/backward speed is.

However some maps depend on this dynamic so you'd be breaking those, the same way you'd be breaking them if you reduced the character's normal speed even a tiny bit.

That architecture would be native to quake and strife veteran edition only then, and somebody would have to peel that (proprietary code) out of their source and stick it into GZdoom as an option.

There's all sorts of proprietary code out there between games, I mean Half Life was practically just Quake engine with enough tweaks to make it look better than Quake 2. And AI behavior is always proprietary.

But core graphics libs dont have this.

>> No.3932895

So, like a 'Consistent' Doom of sorts?

>> No.3932897 [DELETED] 

they are

>> No.3932902


Neat, then that means he fixed it.

>> No.3932917

we could call it boredoom

>> No.3932921

Honestly I would enjoy a slightly taller view height, so you're face to face with the zombies.

But yeah, the RNG is good, only babies cry about it.

>> No.3932929


>> No.3932937



>> No.3932943

DOOM 32x


>> No.3932948

I don't have a problem with the RNG in doom but other (id) games drive me fucking crazy with it sometimes.

>> No.3932951
File: 111 KB, 707x2262, 2009-12-15-potions.png [View same] [iqdb] [saucenao] [google] [report]

They're just big bowls filled with the stuff in the small health vials.

>> No.3932960

>do u think doom guy gets embarassed when he farts in front of the demons? haha

>> No.3932991

so many quality gameplay mods, too many, i cant ever finish a wad without having 3-4 batches of save files for different mod setups.

>> No.3933061

>It would be as simple as imposing an optional rule whereby your strafing speed is handicapped up to 70% depending on how fast your forward/backward speed is.
(I'm guessing "strafing" means moving in a diagonal direction here) How would you make this simple rule? APROP_Speed * 0.707 when they are performing diagonal movement?

>> No.3933071

>adjust the camera height to match the sprite
I've found doing this makes the maps themselves feel smaller and more cramped, and personally not in a good way.

>> No.3933084


if maximum speed is < 0.1 then maximum speed = 0.1 (bypasses divide by zero potential)

Handicap = (Current Forward Speed / Maximum Speed) * 0.7

If Handicap > 1 then Handicap = 0.7 (bypasses any possibility of freakery here, just for giggles)

Maximum Strafe Speed *= (1 - Handicap)

If Maximum Strafe Speed < 0 then Maximum Strafe Speed = 0


The formula isnt precise to geometry as you might expect. In fact the penalty maybe should be higher, possibly over maximum so that way you literally cant strafe if you're moving maximum speed (only rotate while moving).

This has to to with mobility issues not geometry, a person is really only stable for sidestepping movement at a slow speed or standing in place.

Maximum speed is the equivalent of a Sprint and any sidestepping movement at max is really just tanamount to rotating rather than stepping sideways.

Related to camera height is also the common misconception that the player has a weapon sticking out of his chest for having a centered weapon view.

Personally I think of it as the character's view is of aiming directly down the weapon's sights and the bulk of the player is actually sorta over on the left side of the view.

Maybe respositioning the effective location of the player's body (to the left) would make that more realistic. At the same time by macro forcing all of their weapon shot alignments so that the origin of them is where the camera is.

What this means is corresponding to a right-shift in where the shots originate means any attacks coming towards the Left of your view have a higher chance of hitting you since thats where your body is.

> however this all assumes that the player's torso is aligned perpendicular to his enemies, but if you look at the battle stance of most trained operators when they are operating, they're not exactly presenting the broad section of their chest and armor plate to the enemy.

So either way it doesnt matter, IMO.

>> No.3933112

Let's play quake 3 guys!

>> No.3933142
File: 1.44 MB, 1600x900, 1480235852914.png [View same] [iqdb] [saucenao] [google] [report]

this is some serious sam shit

>> No.3933143

thanks will definitely try this out

>> No.3933159

hol'up, here is a cleaner version

>> No.3933324

That looks fun. What is that?

>> No.3933327
File: 979 KB, 1600x900, 1479435828272.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3933343

I remember there being a mod that removed the RNG from Doom, even implementing an alternative to the pain chance system
can't for the life of me remember what it's called

>> No.3933358


>> No.3933359

put a sock in it

>> No.3933383

Painchance is one of the dumber issues that doom has, I would welcome an alternative to it.

There has to be a way to give counters/inventory to a creature by damaging it but not killing or sending it into pain states.

Because then you could give it counters based on the kind of damage its getting, and when they rack up enough of them they go into painstate.

Also beneficial that you can make a monster immune to being fazed after they've been hurt for a short while, so that you can make a critter faze from a weapon with a high fire rate, but it doesnt go into stunlock if you keep grinding at it.

If that could be done, then you can manage pain liklihoods based on the type of weapon being used and possibly cater it to how much damage is being caused. And the counters could be scrubbed after a certain number of movement frames (or delay) so that way they get over the pain inflicted shortly.

>> No.3933385

Hope you mean the original

>> No.3933402

Found it

>> No.3933403
File: 272 KB, 975x746, Screenshot from 2017-04-19 18-37-04.png [View same] [iqdb] [saucenao] [google] [report]

How good am I at imitating voreman?

>> No.3933431
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>> No.3933474
File: 971 KB, 5808x5808, 1477784121361.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3933486
File: 54 KB, 180x172, lolbaron.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3933496
File: 167 KB, 426x426, 1491460640725.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3933505
File: 265 KB, 800x600, Screenshot_Doom_20170419_163128.png [View same] [iqdb] [saucenao] [google] [report]

So Interceptor is mostly just average, but it has some nifty concepts.

One that stands out to me is that you enter a large hall, there's some specters and you just blast them, whatever, but as you advance, large barriers rise up from the large floorspace, to form paths for you to move through, and up on a large caged alcove on the right is numerous imps raining down fire on you as soon as you become visible moving along the corridors (which you have to do to progress), on the other side is a hellknight raining his own sparse fire.
Later, the walls rise a second step and you get on top of them with a staircase, them being intended to be walkways for you to reach the switch and key that the hellknight is guarding.

And this strikes me as a really good idea, what I'd do to improve it is to place twice the imps in their cage, and in place of a hellknight, I'd put a mancubus, so you'd be pressured to rush between cover as you advance, or you'd be Kentucky Fried Doomguy. As you'd no doubt have cleared at least the imp cages by time you're getting on top of the barriers, you'd have the opportunity to blast the mancubus with some barrels which should become visible now.
But you're not done yet, you also have to get that key, as you step on that platform with fatso's corpse, two cacos warp into the room at the cages, and must be fought off (there is of course a pillar for you to be able to dodge between so that you're not a sitting duck up there).

>> No.3933542
File: 117 KB, 457x480, 1422206141430.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3933546
File: 1.30 MB, 1280x1024, Screenshot_Doom_20170419_195212.png [View same] [iqdb] [saucenao] [google] [report]

Oh no, sarais does another awful map and posts screenshots

>> No.3933547

why are you intentionally bringing attention to who you are

>> No.3933548
File: 771 KB, 1280x1024, Screenshot_Doom_20170419_195237.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3933549
File: 2.01 MB, 1280x1024, Screenshot_Doom_20170419_195347.png [View same] [iqdb] [saucenao] [google] [report]

why do you give such a shit

>> No.3933552
File: 710 KB, 1280x1024, Screenshot_Doom_20170419_195419.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3933559

it's obnoxious

>> No.3933560


It's obnoxious as hell and shows you're more interested in bringing attention to yourself instead of contributing to the thread.

>> No.3933567 [DELETED] 

they aren't

>> No.3933568 [DELETED] 

they are

>> No.3933569 [DELETED] 

R & I

>> No.3933570 [DELETED] 

they aren't

>> No.3933571

Over people fucking disagreeing with you? What the hell?

>> No.3933575

it works pretty well with xash3d

>> No.3933586

Maybe there are other ways to just clamp speed up to a top value if it tries going above?

>> No.3933595

I forgot Xash3D was even a thing.

>> No.3933598

What's the secret to map progression?

>> No.3933637

just make map

>> No.3933645

>inhibiting ability to strafe while forward speed is completely unaffected
Yeah, this isn't what I meant at all.
I don't want to clamp speed, as there are external factors such as knockback, wind and moving floors which aren't really accountable for. It's best to go to the source and change the player's actual acceleration.

>> No.3933648


>> No.3933652

Do you mean over multiple maps or the course of a single map?

>> No.3933658

Single map.

>> No.3933665



>> No.3933673

Plebs that don't know what makes Doom great and love modern shooters defend BD because it makes Doom more like a modern shooter

Who would've thouhgt.

>> No.3933675

it's yet another article on brutal doom rehashing the same old tired praises, what do you want us to say

>> No.3933679


It is yet another article on the internet about Brutal Doom.
Probably talking about how it's the most popular mod in the community, spawned its own mod offshoots, and how it's more like "a full game" than a mod.

>> No.3933686

>Brutal Doom is very much a game in its own right at this point – an evolutionary offshoot of the genre.
Can't that pretty much be said for a lot of gameplay mods?

>> No.3933691

It doesn't even make it more like a good modern shooter.

>> No.3933695

Yes, but do you expect a pleb like him to actually go and look for other gameplay mods and try them out? Shit like Demonsteele, GMOTA, Shut Up And Bleed, Lasting Light, or Hideous Destructor, that's never going to get an article like this, and not to talk about full fledged mapsets with custom content, or the odd TC, like Urban Brawl

>> No.3933703
File: 33 KB, 564x428, 9b67e11ebd54649e6746bcafe9ee0aea.jpg [View same] [iqdb] [saucenao] [google] [report]

This is just an idea even though I don't have any real mapping experience, but treat your map like a story arc, with low and high points of action, the difficulty of a map should flow around and not be jarring to the player. Give times of rest after difficult situations.

>> No.3933706


Brutal Doom brings the clicks.
Even if every article on Brutal Doom is basically the same thing, now.
Hell, even the comments are basically the same thing now, too.

It's just not worth really getting invested in or caring about anymore.

>> No.3933715

>This page was last archived 21 minutes ago

You smart, you very smart. I salute you, whoever you are.

>> No.3933719

I'm trying Doom on Ultra-Violence for the first time. There are shotguns everywhere.

>> No.3933721


I knew Repercussions of Evil was a masterpiece


>John Stalvern waited. The lights above him blinked and sparked out of the air. There were demons in the base. He didn't see them, but had expected them, now for years. His warnings to Cernel Joson were not listenend to and now it was too late. Far too late for now, anyway.
>John was a space marine for fourteen years. When he was young he watched the spaceships and he said to dad "I want to be on the ships, daddy."
>There was a time when he believed him. Then as he got oldered he stopped. But now in the space station base of the UAC he knew there were demons.

Rising Action

>"This is Joson," the radio crackered. "You must fight the demons!"
>So John gotted his palsma rifle and blew up the wall.
>"HE GOING TO KILL US," said the demons!

>"I will shoot at him," said the Cyberdemon and he fired the rocket missiles. John plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
>"No! I must kill the demons," he shouted!

Falling Action

>The radio said "No, John. You are the demons."


>And then, John was a Zombie.

>> No.3933726

welcome to doom

>> No.3933729

>"I do hope to cover other, less well known mods in the future, if RPS will have me."


>"There’s a lot of big projects brewing, some of which have their own orbiting scenes."
>"Megaman 8-Bit Deathmatch in particular..."

Oh my freaking lord. Somebody fucking hold me, dude.

>> No.3933734 [DELETED] 

Is this the part where the /v/ and 8shit refugees give shite clickbait more attention and scrutiny than it deserves?

>> No.3933737
File: 331 KB, 640x480, 2760237-1504557394-uyOTG.png [View same] [iqdb] [saucenao] [google] [report]

What do you think Phobos is like? It looks pretty.

>> No.3933738


Shut it, we're not doing this here.

>> No.3933752

it's probably a terraformation base or something

>> No.3933754

We already know what Phobos looks like, actually. It's pretty boring.

>> No.3933765

Please, continue with your explanations. My guesses for the others are:
>Megaspheres are powered by the souls of fallen demons, far stronger than mere humans'.
>Invulnerability is fueled by warriors of old, forever dedicated to defending their masters (that becomes you when you collect it).
>"Supercharges" are the deadbeat bootlegs of Soulspheres that, while they may be the same in form and function, are still not as cool.

>> No.3933798

I always thought of Megaspheres as souls of demons who betray Hell and become human sympathizers, thus why it grants it's strength to Doomguy without ripping him apart from the inside out.

>> No.3933804


>> No.3933817

I always liked the gray overcast sky and lush green mountains/hills that you see in E1, feels very comfy desu.

They did make that a bit more realistic during the alpha/beta, featuring a low brown mountainrange and a black void (as you wouldn't get a really good look at the stars from there anyway). They determined that it looked too boring, but honestly, I think it'd be useful for some mapset because I've tried it and it lends you an empty yet isolated atmosphere.

>> No.3933819

That's kind of a cool idea honestly.

>> No.3933865

If only you could talk to the humans, then perhaps you could try and make friends with them, form alliances...

>> No.3933870
File: 2.82 MB, 384x216, nostraferunning.webm [View same] [iqdb] [saucenao] [google] [report]


I took the "APROP_Speed * 0.707" method, and it's pretty smooth.
Map is from Violence.wad.

Help the more I work on this the more I might as well be making a Prisoner 849 mod

>> No.3933874
File: 463 KB, 1000x667, cyberhell.jpg [View same] [iqdb] [saucenao] [google] [report]

666 hours in MSPaint

>> No.3933945 [DELETED] 
File: 6 KB, 263x88, deviantart.png [View same] [iqdb] [saucenao] [google] [report]

Because you're a terrible, broken-brained robot in an infinite loop of begging a crumbling bandes dessinées-themed BBS to tell you that your crap is caviar.

>> No.3933951 [DELETED] 

>discord dramafag at it AGAIN

didn't the janitor tell you to knock it off earlier

>> No.3933957 [DELETED] 
File: 7 KB, 267x227, 1369531755011.png [View same] [iqdb] [saucenao] [google] [report]

Why are furries and their derivatives are prone to causing drama even if it's not in regards to their fetish?

>> No.3933960 [DELETED] 

Because they are more insecure due to unpopular fetish, and want public validation of at least some of their opinions/activities.

>> No.3933962 [DELETED] 


You have to go back.

>> No.3933969 [DELETED] 

I never was there.
What's so bad about /v/ ?

>> No.3933974 [DELETED] 

/v/ is the board that practically suffers from nearly every notable thing that happens to 4chan. Though often thought to be the worst board, plenty of people browse it more often than they will admit.

>> No.3933983 [DELETED] 

What weapon pack should I combine with UAC Labs?

>> No.3933987 [DELETED] 


Go away.

>> No.3934145


>> No.3934147

checking to see if you got banned, i assume?

>> No.3934149
File: 1.09 MB, 1920x1080, Screenshot_Doom_20170419_093024.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3934151

johnny test

>> No.3934152

nah, there were a bunch of posts after >>3933874 which apparently all got deleted. then there was no activity for a while, so I was testing to see if the thread was somehow not displaying new posts.

>> No.3934172

it was a joke, but in hindsight i wasn't clear about that
sorry about that

>> No.3934178

it's fine. I'm an autism, which didn't help either.

>> No.3934187

what is the best version of duke 3d to get from the pastebin?

>> No.3934228


>> No.3934230

Mapping deadline at the end of the month, then there's probably going to be a month or two before something is shipped out.

>> No.3934231
File: 107 KB, 175x131, 1389329854493.gif [View same] [iqdb] [saucenao] [google] [report]

>then there's probably going to be a month or two before something is shipped out.

>> No.3934246
File: 15 KB, 447x393, peco.gif [View same] [iqdb] [saucenao] [google] [report]

Well, the actual mapping phase has gone on for a good while now, who knows how long all the spit and polish will take before it's ready for release. Now while QUMP appears to have like 19 or so maps listed in that document, Quake mapping is probably not as straightforward as it is in Doom and so there may be some kinks to sort out.

>> No.3934250

>Quake mapping is probably not as straightforward as it is in Doom and so there may be some kinks to sort out.
It absolutely isn't as straightforward, but it's also easier to tell when something has gone wrong (namely, the compile window fills up with a few hundred errors and the map either runs slow as shit [vis didn't run because LEAK], the lighting is fucked up [ha ha more leaks], or it immediately crashes [you fucked something up big time, go back to the drawing board and stop using map hacks]).

>> No.3934269
File: 128 KB, 570x864, ZHoxhJf[1].jpg [View same] [iqdb] [saucenao] [google] [report]

These threads absolutely rekindled my ambition to play!

I have a few questions about mods:
1) Is there any standalone weapon mods for mêlée?

What I am specifically looking for is to replace the fists and chainsaw... hopefully something like the demonsteele sword, or anything more creastive/useful than the default close combat options in vanilla.
2) Even if I have to edit the wad (if possible), can I force KDiZD to replace the first episode? I am aware the maps are named z1m1, so would all that would be required is renaming the map files to their respective level replacements, suck as e1m1???
I want to thank all those who respond in advance, I am still amazed how much love I still have for this game!

>> No.3934281

>Is there any standalone weapon mods for mêlée?
Not that I'm aware of, you'd need to make your own.

>Even if I have to edit the wad (if possible), can I force KDiZD to replace the first episode?
Nope. KDiZD uses UDMF map format in a pk3, Doom wads use Vanilla map format in a wad.

>> No.3934317

>However some maps depend on this dynamic so you'd be breaking those, the same way you'd be breaking them if you reduced the character's normal speed even a tiny bit.
Any maps with excessive platforming that I can test this on?

>> No.3934323
File: 64 KB, 640x480, Sunken Cathedral.png [View same] [iqdb] [saucenao] [google] [report]

Most of the maps are finished, we're have about 3 WIP, one nearing completion and 2 that are early - mid stage, so hopefully those two can haul a bit of ass.

At this stage we have 6 really good maps done and the starting map also mostly done (although it will be quick to finish)
So we'll likely have at least 7 solid maps, and the other 2 we will see how they go.

In the end this project is about helping people learn quake mapping and create something they're proud of, and we're not worried about deadlines or being on time for anything. The deadlines are more "motivation points" so that this doesn't drag on forever. We're not accepting new mappers, so now its all about finishing off the 3 that are currently WIP.

You can have a screenshot of my 1st map, which had to be aborted after I realized it was full of errors and "degenerate edges" and couldn't be compiled. I started from scratch a few months ago and have finished my map since then - even balanced and tested for MP!

>> No.3934372
File: 2.25 MB, 1920x1080, Screenshot_Doom_20170420_043739.png [View same] [iqdb] [saucenao] [google] [report]

bada bing bada boom get that sin outta my doom

>> No.3934417

I rather enjoyed that game and played it multiple times, although I cant remember if I ever finished it.

>> No.3934419

It's not a BAD game per-se, but it has aged really badly (especially the PC port and it's controls!) and that level in particular is the pits.

>> No.3934479

New thread, shill-free.


>> No.3934657

map name?

>> No.3934673
File: 373 KB, 683x786, jack is fed up with this shit.png [View same] [iqdb] [saucenao] [google] [report]

thanks for reminding me that clone high will never get a second season, anon

>> No.3934693

> slot9 weapon after lightning gun

>> No.3935004

so anyway how are you modifying the speed?

Also what mod is this because some parts of it look awesome (I like that flak cannon sprite, and those ice balls)

>> No.3935575
File: 323 KB, 752x1063, douk_nouk_kem_by_zostwolf-db0xry8.png [View same] [iqdb] [saucenao] [google] [report]

what version of duke 3d is best to use with eduke?
isnt world tour the best version? what is the difference between the gog rerelease and the old ass normal one?

played back in the day but no way in hell i would remember everything by now.

>> No.3935595

best edition should be Megaton, but thanks to Pitchfork you can't buy it anymore
Megaton should have everything except the "world tour" maps that weren't all that great

>> No.3935615

cant buy it anymore?
> that must mean its abandonware
> thus free
> and should be downloaded to preserve it

>> No.3935674



according to this video the megaton version has worse textures or so he says in the description but i have no other source to go on which is why i was checking here, comparison details online seem sparse.

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