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3952523 No.3952523 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3945765

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 (dead)









>> No.3952525

-Second phase of map submissions closed

-Mapping deadline extended to the end of April; no longer accepting new mappers

=== NEWS ===

[4-24] New gameplay mod; osjc's Major Crisis

[4-23] Adventures of Square updated to 1.4

[4-21] REKKR Soundtrack released

[4-17] Latest episodes of both Intermission and Evolution of the WAD podcasts

[4-14] Lithium 1.4 released

[4-14] gdxBlood Progress

[4-14] Anon release; a dungeon crawler mod with three 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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3952539

New Evolution of the Wad.

>> No.3952542
File: 2.51 MB, 1280x720, 1483087173603.webm [View same] [iqdb] [saucenao] [google] [report]

>doom has good wea-

>> No.3952558

who made brutal doom?

>> No.3952559


Yeah, Doom 3's shotgun is hot garbage.

>> No.3952562
File: 2 KB, 59x55, SSG.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3952564


>> No.3952567

SSG in RoE honors this retard accuracy as well, two shotguns that is only effective when you are literally pointblanking the enemy with the gun inside their mouths.

I guess it is because they wanted the Machine Gun, Chaingun and Plasma Rifle to be used more? Other than that i see no reason why the hell they decided to make that retarded spread.

>> No.3952582

I don't think it's even physically possible to actually make buckshot spread that far.

Is there a patch or mod for this?

>> No.3952583
File: 67 KB, 282x275, 1491987538794.png [View same] [iqdb] [saucenao] [google] [report]

>develop horror game
>make most weapons terrible
why is this a trope

>> No.3952585

its a shitty one cause silent hill and resident evil both have satisfying weapons

>> No.3952589
File: 319 KB, 543x465, Machinegun3.png [View same] [iqdb] [saucenao] [google] [report]

*staple guns you*

>> No.3952594
File: 236 KB, 1366x768, Screenshot_Square_20170423_003202.png [View same] [iqdb] [saucenao] [google] [report]

what do you call this

>> No.3952603


>> No.3952608

Yeah, in Resident Evil they made the controls shit instead :^)

>> No.3952623 [DELETED] 

Not retro.

>> No.3952625

>muh tank controls
might as well complain that you cant look up in doom

>> No.3952632

Not sure myself. This is the shortest barrel I've seen, and it's little better than simple blowing up a shotgun cartridge.

For a mod to be balanced you'd have to weaken the shotgun based on distance, but keep the spread the same to make it feel good.

>> No.3952649

Why do blood enemies randomly run away at times? I'll be forking a zombie and his friend and one will suddenly high-tail it to the other side of the map without warning. Is it intended, or a glitch?

>> No.3952665

then fuck off
>danny glover

>> No.3952689

how do you even aim with that

does the screen stop working if you punt someone too hard with it

how do you clean, disassemble, repair, or replace its components

this is making me want to die

>> No.3952696

I think it was a good game in spite of shit controls.

In Doom you could turn and strafe while walking back or forth, on top of the game supporting a mouse for said turning (even if you can't look up/down), which means Doom generally has quite good controls, though it's also much more fast paced and action oriented.

I'm glad tank controls aren't a thing anymore.

>> No.3952702

tank controls are fine they just take time to get used to
playing REmake without them is awful because of the camera angels

>> No.3952707
File: 13 KB, 398x330, nastyvile.gif [View same] [iqdb] [saucenao] [google] [report]

This vile is nasty

the only beef I had with silent hill's weapons was its shotgun, because it totally didnt fit its capacity or what it was useful for (though ill say its probably 20 gauge based on its damage and the fact an average-fitness story writer can one-hand it)

Hunting rifle just might be something like .375 h&h or .300 win mag. I believe it was 4 Capacity and that would line up with something like a heavy caliber safari gun.

Only criticism ive got for the melee weapons matches up with what a walkthrough said about the Axe. It really is rather lackluster.

But that emergency hammer... I want one of those in real life. And those make more sense than a fire axe because bashing, after poking a hole in a stuck door, is more effective at breaking it down.


I dont think its possible to make it spread like that in real life, thats more like fragmentation patterning from something like a claymore or directional grenade.

You can get roughly the same pattern as original doom shotgun using the spreader choke on the Spas12. Look online for it. It looks pretty wicked. What it does is crushes the wad as its coming out the end thus flattening the vertical spread of the pellets, and the muzzle blast causes them to scatter horizontally (its got a muzzle brake port on either side to prevent pressure buildup). Surprisingly you can still put a slug through this too, while you cant do that with some other chokes.

> weaken the shotgun based on distance
How do you do that in zdoom?

I can imagine weakening the range of the pellets so that a bunch of them disappear the farther out it goes, but thats a real stupid way to handle it.

It would be much better to just reduce the damage of each pellet the farther away it gets.

>> No.3952721

>they just take time to get used to
Well it's playable but it just feels super stiff.

>playing REmake without them is awful because of the camera angels
Felt just fine to me, the trick is to either keep your stick tilted in the same direction, and then either let go (so, stopping in place, if you have the time), OR, you adjust and keep steering from a crooked angle, until you are at a spot where it's safe to stop and readjust.
I personally think this is very easy, and it never fucks me.

The enemies do become easier though.

>> No.3952729

>I dont think its possible to make it spread like that in real life, thats more like fragmentation patterning from something like a claymore or directional grenade.

Idea for weapon; Doomguy holds up a claymore mine, facing it forward, fire triggers it and sends a fucking massive volley of steel balls (bouncing rippers) forward, A_Recoil 100 or something so Doomguy goes flying, and it also does explosive damage.

>> No.3952748

i always liked how most of the doom 3 guns had visors on them that told you the ammo count, made it seem futuristic and whatnot, it looks cool

>> No.3952750

The RoE SSG actually has a tighter spread than the shotgun. It's a fucking joke.

>> No.3952758

>Surprisingly you can still put a slug through this too
What the heck would that do?

>> No.3952763


nudoom megatexture, model and animation extracting tool to be released soon this week/month/tomorrow (?)

assumed to also work with TNO and evil within

>> No.3952770

>what would it do
Keyhole probably.

>> No.3952773 [DELETED] 

>stop shilling your podcast here fagit.

>> No.3952779

lil demo vids

>> No.3952790
File: 843 KB, 1280x1024, Screenshot_Doom_20170427_212734.png [View same] [iqdb] [saucenao] [google] [report]

As long as you fiddle around with it at some point it should be okay; nobody cares that heavily about it. Just tweak it a bit for variation and you're golden


in other news i did a lot more work on the map (using cc4 textures now as they get the effect across better; I could technically just use Satanic Redux's playpal, but that wouldn't play nice with some areas.)

>> No.3952793
File: 996 KB, 1280x1024, Screenshot_Doom_20170427_212803.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3952796


Good shit.
Linking to newspost.


>> No.3952801
File: 164 KB, 1280x1024, despair for it is the map of days.png [View same] [iqdb] [saucenao] [google] [report]

Current GZDB overlay; you can see the various control sectors and tidbits.

>> No.3952805
File: 103 KB, 640x400, Screenshot_Doom_20170427_204935.png [View same] [iqdb] [saucenao] [google] [report]

my sergeants have double barrel shotguns

player takes half damage from shotgun pellets (monsters dont)

ive got it rigged so he uses the same spread as the double barrel (12x6 degrees) but he randomly rotates to cover his usual fire arc, so you may not get hit, or you may only get clipped

> also got rid of normal shotgun, this replaces it, to combine the long range capabilities and damage of both it shoots weaker pellets but it also shoots 1 powerful one from both barrels that has reach and generally goes straight
> this also causes some weak enemies to splatter occasionally, a very satisfying effect

it means you can use slugs for barrier penetration without taking the choke off

Ill post a picture of this mythical barrel choke in a second after I get the pic off google again

>> No.3952815

Well, are you going to increase the chaingun's sniping capability to make up for the lack of mid-sniping tool?

>> No.3952817
File: 63 KB, 800x600, spreader choke.jpg [View same] [iqdb] [saucenao] [google] [report]


not exactly weapons forum, but this is relevant to doom since the shotgun obviously has one even though it doesnt appear to

(however the alpha resources show some knobby thing on the end of the shotgun, so iD definitely intended to put this on it, maybe they talked to some vietnam guys for advice about shotguns)

>> No.3952825

actually its still a mid sniping tool because of those two powerful pellets it shoots each time

12-48 damage each and they have a spread of 2 degrees

and the chaingun did get an increase to its sniping ability, you can tap it for 1 bullet, and altfire makes it shoot a 4 shot burst real quick at maximum spin (for skirmishing)

bullets do more damage but max cap is only 300 instead of 400 to make up for it

> chaingunners are more accurate too, and theirs do more damage, so you better believe they've become monsterous and will chew you to pieces
> however to promote infighting and make them shoot wild their first attack animation sprays bullets everywhere - before they focus straight on you
> it doesnt help that they've got random health now too, 90/110/200 health
> and if an archvile resurrects them they have 600 health

Meh, I manage, as vanilla their own weapon is best to use against them.

>> No.3952834
File: 107 KB, 640x400, Screenshot_Doom_20170427_210527.png [View same] [iqdb] [saucenao] [google] [report]


that plasma gun isnt normal either, to replace the SSG map item slot I put in a uber plasma rifle (about 80 damage per hit to monsters)

But it has limited shots and no ammo pickups except other SSG map items.

It sorta makes up for the slight nerf to damage economy on the SSG by replacing the normal shotgun with it (SSG does ~150 damage now instead of 200)

>> No.3952843
File: 109 KB, 640x400, Screenshot_Doom_20170427_211150.png [View same] [iqdb] [saucenao] [google] [report]

Anti-Tank Missile replaced the plasma gun slot. Every energy cell is a big rocket instead. Damage economy is still about the same (~500 damage) but the explosion also does collateral damage.

In some ways its unfair to certain nasties because its all that damage all at once, no arguing about it. It makes archviles seem even more like glass hammers.

However if you miss, except for hurting something else, thats like missing with an entire energy cell worth of ammo.

>> No.3952846
File: 106 KB, 640x400, Screenshot_Doom_20170427_211154.png [View same] [iqdb] [saucenao] [google] [report]

And he shoots, and he scores.
Fatso is down.

(other fatso is firing, and a high speed revenant rpg flew in before I fired)

>> No.3952847

>more deadly chaingunners with more health, mancubus tier health when ressurected
are you making a mod to compliment final doomer's slightly OP weapons on plutonia?
but seriously though, them having more health and being more deadly feels like it's gonna be death in areas with no cover, are you just making it so that both you and the enemies are overpowered? What are you making anyway?

>> No.3952854
File: 258 KB, 2048x1536, Ithaca M37 'Vietnam SEAL style'.jpg [View same] [iqdb] [saucenao] [google] [report]

I've always felt that the Seal/MACVSOG style of the Ithaca M37 is about the best approximation of the Doom shotgun you can get
>horizontal spread
>long magazine tube
>no ejection port on the sides of the receiver

>> No.3952865

So I'm playing Quake II for the first time and I noticed the recoil mechanic they have on the SMG

Why doesn't Counter-Strike do it this way?
Quake: Your screen actually moves and you have to adjust to keep your reticle on the enemy
CS: Your screen doesn't move, you have to keep an eye on where the bullet pattern is heading away from the reticle

>> No.3952871

To force you to learn the bullet patterns.

>> No.3952879
File: 108 KB, 640x400, Screenshot_Doom_20170427_211831.png [View same] [iqdb] [saucenao] [google] [report]

better picture of the explosion

it uses the duke3d explosion sfx and also causes a minor quake, so it feels powerful

in a way yes and no, I sorta changed the balance a little bit

I wanted to make the game harder but in ways that werent immediately obvious, no cheap tricks, give monster authentic special abilities that just happen to make them more dangerous.

For example Pain Elementals dont spit skulls, they spit green clay copies of imps that are tougher but slow. So even though their spawns cant fly, they can still throw fireballs at you, also having a growing mass of green filth moving across the battlefield becomes a force of nature.

When you kill a PE it does spawn 3 skulls, but these skulls dont charge you. They have a low powered archvile fire attack. And if you're close, there's a chance they just spit a fatso fireball right in your face. These are basically Snipers, and I only just now nerfed their toughness since they wasnt taking extra damage from anything before.

> The archvile may be a little weaker, but it also spawns these things at random, even when its not attacking you. And then they just wander around the map. If there's an open area that an archvile is just running around happy in but you cant get to for a long time... it will probably have a cloud of these things floating around in it.
I increased infighting, alot of fireballs cause splash now (a few points, but its enough). However this means if you're down to like 5-10 health as it often happens, a fireball can kill you even if it missed (ie, it hits right next to you on the wall).

Monsters also do Double damage to each other, mostly. So infighting is really effective however dont count on it to last because they'll kill each other quick and still be coming for you.

Due to various cyber infighting setups (eg, PL2 map 20) I made sure they didnt take much extra damage from monsters so that way those fighting matches last just about as long and kill the cyber.

>> No.3952883

What's the best way to play Wolfenstein 3D? I got lost trying to figure what version to play and there doesn't seem to be any organized place like this thread or Doomworld.

Alternatively perhaps I should stick to Doom and beyond...

>> No.3952884
File: 31 KB, 728x410, T0Uc3tt.jpg [View same] [iqdb] [saucenao] [google] [report]

What would be a good altfire for a Plasma Rifle-style weapon?

Pic unrelated.

>> No.3952886

ECWolf for Wolf3D and Noah Arc 3D

>> No.3952887

Three or four round burst.

>> No.3952889
File: 21 KB, 225x434, 47cbbb78e5670d52214bc294262a1f3c.jpg [View same] [iqdb] [saucenao] [google] [report]

That's pretty interesting. What would you say about the Quake shotgun? 20 gauge for fast followup shots? Also maybe small enough to be carried in a holster (since it seems to be Ranger's sidearm?

>> No.3952890

Railgun is the obvious answer, I think.

>> No.3952892

Oh shit, this looks nice. Thank you.

>> No.3952894


fastprojectile beams that do less damage (but speed = 50 or something like that).

for that damage should probably = 3 instead of 5

consequently a good altfire for the BFG would be a rapid blast of 10 plasma shots... I did this once and made it shoot 5 plasma shots as its primary fire and made them emit in an X pattern (so it was sorta like a really big plasma shot), and made the altfire for the bfg act like it normally does.
> it was so perfect that I actually got bored with it.

>> No.3952896

Because Counter-Strike is a game for people with such severe cases of social autism that even in video games they can't look other people in the eye

>> No.3952898

This sounds like a /v/ response, not a /vr/ response

>> No.3952901

it was merely a joke, my friend

>> No.3952905


I always got the impression the shotguns in Quake were low powered, no way you're firing 12 gauge that fast and with damage that low.

Quake1 shotguns are certainly 20 gauge, if not 28 gauge (since a black ops facility has no problem custom ordering weapons and using funky calibers - as for why a lower powered caliber the followup stability is obvious)

I made a roleplay for quake1 for my custom rpg system that said they used 28 gauge to be less lethal against technicians or test subjects that spazed out so that they could be taken down alive. And some veteran security officers had double barrel shotguns brought in just in case they needed it for something that came through a gate.

Also decided that the nailguns had a beneficial use after all, for quickly erecting structures by having a stronger glorified version of a Hilti stud driver - which could actually be used as a weapon by otherwise unarmed construction crews if they were attacked by native wildlife.

> as a defense contractor they'd have no problem getting around regulations

> take a .357 or 10mm auto casing and stick a big heavy spiked nail in it and make sure it will fly straight, it bolts wood and plastic prefabs together like railroad spikes, it penetrates armor and monster flesh and slashes internals like an arrowhead

and the SNG was a logistical weapon since there were literally hundreds of thousands of these nail munitions stocked, rather than having .308 machineguns they decided to have a special highly reliable gatling built for the elite enforcers to take advantage of (fucktons of ammo) laying around which was nearly as deadly.

>> No.3952907

a heat venting system consisting of a railgun shot

>> No.3952942

Railgun or a Spread Attack like Blood's Tommy gun.

>> No.3952950
File: 22 KB, 306x288, 1492203203107.jpg [View same] [iqdb] [saucenao] [google] [report]

>playweapons mod
>doom 3 sound effects

>> No.3952970

how long until doom 4 sfx replacers come along?

have TNO gunshots even made it in yet?

>> No.3952971
File: 15 KB, 393x315, fc85376_1292522455180.jpg [View same] [iqdb] [saucenao] [google] [report]

>monster appears instantly
>happens in every map in the megawad

I want to enjoy Unholy Realms, Speed of Doom and Bloodstain but fuck this mapping trend.
Just place the monsters in the room, teleport them in or use monster closets.
Instant appearing just looks bad and leads to unwanted rocket suicides.

>> No.3952976

"Oh boy, what new wad or other FPS will I play today?"

>end up playing Ultimate Doom again

there is no escape is there

>> No.3952991

welcome to my life.

every time i try to play a new FPS i just end up going straight back to doom

>> No.3952995

Colored/different teleport fog animations when?

>uac's are nice and friendly blue, bit of a pulse, megaman-but-not
>neutral are what we have now
>demonic is a sinister looking red spiral
>secret is pinkish-purple with light blue/cyan bits.

>> No.3953000

Same shit. Just replay original 3 episodes forever, instead of playing all downloaded wads.

>> No.3953003

That sounds pretty good actually.
Although flames would make more sense for demon teleport.
Imagine having an empty room burst into flame and then demons walk out of them.

>> No.3953034
File: 804 KB, 852x480, DoomguyLiterallyBreaksHisShotgun.webm [View same] [iqdb] [saucenao] [google] [report]

For you, Anon

>> No.3953041
File: 260 KB, 1920x1080, 20170428063845_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Play Divine Cybermancy if you haven't already

>> No.3953045

>You gain brouzouf
>You gain brouzouf
>You gain brouzouf
>You gain brouzouf
>Your leg is Broken
>Armor Maintenance
>My Legs are OK
>You gain brouzouf
>You gain brouzouf
>You gain brouzouf
>You gain brouzouf
>You gain brouzouf...

>> No.3953046

Ripping plasma cloud.

>> No.3953049

seems like it fires just fine.

>> No.3953054

>how do I clean a double barrel shotgun
come on anon

>> No.3953056
File: 318 KB, 1920x1080, 20170307233650_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw 3 legs

>> No.3953062
File: 149 KB, 1600x1650, TNT02.png [View same] [iqdb] [saucenao] [google] [report]

>As long as you fiddle around with it at some point it should be okay; nobody cares that heavily about it. Just tweak it a bit for variation and you're golden

Copy+paste maps like Tormentor667 stuff and Ultimate Simplicity are really boring and flat and aren't engaging for the player, you're in essence making a snap map.

If you're using copy+paste to give a sense of familiarity to a certain room, object or location, that's fine though.

>> No.3953063

Well, you have one my legs are ok between them, seems you got one of the 2 legs broken again instead.

The best part of E.Y.E is that Damocles is an initial weapon and is more OP than Arrancadora because it is more usefull.

Damocles >>>>>>>>>>>>>>>>>>>>>>>>>>>>>

>> No.3953067

Your colour palette's pretty sweet. Or is that the BTSX palette?

>> No.3953070

>Well, you have one my legs are ok between them, seems you got one of the 2 legs broken again instead.
It's possible to break already broken legs though, I've seen that message 10 times in a row while being stuck inside physics props

>> No.3953078
File: 14 KB, 300x275, 1411961918656.png [View same] [iqdb] [saucenao] [google] [report]

>second post in and it's a /v/ meme
>7 replies counting mine

>> No.3953083

>Anon was talking about how doom did weapon design
come on anon

>> No.3953087

>Implying we're not near the end of 2010 decade already and games from the early 2000s does not count as retro.

Dude seriously, quit the 90s pls.

>> No.3953090
File: 27 KB, 640x952, Do you even lift you fucking Jian.png [View same] [iqdb] [saucenao] [google] [report]

I smell feds

>> No.3953092
File: 83 KB, 1366x768, Screenshot_UrbanBrawl_20170427_214246.png [View same] [iqdb] [saucenao] [google] [report]

what do you call this

>> No.3953094

I was specifically talking about one of the new trendy /v/ memes of greentexting a sentence and cutting it off at the end with a -
I come to /vr/ to take a braek from /v/'s bullshit.

>> No.3953095

>nothing to do with what I said
what are you waiting for, christmas

>> No.3953097



>> No.3953101
File: 331 KB, 750x414, OOOH.png [View same] [iqdb] [saucenao] [google] [report]


Though i remember when i first ran the game, reached the Mars level and get my ass destroyed but Federation Interceptiors every time, there was also the Deus Ex Machinae there to enforce you will be destroyed in all the 9 times you resurrectors brings you back.

Then i discovered Víndico TRK-10 that two-shot all heavy armor there and was like...

>> No.3953102

Well, the small headed Reinhardt "Hold the fuck up" isn't from there as well? I don't go to /v/ but guessing it is a Overwatch meme, i'm pretty sure it's /v/ related.

>> No.3953103
File: 25 KB, 640x400, 20 hours in photoshop.png [View same] [iqdb] [saucenao] [google] [report]

Have you discovered the beauty of FULLER AUTO fire?
and could you imagine if you could dual wield them

>> No.3953105

Reaction images don't bother me but when I start seeing actual /v/ posting habits here it really grims my fandangos. I just want to believe that /vr/ is a better place than that.

>> No.3953107
File: 138 KB, 1366x768, Screenshot_UrbanBrawl_20170427_214956.png [View same] [iqdb] [saucenao] [google] [report]

Did I ask for this palette?

>> No.3953109

What if there was a conjoined enemy that when gibbed, gave to a fountain of two different blood colors?

>> No.3953110

YES! But i wish Bear Killer 444K had that.

Then i could really play Metal Slug in the ending level and wreck every E.Y.E Master there.

>> No.3953114

we don't need to sorry about how he aims with it because it's a fucking shotgun. he even closes in with the altfire.

we don't need to care about it breaking because he hits shit in the face with it a lot on a regular playthrough.

we don't need to worry about maintenance because, again, double barrel shotguns aren't hard at all to clean or manipulate in general terms. shit, the thing is blood splattered when you first find it.

whereas the SMG in doom 3 is a peashooter that looks like a P90 with 'tism

>> No.3953117

Time to play freedoom on crispy doom. It will feel like playing doom for the first time all over again. UV and no saves if you're not a pussy... prepare to get your ass handed to you though.

>> No.3953119
File: 38 KB, 745x423, 1418935020083-0 (1).png [View same] [iqdb] [saucenao] [google] [report]


>> No.3953126

>not carrying nothing but a medkit
>not cloaking past everyone and casting madness on the 4 pillars
>not hacking the interceptor to mop up the conga line
>not then hacking both rimanah's guards to kill him without entering the room

>> No.3953128

that's been around for a long time, it's not a /v/-specific meme

>> No.3953131

At first run you will not think in all of this at once anon, i just wanted my revenge for Rimanah burning me alive because of that in the worst way.

>> No.3953137

>we don't need to care about it breaking
He literally picks up the shotgun for the first time and snaps it in half to put shells in it, Anon. the lever is completely untouched and now the shotgun is left broken open forever.

>> No.3953142

doomguy snapping a shotgun open isn't really comparable to the horrid design language the SMG in doom 3 has.

doom3guy uses a flashlight as a weapon, anon.

>> No.3953147

>doom3guy uses a flashlight as a weapon, anon.
You ever been hit in the face with a maglite? Shit hurts dude.

>> No.3953148

You may want to re-read the sticky.

>> No.3953150

sounds like a mag-nificent experience

>> No.3953152

i have no knowledge of quake modding
do people use the first or second expansion as a basis for their maps, in terms of what weapons they would have?

>> No.3953161

I am aware of that, but the rule will eventually become elitism from the moment it doesn't consider how much time has passed instead of fixing all stuff from the 90s or earlier.

We all remembers these things as retro because we all see them when we were kids, but times gets us evetually, in the future that little Minecraft kids will remember that as Doom is for us despite being a mere Sandbox game.

I wonder if 4chan will keep that sticky the same way when we reach 2020.

>> No.3953167
File: 46 KB, 919x315, ss+(2017-04-28+at+01.33.54).png [View same] [iqdb] [saucenao] [google] [report]


This has been the only good post on the subject, ever.

>> No.3953169

people either use vanilla or Arcane Dimensions as a basis. I dont think many people use the expansions as a basis for modding...

>> No.3953173
File: 18 KB, 390x244, spider-mockup.png [View same] [iqdb] [saucenao] [google] [report]

well this didn't work out well

>> No.3953174

i never played RoE outside of the BFG edition and i was able to beat the whole game with the SSG & grabber

was it that bad orginally?

>> No.3953178

looks like magneto

>> No.3953196

It will look good once the legs are made less geometric. The original legs are just too clunky.

>> No.3953204

That's not the problem, the problem is the clashing between the added-head piece of the original Spider-Mastermind face

>> No.3953219

Yeah Newton's third law can work for opinions.

The first paragraph is what happens with me here every time i mention anything from my mod which has the Inverse Concept here and the anon with the Captain Foot Fetish jpeg appears in a hope to bother me, as for the second paragraph, it clearly says that there are the people who accepts evolution and the other who wants to stick into their age, it's the GZDoom/"Any other source port which tried to evolve Doom's graphics" haters here basically.

Doom 3 for me is retro already because it has more than 10 years, but well i am not here to break the rules then alright, i apologize for saying to the anon get out os the 90s if that is the case.

From what i remember, SSG was better than SG, though it wastes you ammo very quick if you don't know the right moment to use it instead of using the other weapons, grabber is case is a good alternative since infinite ammo and the ability to kill the forgottens or other mobs by throwing back their projectiles.

>> No.3953220

The spread isn't that bad in Doom 3. If I didn't just shut off my computer I would post a pic of vanilla doom 3 shotgun spread. Also playing Deathmatch makes you realize how strong most of the weapons in D3 really are although they can be very situational.

>> No.3953226

Play Action Quake 2 and cry when you realize CS could have been like it instead of the faggotry it is now. Learn to strafe jump as well.

>> No.3953231

>The spread isn't that bad
it's still terrible

>> No.3953239

It's very situational for sure but not terrible. It's devastating at close range and because of that it's useful until the end of the game.

>> No.3953248


IIRC a well placed pointblank headshot can hitkill a Hellknight.

>> No.3953249

Also the rocket launcher in D3 is overpowered. I don't understand how id has gotten rocket launchers right for years but the one in quake champs is fucked.

>> No.3953253

>and the anon with the Captain Foot Fetish jpeg appears in a hope to bother me

I thought that was entirely for fun.
The idea of him wearing a nautical hat as a captain and yelling "TOOT TOOT ALL ABOARD" is hilarious to me.

>> No.3953257

When he posted it the third time in the last thread i noticed it was for that, though he quoted the other anon in that discussion, i was the one who mentioned Cooke, he quoted the THICC dude, lmao.

For that image i was thinking in pick a boat model and really turn that meme into a thing, but nah too much work for a self-shame meme.

>> No.3953262

I don't rmb RL being all that ultimate weapon against the mobs, Mancubi, Hellknights and Revenants were pretty tanky to it.

>> No.3953263
File: 471 KB, 335x288, poopin.gif [View same] [iqdb] [saucenao] [google] [report]


People are gonna be upset at something, no matter what, even if they have to make up a reason.
For what it's worth, it's not my thing but I like playing Hunter's Moon so I don't really care about it.

>> No.3953267
File: 16 KB, 320x319, THE EYE PAIN.jpg [View same] [iqdb] [saucenao] [google] [report]


And for people like you i have the reason to tone down that shit and restrict it to specific monsters, that way it keeps you more motivated to play it instead of make the picture's reaction.

>> No.3953275


Shit i derailed the thread again, fug.

Well up to me re-rail it, OKAY BOIS has anyone here ever heard about this mod? https://www.youtube.com/watch?v=XhxpvonRTXY

>> No.3953297


Yeah, I played it with a friend (Zael) and another guy.
Wasn't too impressed with it at the time, but I wonder if he's changed it up since.

>> No.3953313


hey, at least you can't say it wasn't attempted.

the shading from the d4 model is what's killing this proof-of-concept

>> No.3953317

the doom 4 bit was taken very quickly from a google image search just to see how it looked

i don't think i'll keep it

i'm starting to see why there aren't a lot of spiderdemon edits

>> No.3953323

I never played it, but from what i've seen since 2014, the mod is still pretty much the same in the recent videos like this one, however i liked the concept and all but the soundtrack, that PSO musics makes the game more like Metal Slug instead of Doom, but it's still Doom there because Doom 3 monsters and weapons, lol.

>> No.3953337

Looks fine to me

>> No.3953345

the mastermind is such a shitty fucking monster it's hard to believe
like it can get completely gimped by a couple of chaingunners
in fact once i even saw her get killed by a bunch of fuckin spectres. the biggest cuck in the doom bestiary desu

>> No.3953351

At least the Mastermind can hit things when given the chance

The spectre/pinky both have no range and have issues biting a monster if it's just walking away

>> No.3953512
File: 31 KB, 270x183, dickwizards.jpg [View same] [iqdb] [saucenao] [google] [report]

placeholder sprites but the gameplay is rollin' https://my.mixtape.moe/rziaua.webm

>> No.3953550

h-he's fast

>> No.3953570

>Low health!
That's like 3 mods so far I've seen this in (Lithium, MetaDoom, yours), where's it coming from?

>> No.3953576

Doom 4

>> No.3953615

Shouldn't the Summoner have a different fire attack?
He looks OP here

>> No.3953621

looks nice, actually a decent midboss
but can break a lot of stuff
place him in closets, anon

>> No.3953629

Generals do not win street fights
Although I agree, traditional mastermind needs some buffs

>> No.3953630
File: 425 KB, 512x512, 1449358322220.gif [View same] [iqdb] [saucenao] [google] [report]

This was a good idea


>> No.3953647

Where will you get the appropriate sprites?
I thought the placeholder ones would have been one of the Archies from RPG

>> No.3953658

Mastermind is a very strange boss that's only as effective as the arena and the player's current weapons allow her to be.

I think she works better as an early boss instead of the final one. Have her show up before the Cyberdemon but either reduce her to a supporting role or slowly phase her out entirely as the maps go on.

>> No.3953663
File: 134 KB, 1081x491, fuckyoulightingfixture.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno! Hopefully I won't have to suck too much cock to get some good sprites!

Proper Doom 4 art ripping tools are getting released very soon, maybe I can use those to finangle something up.

>> No.3953682

very soon?
Like in a week?

>> No.3953686
File: 1.53 MB, 446x446, GrotesqueIncompatibleGuppy.gif [View same] [iqdb] [saucenao] [google] [report]

Word from the dude making them was "very soon now, maybe even today"


>> No.3953687
File: 146 KB, 903x713, 1492109525803.jpg [View same] [iqdb] [saucenao] [google] [report]

We're getting closer and closer to proper NuDoom modding.

>> No.3953705

Could version 4 of MetaDoom feature the heart thing from the D3 expansion?

>> No.3953824

What's the deal with project leads who have no faith in themselves and second guess so damn much? My interest has been peaked by two projects now only for the lead to fucking ruin my hopes by constantly changing them because of what some other people have said.

>> No.3953825
File: 35 KB, 556x581, whatabust.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know. Could it?

>> No.3953832

Which projects were they?

>> No.3953841

Doom the Way You Did, and the Cabrini Green Housing project. Doom the Way You Did was canceled because the dude was an impatient teenager who kept switching source ports and changing the number of maps. The Cabrini Green Housing project was already doomed from the start because the guy decides to bring up some crap about how there might be issues because the enemies will be Black criminals, outing himself as someone whose balls have been lost in an unfortunate industrial accident.

>> No.3953842

Are there sprites for it?

>> No.3953845

I haven't heard of either of those, what was doom the way you did gonna be like?

>> No.3953847

Remake a level from any of the official Doom games, ports and/or Iwads in your own style. It was an interesting idea, I wanted to see the inevitable one guy remake one of the castle levels from No Rest for the Living.

>> No.3953856

dammit kinsie stop breaking UAC property
that comes out of the martian taxpayer's money

>> No.3953870

I found this https://forum.zdoom.org/viewtopic.php?f=43&t=48700
Maybe this could help?

>> No.3953926

does anybody have that modtracker music collection? just got through listening to the T2 genesis ost & i want more

>> No.3953931

nvm i went through the archive & got it

>> No.3953934

Now I am interested

>> No.3953938

Shy is no rest for the living so good

Also somewhat insightful watching the maker of the first map go over the design on youtube, even though he is annoying at times and showcases the map in brutal doom (?) he has a logical approach to mapping and some good tips surprised the vid isnt more popular

>> No.3953940

Where's the video?

>> No.3953946


>> No.3953947

skip the first few minutes until he's in the editor its just him being a faggot on camera until then

>> No.3953948
File: 486 KB, 1060x1600, 1455877752493.jpg [View same] [iqdb] [saucenao] [google] [report]

>link 404'ed

jumped the gun again, now i really need the link

>> No.3953956

i found it i just had to scroll down, ignore my retardation


>> No.3953957

thanks anon

>> No.3953978
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]

Maybe then we'll have KDIZD4

>> No.3953982

Jesus Christ what is happening with return to castle wolfenstein? I'm getting low fps at random and it's nigh fucking unplayable.

>> No.3954007

Where's KDIZD2 and KDIZD3?

>> No.3954032

He's sarcastically refering to never released Shores of Zdoom and Zdoom Inferno(?), aka KDZID 2 & 3
Why weren't they released by the way?
I definitely remember some map previews

>> No.3954071
File: 2 KB, 125x123, UncleAndross.jpg [View same] [iqdb] [saucenao] [google] [report]

How tricky is it to yank a single map out of a megawad and rename it to MAP30 into its own .wad file?

>> No.3954112

Not at all.

>> No.3954143
File: 312 KB, 1043x992, sladeview.jpg [View same] [iqdb] [saucenao] [google] [report]

What would I need to make it happen? I've got slade and doombuilder installed, but I have no idea what keeps doom maps intact and what determines which level they ought to replace. I'm a total newbie with this.

Taking a glance through slade, I'm not sure what to copy or change:

>> No.3954154

if you can't do something that easy then just give up

>> No.3954159

Delete everything except all map30 lumps, and any changed music/whatever (for oblige that would be a few textures and skies and shit)

>> No.3954169

Thanks, that narrows it down a bit, but I one thing I'm still not sure about:

To change, say MAP05 to become MAP30, would just renaming the map marker be enough or do I need to open that map in Doom Builder or something?

>> No.3954178

Renaming it should be fine, to my knowledge.

>> No.3954179
File: 96 KB, 720x720, 1465966892734.jpg [View same] [iqdb] [saucenao] [google] [report]

Thinking of playing good ol' Doom in co-op with a buddy. Any good mods or even just cvars that would make co-op a better experience? Also, any particularly fun mapsets to play in co-op?

>> No.3954183
File: 2 KB, 128x128, pal optimized.png [View same] [iqdb] [saucenao] [google] [report]

its a custom palette I made

as a result it means that all the vanilla gfx and map textures had to be converted to .png, resulting in several .pk3s that have to be loaded.

but it was worth the effort

I posted a blurb about it in zdoom forums, more or less I reduced the number of colors available from the standard fare. Made some of the color bands accommodate the desaturated tones. It produces "some" color inaccuracy, but when you're running around it doesn't matter much. Kinda helps the retro feel of it anyway, the vanilla palette focuses too much saturation on alot of things.

Comfy and necessary additions to the palette were possible - teal, firey orange, sky blue (yes actual sky colors). And a slightly expanded pink range.

>> No.3954187
File: 2 KB, 128x128, rollercoaster.png [View same] [iqdb] [saucenao] [google] [report]

The good news is I can, for fun, drop in any other palette I want from other games and see how it plays, with all of its own quirks and issues.

Ive been meaning to try the one for rollercoaster tycoon 2 (pic). Though since im making use of translations that would screw up those things.

>> No.3954196

Thank you. Thats way easier than I thought it would be. I was already thinking I'd have to jump through multiple hoops just to get one map transplanted in the level order.

>> No.3954220
File: 110 KB, 640x400, Screenshot_Doom_20161103_184315.png [View same] [iqdb] [saucenao] [google] [report]

oh thats right, ive also got an olive yellow in there now, as ugly a color as it is it works great for alot of Black+Yellow computerized stuff

about the only thing really impacted by this palette are the pink tones for the regular demons, but since I replaced them that issue isnt a thing

> ettins from hexen, they do lunging attacks, and they also toss arcing fireballs like the doom3 imps so even if they accidentally jump off a ledge or they're stampeding in a pit, they can still threaten you.
> spectres are just a darker colored version that requires a guaranteed 2 ssg blasts to kill, none of us were really fooled by the invisiblity effect so I just made them visible.

barons are hellish red colored now, pic related, the red fire is spawned because they do (A_Wander) teleports, only just enough to make them a worthy challenge.

hell knights are this black upright walking panther thing that I just loved (borrowing)


* Half Life has the hive hand

* Now we have the Shark Hand, the ultimate melee weapon

>> No.3954228

This and saying "Knee deep in (z)doom 4""

>> No.3954232

Does Lithium play nice with DoomRLA?

>> No.3954235

>as a result it means that all the vanilla gfx and map textures had to be converted to .png, resulting in several .pk3s that have to be loaded.
I've missed - what mod are you making again? And can you upload these converted pk3s, please?

>> No.3954245

Play Borderlands 1 and 2.

Use item editors to make interesting weapons (if not plain OP ones if that's your thing) - I guarantee that this makes the game 300% more fun and entertaining. I remember spending several days just fiddling with the system to see what wicked guns could I make.

Borderlands 1 has more boring and generic guns than 2nd, however they still manage to feel fairly different, and it was not written by Burch whihc is a big plus.

Example of a gun that I did not made, but acktually fell out due to RNG. Looks amusing, even if it's not even half as powerful as the rest of my arsenal. https://www.youtube.com/watch?v=tOVOxUowBKs

2nd was written by Burch but it's not as bad as you might expect since he didnt went full SJW retard at that time yet. Weapon manufacturers have much bigger impact on the weapon behaviour, look and feel, and instead of simply increased stats the legendaries and uniques you get from quests each have some unique effect.

Like a shotgun that upon reloading flies out of your hands and starts chasing and shooting your enemies,
or a gun that gives you random buffs upon reload (but removes the previous one) each tremendously altering how it works,
Or a shotgun that shoots pellets in a heart-shape, becomes more accurate as you hold the trigger and also heals you a bit.
Or a Sniper rifle with pacifistic AI that berates you for every kill
Or a cursed SMG that screams as you fire it, and if you use it long enough your other weapons start to scream as well

And loads of other cool stuff http://borderlands.wikia.com/wiki/Special_Weapon_Effects_(Borderlands_2)

The Presequel was written by Burch after he went full retard and is terrible unless you can close your eyes (or rather ears) to the terrible writing and just enjoy the gameplay whihc is the same as in 2, but with fixes to the system

I actually was planning to replay the whole series somewhen soon and was looking for someone to play with through Tunngle (yes I pirate)

>> No.3954257
File: 92 KB, 640x400, Screenshot_Doom_20170428_131511.png [View same] [iqdb] [saucenao] [google] [report]

(cacos being fired on by devastator-like mini missiles)

Its a personal flavor mod, I call it simple terror for lack of a better name (as with most mods). Just another way to play the game, no general theme.

I uploaded a version but it was tacky held together with duct tape. Ive got a more stable and complete version now I can throw on mega I suppose. Ive got to write a readme for it.

>> No.3954264
File: 302 KB, 600x480, foquy[1].png [View same] [iqdb] [saucenao] [google] [report]

Is Plutonia "hard for its time" or is it really just fuckin hard? I'm UV pistol starting it, and I don't know if it's a bitch for everyone, or if I'm just bad.

>> No.3954271

i requisitioned kins on that, he made a patch compatible with it, but he was worried that yholl would would come @ him with sharp things since he was polishing up the new version

>> No.3954274 [DELETED] 

it's above average difficulty. for a doom babby that means unbeatable. stay away from it, best advice I can give. stick to E1 Doom and declare it the best at all times. pat yourself on the back for every retarded lumbering imp you kill in those big empty rooms.

>> No.3954279

compared to modern wads its like a 6/7 on difficulty where something like speed of doom would be a 9
but for its time yes it was top of the line

>> No.3954281 [DELETED] 


>> No.3954286
File: 229 KB, 780x600, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3954287

Zandronum has an option for servers where you can set a percentage of monsters in a level that must be killed before you can exit.

I usually give me and my friends 3 lives each and we have to kill ~75% of the monsters in the level. This rule also circumvents any sequence break issues caused by jumping or crouching, because we still have to essentially play the whole map to kill that many monsters.

>> No.3954289 [DELETED] 

Don't give DKG attention.

>> No.3954295

Ah yeah, I played 2 before. It was nice.

>> No.3954298

where would you say sunder lays

>> No.3954301

1st is better in some regards, mainly writing and subtle dark humor. Really hope 3-d will return to it since they kicked burch.

>> No.3954304


People ignore criticism, he's arrogant and doesn't listen to input.
People take too much criticism, he has no faith and project is ruined.

Damned if you do, damned if you don't.

>> No.3954305

ive never played it

>> No.3954306

stop insisting every shitposter is DKG

>> No.3954307

Brutal Doom's Hell on Earth Starter Pack seemed like a hella fun time in coop. I've seen about a dozen people play one of the latter hell assault missions and it looked pretty epic.

>> No.3954313 [DELETED] 


>> No.3954315

Is that patch floating around anywhere?

>> No.3954319
File: 43 KB, 640x625, 1483351412306.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do you have to be so negative?

>> No.3954321

I get the impression it's like 10 or something (though I haven't played it, Plutonia is about as many monsters at a time as I feel is fun).

Beyond that it seems you're getting into Kaizo territory.
Actually has anyone made a Kaizo tier wad? Like it's basically bullshit rote memorization where the author sets you up for failure at every step if your memory isn't perfect.

>> No.3954323


He's probably not DKG, yeah, but how does that translate into leave him alone?

>> No.3954324 [DELETED] 


You're a dumbass.

>> No.3954326

It's harder than the base game, as just like Episode 4 of Doom, it was a response to how the original three episodes and Doom 2 were too easy (and let's face it, they're not exactly very challenging, even on UV).

I think it's a pretty good benchmark, if you can make it through Plutonia without too much difficulty or frustration, I'd say you're an advanced player.

>> No.3954334
File: 207 KB, 400x300, arachno-finaldoom-tntevilution-music-pack[1].png [View same] [iqdb] [saucenao] [google] [report]

Fuck you, smarmy faggot, it's happening. MAP07 now.

Where are the original IWADs? Or at least Episode 4?

I'm excited to get some gitgud muscles. I felt like Ep 4 is just about perfect in difficulty for me, and this is definitely a weight higher, but it's still more fun than I expected I would have. What would you call "too much difficulty or frustration?"

Also, every time I go to play TNT, I just get bored. Is it good and I'm just missing something? Does it get really good later?

>> No.3954339

doom 1 eps 1-3 are like a 4
ep 4 is probably a 6
doom 2 is probably a 5
i barely remember anything about tnt other than that i didnt like it

>> No.3954341

Last time I played TNT I really liked the beginning up until about the middle but then I just got bored and dropped it. This seems to happen every time.

I also can't stand TNT's music so I play Slayer instead, like I do with most custom wads with custom music.

>> No.3954343

>I felt like Ep 4 is just about perfect in difficulty for me
Then you're better than me, E4M2 always chaps my ass.

>Also, every time I go to play TNT, I just get bored. Is it good and I'm just missing something?
Some people like it, some people don't, I personally quite enjoy the atmosphere and music. Level design feels a bit more uneven and less thought out, a couple of the later maps are terrible, a couple of the early maps I think are nice.

>> No.3954372
File: 201 KB, 1366x768, Screenshot_UrbanBrawl_20170427_213734.png [View same] [iqdb] [saucenao] [google] [report]

Is this the closet we'll ever get to Sin City?

>> No.3954378

the eternal wakeup call
if you've been getting by on luck, your luck just ran out

just about any mod worth its salt does something harsh at map 7, I mean its like btsx those spider bosses are everywhere <blocks your path> style

memento mori is one of the few that doesnt, but MM map07 is still fairly harsh because of that maze with the nobles in it

>> No.3954387 [DELETED] 

don't you have an ass to clean?

>> No.3954391 [DELETED] 
File: 66 KB, 640x640, 10953672_1184999894860664_1944292883_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't you have a paper to write.

>> No.3954394 [DELETED] 

what if we don't, DKG?

>> No.3954402

first maps of TNT are good, about half way through maybe sooner it becomes shit

>> No.3954403 [DELETED] 

>duhh stop correctly identifying people by their posting habits

>> No.3954420 [DELETED] 


I don't think he's being serious.

>> No.3954432

Where's your HUD, bud?

>> No.3954438



>> No.3954443 [DELETED] 

>correctly identifying

>> No.3954445

Here, grab this.

>> No.3954447
File: 111 KB, 1280x324, torches-firstpass.jpg [View same] [iqdb] [saucenao] [google] [report]

on strike

>> No.3954459

Adventures of Square with Complex Doom

>> No.3954484
File: 356 KB, 1280x720, CMyHSH2[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Let me be clear that "perfect" still means "fuckin hard, not going to beat in one or even four tries." E4M2 and E4M6 are cocksuckers, but I love them because of their elegance. They're hard as shit, but their difficulty comes from just enough resources, just enough maneuverability, and just enough monsters to be a real squeeze without necessarily dropping you into instant death situations like, say, 12 fuckin chaingunners surrounding you in Plutonia MAP05. It's at least theoretically possible to figure out what to do on your first try, it just demands that you can pull it off. (Well, at least M2.)

That said, Plutonia seems to carry on that idea of elegance; the maps are all real tough, but none have gone over 100 monsters, or even 90. I think I'm gonna come to like it a lot.

Just beat it after like five or six tries. Dead Simple in half the size, with eight revenants and a fucking teleporting archvile. What a bitch, but what fun.

>> No.3954528
File: 385 KB, 1280x960, venty.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3954548

Why has no one made it so the Skull-Key part of your HUD is the Skull-Keys impaled on a stick?

>> No.3954549

that sounds dumb

>> No.3954550


It...wouldn't really fit on the default HUD.
You'd have to make a custom HUD, and even then it'd probably not fit any of the technocyber HUDs that almost every mod uses nowadays.

>> No.3954551

I will slap you

>> No.3954553

Original Idea-Anon here, please don't fight over my idea.

>> No.3954557
File: 622 KB, 1024x724, primed_for_doom_ii_by_mrbfox-dato6ri.png [View same] [iqdb] [saucenao] [google] [report]


theres no addon packs for Oblige? i want some System shock + metroid shit

>> No.3954558
File: 467 KB, 1366x768, Screenshot_Doom_20170428_235239.png [View same] [iqdb] [saucenao] [google] [report]

Brutalist + Ketchup
Simple butt fun

Also, fuck Mark and his 0.l thing

>> No.3954561

what is brutalist?

>> No.3954565

Not really.

>> No.3954567

Nearly all textures are replaced with concrete

>> No.3954569

Brutalist is surprisingly moody.

As a jokewad, it's terrible, but the palette and concrete-everywhere aesthetic make it wonderful for darker gameplay mods like Hideous Destructor and SUAB.

>> No.3954570

A miserable little pile of desaturated textures!

>> No.3954575


>> No.3954579

oh, uh

that's a certainly interesting

>> No.3954583

It's not a jokewad, it's a resource mod.

>> No.3954587

I would one hit imps and sargents up close without taking a hit. Shotgun gets a bad rap because no'one knows how to play game.

>> No.3954598

Honestly I don't think it's really varied enough, E2 has plenty of concrete slats already to look at.

>> No.3954602

The thing is that the Doom 3 Shotgun makes sense within Doom 3, given that most of the game's combat is close-quarters and thus it's perfect for the closet jumpin' imps the game won't stop trying to surprise you with.

Compared to the classic Doom shotgun, or even Doom 4's, however, it comes off as lacking at anything but point-blank, and when battles involve gunners at a distance or other types of ranged encounters, unlike the versatile shotguns of the past you kind of have no choice but to go for the rockets, plasma or machinegun/chaingun. It absolutely sucks past its recommended range.

plus i personally prefer the alpha shotgun model

>> No.3954608

No, it's really bad.
Most videogames have an unrealistically large spread for shotguns, and the Doom 3 shotgun has a spread considered obscene by videogame standards.
It's barely even a ranged weapon, if I'm gonna get up close and personal I'll be using the saw which does way more DPS, more stun, and doesn't need to reload.

I'll always give the Doom 3 shotgun points for one thing however; if there's space in the magazine for at least 2 shells, the player will load 2 shells at a time, which is a very good idea to make the gun faster to handle, everyone who does shotgun reloading for Doom mods should use this feature.

>> No.3954609

>imps and sergeants
it's funny, I would do the same.

guess what though, it's still a shit gun and any other weapon is infinitely more reliable, but that's not saying much.

>> No.3954621

Speaking of SUAB, has anyone made a mod with just the monsters? I like those.

>> No.3954641
File: 965 KB, 854x480, doom 3 shotgun.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3954648

ispook did but given chronoteeth threw the biggest fucking tantrum about what he was doing with the mod, i'm sure he's a bit shy about sharing it

>> No.3954652

Eh? What happened?

>> No.3954667

secondhand information, but

>chronoteeth releases SUAB as "people are allowed to use this as a basis for their mods or modifies this as they want"
>spook decides to modify it
>chronoteeth says "i didn't actually mean that and i want you to go through me"
>spook says ok and starts messaging him about things
>chronoteeth insists every single change to the mod be run through him
>says that the mod should stop being posted on 4chan
>after like three releases with this bullshit, spook decides to branch away and instead of porting SUAB make it a different thing from the original
>chronoteeth gets upset that his input is being "ignored" and that his work is being "disrespected"
>spook hasn't really made a mod ever since

>> No.3954671

That guy is shooting over their heads. And they're smaller. Get closer. Kills them gently on the forehead to reassure them that death isn't so bad.

>> No.3954673

Damn shame. I really liked Ispook's work.
Hopefully he picks something up again, that didn't deserve to happen to him.

>> No.3954678

I hope that cunt gets beaten.

>> No.3954679


If true, that's pretty fucked up.

Either way, I really liked the ZDoom SUAB, especially when it split off from the shitty EDGE limitations. I'd want to see more of that sort of thing.

>> No.3954680

>get closer
it's a fucking shotgun and they're a foot away, even if he wasn't "shooting over their heads" (he does so more on the second shot, but the first should be fairly on-point with the central body mass), you can see the shell spread pretty much going everywhere but the cherub besides a pellet or two hitting them

that's kind of the problem people are pointing out, the fact that the shotgun's spread is so ridiculously high that the gun effectively has to be kissing the enemy for an assured kill, which is bad when these types of enemies are melee-focused

>> No.3954681 [DELETED] 

Trad-forum cucks and their peer pressure politics and endless raging about muh credits, not even once.

>> No.3954682

there's Glaice's and the spellforce (?) one an anon did a while ago, but that's about it.

>> No.3954689

>shotgun with a spread that can cover an entire room
>still misses at a point blank range

>> No.3954693

Sounds like you need to get better at the game, really. Or maybe at least stop shitting up the thread with bait.

Besides, he clearly should've crouched.

>> No.3954698

What are these vids supposed to prove other than the fact that whoever is playing sucks? Reminds me of those Quake 1 and 2 bait webms.

>> No.3954706

>get better at the game
like clockwork

>> No.3954707

theres no reason to do that when you could just use any of the other weapons at a reasonable range
the machine gun dominates most of the game

>> No.3954713

That's upsetting, considering the potential of the bestiary (and some of the other resources) are worth more than the mod itself.

>> No.3954715

But the chainsaw is better than the shotgun in every way.

>> No.3954718

you missed the point so bad

are you the shotgun?

>> No.3954720
File: 73 KB, 600x272, ColtRevolvingRifle.jpg [View same] [iqdb] [saucenao] [google] [report]


I'll have you know I identify as a Colt Revolving Rifle.

>> No.3954724

you're a big gun

>> No.3954727


>> No.3954728

Your lockwork is weak and your cylinder gap hurts people's arms when they shoot you.

>> No.3954729

no i'm just not bad at videogames

>> No.3954730
File: 25 KB, 600x191, colt_1855.jpg [View same] [iqdb] [saucenao] [google] [report]


For you.

>> No.3954731

i agree, they're good guns

need more in vidya

>> No.3954734
File: 112 KB, 320x200, revolverRifle.gif [View same] [iqdb] [saucenao] [google] [report]

Not the same gun, but it's something.

>> No.3954736
File: 217 KB, 503x600, shinobu dislike.jpg [View same] [iqdb] [saucenao] [google] [report]

Goddammit, Spook's too good for this guy.

>> No.3954737
File: 187 KB, 878x878, Untitled-9.png [View same] [iqdb] [saucenao] [google] [report]


Come on, man, why you gotta be a hater.

>> No.3954740
File: 48 KB, 320x200, cusGtdg.gif [View same] [iqdb] [saucenao] [google] [report]

Careful now, you don't want to rust.

>> No.3954743
File: 43 KB, 1000x723, bandaged-hands.jpg [View same] [iqdb] [saucenao] [google] [report]

>doomguy's left hand afterwards

>> No.3954749
File: 1 KB, 69x12, jMPzdxz.png [View same] [iqdb] [saucenao] [google] [report]

There's a little shield there that safely redirects the blast back towards his face.

>pickup sprite for ants

>> No.3954758

Realms of the Haunting port to Doom when?

>> No.3954764


I'm not too familiar with the game, but from what I gather it's actually more of a point-and-click adventure rather than a shooter.
Has there ever been a point-and-click engine released for GZDoom?

>> No.3954770

congratulations for being extra good at rooty tooty point and shooty

>> No.3954773
File: 698 KB, 320x240, 1397177783136.gif [View same] [iqdb] [saucenao] [google] [report]

>the entire thread

>> No.3954775

Didn't that game turn to shit like halfway through?

>> No.3954778
File: 2.19 MB, 680x521, LUL.gif [View same] [iqdb] [saucenao] [google] [report]

> I guess I'll just have to keep an eye out for Duke: Major Crisis instead.

>> No.3954780
File: 9 KB, 233x189, 2017-04-28 18_25_40-ZDoom • View topic - OSJCLatchford's DooM - Major Crisis.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3954796

To tired after class to get it, explain?

>> No.3954798

Which map editor is better these days? Which is more recent.
DoomBuilder 2 or GZDoomBuilder?

>> No.3954803

He posted a mod, others posted about how some things could be changed, and he threw a shitfit.

>> No.3954804

Person releases mod, mod gets feedback, mod creator takes it as attacks and Leaves Forever.

>> No.3954807

>OSJC makes a decent, if flawed mod
>People give constructive criticism on how to fix said flaws
>autistic shitfit ensues
>claims people are "trashing" the mod and being excessively negative
>ragequits forums
>the end

>> No.3954808

congrats on being bad and proud of it

>> No.3954809

The thread in a nutshell: https://youtu.be/XBhY347jmgI?t=40s

>> No.3954813

it's ok dude take my money and my keys and all just don't reply again I don't want to be embarrassed

>> No.3954818

you got the Last Reply!

>this item needs to be activated to use it.

>> No.3954835

this reminded me

I want to make a sound replacement mod for quake where the quad sound is replaced by Vinny going WEEH

>> No.3954839
File: 86 KB, 400x300, 400x300.jpg [View same] [iqdb] [saucenao] [google] [report]


You know it.

>> No.3954847
File: 20 KB, 580x425, untiled.png [View same] [iqdb] [saucenao] [google] [report]

This was fun.

>> No.3954850

and nothing of value was lost.

>> No.3954852
File: 13 KB, 697x617, hehehe.png [View same] [iqdb] [saucenao] [google] [report]

and this is what he looked like before

>> No.3954853


I think that one is called "caughtyard"?

where you've got to run down that outcropping in order to get the yellow skull?

Actually alot of times its the fatsos that kill me in that one. Either that or the -one- hell knight that pops in when you flip the switch upstairs because he totally <blocks your path> and im about half dead by then.

>> No.3954862


Never stop, you glorious bastard.

>> No.3954874

Every fucking time I try to make DarkXL work, it fucking crashes.

>> No.3954884

If you can't get through your thick skull (You) =/= your work then you have no place in any kind of creative endeavors, consider being a sewage worker instead okthnx

>> No.3954889

Strange thing is, I wanted to give the dude the benefit of the doubt, since I thought it was okay, but with that attitude, fuck him. Unless he decides to shape up and drops his balls, he should stay out of any community that isn't a MOBA.

>> No.3954897
File: 517 KB, 1110x724, rxgGdcC.png [View same] [iqdb] [saucenao] [google] [report]

nudoom tool done. say hi to revenant.

>> No.3954905

Thank angry skelington

>> No.3954928

thank mr skeltal

>> No.3954929

What are some reasons as to why a SNDSEQ entry wouldn't play a sound?

>> No.3954936
File: 41 KB, 1000x1200, dancetem.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh my lawd

>> No.3954953
File: 18 KB, 427x365, 1490217565684.jpg [View same] [iqdb] [saucenao] [google] [report]

>can now replicate the SSG classic reload with autodesk

>> No.3954959
File: 1.20 MB, 1920x1080, gzdoom 2017-04-28 19-56-11-61.png [View same] [iqdb] [saucenao] [google] [report]

After days in a slump I'm FINALLY making decent progress.

>> No.3954964

Man... I used to love seeing Brendan Frasier in movies. Shame everything went tits up for him in recent years.

I'm still hoping for a come back.

>> No.3955015

Which is a pity, the laser cannon is pretty baller.

>> No.3955018

can anyone try and extract the sounds from the resources file?

>> No.3955043

Should I get GZDoom or ZDoom?

>> No.3955045

get prboom+

>> No.3955047

But all the new hot mods won't work

>> No.3955051

ZDoom is dead, GZDoom for hardware renderer or QZDoom for software renderer.

>> No.3955053

prboom+ for vanilla-boom
gzdoom for mods and zdoom stuff

>> No.3955117
File: 105 KB, 640x400, Screenshot_Doom_20170427_221046.png [View same] [iqdb] [saucenao] [google] [report]


Here's the mod if you wanna try it.


I think the inspiration for this, if it came from anywhere was Ghosts N' Goblins, I wanted to make monsters more dangerous without being overpowered, turn them into demonic spiders so to speak.

The only OP monster in the deck right now is the chaingunner just because of how often they're spammed in maps. If I can figure out how to get his inaccuracy up without spraying all over the place (with every shot) that would be fixed. I may need to extend their "close" range further so that they rotate around rather than focus straight on you.

> at least chaingun drops give you lots of ammo, itll be hard to run out of bullets.

>> No.3955121


Actually GZdoom works fine in software renderer too.

Ive tried QZdoom and for some reason the pixel ratios are all off even though ive got it set to 640x400. So I dropped that and tried GZ and the software mode works fine it seems.

>> No.3955221
File: 59 KB, 852x480, DooD.jpg [View same] [iqdb] [saucenao] [google] [report]

>dual pistol
>dual SMG
>you know what? fuck it, let's dual everything

>> No.3955224

what if DUEL FIST-wait

>> No.3955227

can't wait for this to be added to purist mode

>> No.3955228

is there even a sole reason to keep on playing the original brutal doom in this day and age?

>> No.3955234

Brutal Doom is going to get a better clean up system from what we've seen in the update video.
Wish it could get ported over to Johnny "3 FPS at the end of a level" Doom

>> No.3955241
File: 804 KB, 1280x1024, Screenshot_Doom_20170428_223619.png [View same] [iqdb] [saucenao] [google] [report]

Not sure if I should stick to two or four lightbands for this.

>> No.3955243

what's up with mark and his obsession with blood janitors anyways

>> No.3955245

What are the advantages of prboom+? I'm not a speed runner and don't plan to record demos.

>> No.3955247

Brutal Doom is a bit of a performance hog, due to all the actor spam.

>> No.3955252

It's much faster for larger maps and benchmarks like Nuts and Planisphere 2

>> No.3955253

its the best engine for playing more vanillay wads
gzdoom (and zdoom i think but i havent played it in a while) has movement smoothing or something that makes moving a around feel different and more slippery
also it generally runs far better though you might not have to worry about that depending on your computer

>> No.3955254
File: 770 KB, 1280x1024, Screenshot_Doom_20170428_224355.png [View same] [iqdb] [saucenao] [google] [report]

Two Lightband version

>> No.3955257

I have a literal toaster, so consider me interested.

>> No.3955258

Am I a loser if I like the single shotgun more than the double shotgun?

>> No.3955264

The regular shotgun is one of my favorite vidya weapons

>> No.3955280
File: 62 KB, 640x400, crispy-doom-coloredhud.png [View same] [iqdb] [saucenao] [google] [report]

>its the best engine for playing more vanillay wads

Crispy Doom is even better.

>> No.3955296

Zdoom with smooth doom is even better than crispy doom, but it's zdoom, so autismal purists are gonna sperg

In fact, smooth doom + scythe + ketchup is pretty much the comfiest doom

>> No.3955315

Sound extraction is a known science. You can find the details - and the sorting program - here: https://facepunch.com/showthread.php?t=1519102&p=51503160&viewfull=1#post51503160

Some things worth keeping in mind:

1.) Riveal will fuck up the sounds and add a horrible distortion effect. I took the slow and painful method of extracting from each bank manually with Ravioli Extractor, then using wwise_ima_adpcm.exe with a batch file to convert nearly all of the sounds from whatever horrible thing WWISE uses to WAV.

2.) The actual file he's referring to is soundbanksinfo.xml, not .txt. Also, because his utility was written in Game Maker of all the sodding things, it'll be slow and the tool will appear to be unresponsive while it works.

3.) Many of the sounds have more than two channels, which will stop them from playing in Winamp. (Am I the only person who still uses Winamp?) You'll want to use something else for listening to them. I use Goldwave.

Have fun poking around literally gigabytes of haphazardly organised audio!

>> No.3955363 [DELETED] 

hahaha fuck DoomWorld assholes nothing but pussies in there: https://www.doomworld.com/forum/topic/93572-the-dwironman-league-dies-to-mapgame/?do=findComment&comment=1742624


I saw this in there speedrun discord server just proving my point......... couple of skilled speedrunners saying this guy cheats too. what a bunch of idiot fags

>> No.3955368

Fuck off with your imported drama, you fucking subhuman.

>> No.3955376
File: 207 KB, 1280x720, Screenshot_Doom_20170429_140845.png [View same] [iqdb] [saucenao] [google] [report]

>Chaingunners randomly spawn instead of pistol zombies
>Chaingunners randomly spawn instead of chainguns
That's reallllly not good when the player doesn't have any items yet. I guess I'll just have to keep it in mind.

>> No.3955379

When making a map, do you prefer to plan your monster placements as you make your rooms, or wait until the map is complete and then fill it up?

>> No.3955401

Also is there a reason the 1 weapon slot isn't used for anything at all?

It's a fun little mod at any rate, thank you for sharing it.

>> No.3955427

oi, what just happened?

>> No.3955429

Someone trying to bring drama over to here.

>> No.3955432
File: 303 KB, 1920x1080, hU.png [View same] [iqdb] [saucenao] [google] [report]

Is he seriously still posting that SArais image macro? Anon seriously needs to seek help if he's obsessing over that degeneracy.

>> No.3955434

Speedrun drama.

>> No.3955445

What? Literally who the fuck cares, then?

>> No.3955458

a bit eater to jump to that conclusion, aren't you

>> No.3955461

You, apparently, since you were so curious about it.

>> No.3955483
File: 374 KB, 1366x768, Screenshot_UrbanBrawl_20170427_215624.png [View same] [iqdb] [saucenao] [google] [report]

I wish we could get a proper DooM Beat'em up.

>> No.3955565

I mean, who the fuck cares, why even have drama over a speedrun?

>> No.3955570

>beat em up
Those are nice
>1st person
Uhh, okay, that could work after some serious animation work
Stretching it

>> No.3955572
File: 1.25 MB, 1280x1024, shit lights.png [View same] [iqdb] [saucenao] [google] [report]

These spinning lights look like shit. References?

>> No.3955582
File: 397 KB, 700x625, 1493263828777.gif [View same] [iqdb] [saucenao] [google] [report]

>playing a wad
>it goes full retard like 70% through
stop this

>> No.3955589
File: 42 KB, 640x514, candelabra.jpg [View same] [iqdb] [saucenao] [google] [report]

First person melee combat is hard enough for actual programmers and animators to do right.

>> No.3955594

Not really, the problem is keep camera stability to not drive the player into a full motion sickness and screen shaking.

The thing is, the "First Person" element needs to be real, the camera needs to stay in the character's head in the front like Mirror's Edge does so the animations made for the character are universal, from the player's whos controlling the character as well for all other viewers in the environment, though the problem with that is that the camera will require maximum stability otherwise animations made in hack'n'slash style for example can literally make the player completely confused about directions.

>> No.3955596

gmota and demonsteele are the only ones that have really done it right, i m o, and that's partially because of how fast they are

>> No.3955601

Where the fuck is the YELLOW firestick and torch?

>> No.3955604

in china

>> No.3955610

Dark Messiah came out 2 yerars before mirrors edge and to my mind was the first game with "full body awareness". Without out, yeah, melee is just a gun with 0 range.

>> No.3955617

I've never played Dark Messiah, i just use Mirror's Edge as an example to be followed, not saying it is the first game which actually did that.

>> No.3955625
File: 927 KB, 1024x576, doom__cyberdemon_riding_on_his_steed_by_kracov-d9i1mw6.png [View same] [iqdb] [saucenao] [google] [report]

assholes like this fucker on my head

>> No.3955629

>I've never played Dark Messiah
It can be described as a 1st person brawler (actually more throwing barrels and kicking people into fires simulator) and it's breddy good. What's your excuse.

>> No.3955630

This is all you need to know

>> No.3955635
File: 49 KB, 640x360, redsteel2.jpg [View same] [iqdb] [saucenao] [google] [report]

>First person melee combat is hard enough for actual programmers and animators to do right.
>Not really
Nnnnno, player having a melee weapon =/= proper melee combat. See Zeno Clash and the like. It's not that easy to design and make.

>> No.3955636

>heretic wads
thank goodness people actually care about Heretic

>> No.3955658

Look into Zeno Clash and how it did things.

The absence of detailed enemy reactions would be major hindrance to first perso beatemup though.

>> No.3955665

Jung Hae-Lin likes this post.

>> No.3955672

is sunlust full of switchhunting or am i retarded

>> No.3955674
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]


>> No.3955686

how do you guys bind weapons in fps's? i noticed that getting to 7 and above is pretty finnicky

>> No.3955707

there's a entire cloumn of buttons to the left of WASD that's never ever used in retro games

>> No.3955710

Tab, Caps, Shift, Control? These buttons are actually extensively used in retro games. Maybe you meant to the right or to the bottom?

>> No.3955723

Fair enough tab is sometimes used for automap. Control is fire (what is LMB), shift is walk occasionally, caps lock is walk/run. Why would you ever walk?

>> No.3955746

Performance. BD forks are based on v19 or earlier, which lagged pretty bad.

>> No.3955756

Consider using Mouse 4-5 and keys surrounding WASD.

ZDoom modding can complicate things, so I use the extra mouse buttons for mod-specific features to make life easier.

>> No.3955758

Rebind 4 most used to 1-4

>> No.3955780
File: 5 KB, 320x200, fancyworld.gif [View same] [iqdb] [saucenao] [google] [report]

is it screenshot saturday yet


>> No.3955785

Bit of both. If I get some sudden inspiration for a trap or monster layout then I'll place it down before I forget but mostly I tend to wait until the full map is done. This way I won't go overboard with the revs, archs, cybs etc since they'll be in my recent memory

>> No.3955817

Fucking hell that looks gorgeous.

>> No.3955863

How hard would it be to turn damage per tick into DoT for damaging floors? Like how health rapidly depletes when you're in lava in Metroid Prime or something.

>> No.3955871

tfw cheap logitech mouse

>> No.3955873
File: 225 KB, 800x537, [monster aids spreading in the distance].jpg [View same] [iqdb] [saucenao] [google] [report]

Five-button mice can be gotten pretty cheap these days. Even if you just browse the internet the side buttons are fantastic, provided the mouse in question doesn't make them shit.

>> No.3955903
File: 1.13 MB, 1920x1080, gzdoom 2017-04-29 07-43-32-58.png [View same] [iqdb] [saucenao] [google] [report]

Heretic needs more love.

>> No.3955915 [DELETED] 


ya do buddy boy!!


Don't believe that shit? Search the discord for yourself and see that it's a guy like ZeroMaster saying these things about that idiot cheater ---> https://discordapp.com/invite/DMWkvyn

>> No.3955950

I wonder how that handles MAP28 of JPCP.

>> No.3955972

How else can you experience the glory of 0.l coding?

>> No.3955979

Poorly, shockingly enough!

>> No.3955994

Is there a list of Doom mods that took inspiration from NuDoom?
I already know about D4T, D4D and even MetaDoom/Flakes Doom

>> No.3956030
File: 1.03 MB, 500x281, 1484188826822.gif [View same] [iqdb] [saucenao] [google] [report]

Doom, uh, finds a way.
Thanks revenant.

>> No.3956031


Doesn't strife do something like that? I know almost nothing about that game so forgive me if I'm wrong though.

>> No.3956145

How was this done? can you give a quick rundown?

>> No.3956151

It's pretty grody so far.

A ZScript event handler (made by Gutawer) runs at map load, spawning an invisible actor in the center of every sector on the map. (exactly what is considered the "center" may not be viable for our needs...) From there, the actor spawns a "seed" actor and throws a few more seed actors up in the air in random directions.

When the seed actors hit the ground, they check the texture used on the floor, and if it matches anything it's looking for, spawns an appropriate DECORATE actor that handles what you see and hear.

This is almost certainly a terrible way to go about some of this, but it works for now - I just gotta make it work BETTER at some point, preferably in a way that stops it from murking the FPS on really big maps.

>> No.3956314
File: 191 KB, 1280x1024, Screenshot_Doom_20170429_120700.png [View same] [iqdb] [saucenao] [google] [report]

How would one madman evoke the old HOM stylization in gzdoom in conjunction with the new HOM behavior?

It would be most useful to have the "render sky on wall without linehorizon" effect and the "strange bendy-warpy-foldy-shit" in conjunction

Pic very much related; so far it seems to be the best "deliberate hom"; mind not the far wolfendoor; I'll need to mask a small part of it; but I do like how as a result of no sidetexture+midtexture masking no side texture; it causes the floor to parralax into the HOM-Fireblu; which removes the HOM and just makes it look flat and not at all like a platform until you're actually on it.

>> No.3956317

By "best use" I mean the trim into sky/void; see the wolfenrock on the left.

>> No.3956324
File: 189 KB, 1280x1024, Screenshot_Doom_20170429_122457.png [View same] [iqdb] [saucenao] [google] [report]

It also looks somewhat okay in conjunction with thin gaps, angled so the player only sees them briefly; but the effect is obvious.

>> No.3956326
File: 1.37 MB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3956342

The Dangers Of Sticking Your Dick Into A Paper Roll

>> No.3956380

Just how heretical is freelook?

>> No.3956387

As long monsters get freelook too and you're not using auto-aim

>> No.3956393

This one.

>> No.3956398

Honestly I don't even use my keyboard anymore so I just use the scrollwheel on my mouse.

Which can be really inconvenient if there's too many weapons.

If I'm on a gamepad, I like it when it's bound to the DPad.

>> No.3956401

Wait, what? I though monsters already had "freelook" as long as you fit in their cone of vision.

>> No.3956406

Its easy if you use muscle memory and scroll your mouse to each "bump" to whatever weapon you need, if that makes sense.

>> No.3956421

I think he means being able to lead their projectiles. It's a big advantage freelook gives you that you can't use with autoaim.

>> No.3956428

Okay, thank you for the second opinion. Two it is.

>> No.3956438

The map should be nearly done; I merely need to do the top of the tower; the second room of the tower; do up the two wings in the dungeon area, and put in the rest of the Things, then I can finish up the map and put in the exit proper, underneath the blood pool/fountain/whatever.

>> No.3956456

zion, argent, and a handful of others i can't be bothered to remember the name of

>> No.3956457

Is there a way to make a linedef/lineswitch spread it's use to similarily tagged lines? Thought it would be "pass use on" but no dice.

ae; for switches made out of multiple linedefs or a tripwire that bends/conforms to the map and doesn't have to be a single straight line

>> No.3956463
File: 381 KB, 480x360, weapondemoa[1].png [View same] [iqdb] [saucenao] [google] [report]

Everyone always talks shit about it being "consolized", but I wish weapon wheels would become standard along with hotkeys in games with more than 5 guns. It's just so convenient to press a button and flick your wrist, even on M+KB.

>> No.3956464
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3956484

A switch using HOMS inside of it for some reason.
are you GRAY and TRAKly?

>> No.3956496
File: 220 KB, 1280x1024, Screenshot_Doom_20170429_142105.png [View same] [iqdb] [saucenao] [google] [report]

To specify: see >>3956457
The only issue is that the whole split-up texture doesn't change; this isn't what I want; I wish for the whole thing to change to the other switch visual, not just the one peice of linedef.

Should I be able to fix it and combine it with a 3d floor; you'll get this HOM switch working proper.

>> No.3956508


The story with the weapon slots is that number 1 never appears on the Arms slot list. So I bumped all the weapon slots up by one.

I know the chaingun is supposed to technically be one slot above the ssg, but given what I was doing to the plasma I felt the player needed a quick Prev Weapon to choose from that was effective and wouldnt blow up in their face

The devastator thing doesnt do much to the player, but the chaingun causes more stunlock. Im even thinking of making the altfire for the missile just switch to either the chaingun or double barrel (for oh shit moment, or to quickly finish someone off).

> To counterbalance the sharp initial difficulty

Im considering putting a normal shotgun in that the player gets for free, just no shells. I may even let the player keep the single barrel just for fun, though it will be half the damage at twice the fire rate

(and if I can fetch a reloading anim, its gonna have a 5 shell tube)

>> No.3956532

I'd just like to point out the thumbnail looks like a very large woman with a big ass bending forwards and to the left away from the player.

>> No.3956541
File: 45 KB, 486x409, HAAA.jpg [View same] [iqdb] [saucenao] [google] [report]


One funky thing that zdoom does is when you randomly spawn something and the sector you're spawning it in is at a higher elevation, it spawns it up there instead.

I could make it emit moving explosion pieces from center to expand in a shell but it would be a little harder on my part. This effectively just replicates a similar effect to the wyvern fireball explosion in hexen, except they move a tiny bit.

The best way would also to make them bounce, that way if you got an explosion in a small hole it will burst out rather than just be a bunch of heat up in there.

>> No.3956550

jesus christ that filtering, anon

>> No.3956557


I could also achieve this by making all shell pickups also give the player that single barrel shotgun, even though there's no shotgun there. This way its an abstract kind of starting weapon in that you cant use it until you get shells anyway, so you wouldn't know that you didnt have it.

thinking of using the duke shotgun but making it a serbu shorty, and giving it bad spread since, aside from that golden bb with good accuracy, the shotgun pellets do shit damage (1d8).

>> No.3956564
File: 24 KB, 75x79, untitled.png [View same] [iqdb] [saucenao] [google] [report]

After much headache, I've gotten a F.E.A.R 2 replica into blender to render sprites from. Will need to find/make models that look like the rest of the MSX guns now.

>> No.3956567
File: 9 KB, 78x74, 0000-0018.webm [View same] [iqdb] [saucenao] [google] [report]

Running anim here. All animations are from HL2.

>> No.3956574

GZDoom 3.0.0 released. FMOD is dead, QZDoom's software renderer is merged.


>> No.3956583
File: 718 KB, 1680x1050, Screenshot_Doom_20170429_151043.png [View same] [iqdb] [saucenao] [google] [report]

The mancubuses (mancubi?) are certainly dicks, though it seems that a lot of Plutonia's design philosophy is "here's a clusterfuck that's guaranteed to kill you the first time you see it, take the next five seconds to figure out what we expect you to do and try it next life."

MAP10 now. I have no idea what I'm supposed to do once the revenants show up.

>> No.3956585

yo why you glowing, is this some kind of wad?

>> No.3956586
File: 259 KB, 540x404, 1470817863227.gif [View same] [iqdb] [saucenao] [google] [report]



Have a series of screenshots strung together into an animation with sound.
ZScript test mod is almost done, I just have to finish up the Plasma Rifle, do the BFG, give an effect for the Berserk, put a name on it, then push it out.

Oh, and somehow manage to scrape together graphic replacements for everything, but we all know how that usually goes.

>> No.3956592
File: 271 KB, 551x424, trailer_credit_new[1].png [View same] [iqdb] [saucenao] [google] [report]


Getting killed by a fireball sets you on fire.

>> No.3956594
File: 650 KB, 960x720, Screenshot_Doom_20170429_151713.png [View same] [iqdb] [saucenao] [google] [report]

How does this look?

>> No.3956598

>i've decided to replace the decent sound engine to a shitter one that seem to break with every new build.

>I have no idea what I'm supposed to do once the revenants show up


>> No.3956609

Is Beautiful DooM a second rate version of Brutal DooM? Because when I first heard about it years before that one ICP song came up and I don't listen to ICP or even heard the song before so that's where I'm guessing the creator got his title from.

>> No.3956613

Nah I believe it was around before Brutal Doom, that was like 2010 i think?

>> No.3956616

what i want to know though is it compatible with smooth doom

>> No.3956618

infighting ensues, give them the runaround, see if you can get the archvile caught in their line of fire

when the time is right its also an excellent idea to just let loose on everything with the RL, though you may have to retreat back to the entrance to do that - RL is the strongest counter against revenants since they group up and they take the splash to the face

>> No.3956634
File: 245 KB, 800x600, Screenshot_Doom_20170428_234818.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3956637
File: 208 KB, 800x600, Screenshot_Doom_20170429_204155.png [View same] [iqdb] [saucenao] [google] [report]

Also fuck this place in particular.

>one of the parts of map29 is a secluded keep
>it's dark
>it's crooked and tight
>and the only enemies here are arch-viles
>multiple at a time

>> No.3956643

>Because when I first heard about it years before that one ICP song came up and I don't listen to ICP or even heard the song before so that's where I'm guessing the creator got his title from.
what did he mean by this

>> No.3956647

Beautiful Doom already uses smooth animations

>> No.3956649

Is that a fucking gazebo?

>> No.3956653
File: 676 KB, 1680x1050, Screenshot_Doom_20170429_154816.png [View same] [iqdb] [saucenao] [google] [report]

It's better to compare Beautiful Doom to Smooth Doom than to Brutal. It's lots of cosmetic changes that keep vanilla mechanics -- alternate death animations, enhanced sounds, particle effects, gibs with physics, stuff like that. There's an "alternative weapons" mode that make gameplay changes (pistols can be dual wielded, SSG can be fired with a single barrel, plasma gun has a railgun secondary, etc), but "vanilla weapons" keeps everything the same.

I have a feeling it isn't, given that it changes weapon and enemy death animations. Maybe Smooth Monsters?

I used to run Smooth Doom, but there's just so many different wads to run with it to have stuff be compatible that I just started using Beautiful Doom instead.

I was talking about close to the beginning when there's a bunch of revenants, mancubi, and two arachnotrons. I just got to the archvile part, though. Having archies do infighting always feels a little worthless because they'll just resurrect the guy they kill, but I guess it at least gives time to run or get a shot in on them.

>> No.3956658

tell us the wad you asshole.

doomguy's greatest challenge yet.

>> No.3956668

I'm saying when I first googled Beautiful DooM before it got more updates the first result was an ICP song titled "Beautiful Doom" and I believe that's where the creator of the WAD got the name from.

>> No.3956670

archviles take damage from it that will not heal, also it buys time so you can plug away with other things without the arch trying to light you up

for the beginning part there's probably different ways to handle it, one response is to get in the courtyard with the yellow key and then go straight down that elevator (past the chaingunners), as you're running infighting may develop behind you

though usually in the entrance I plug the chaingunners, let the arachnos duke it out with everything, and I use the architecture to give me enough cover to juggle the revenants while I SSG or chain them. Also dont forget about those Cacos.

after you get the key you have to get in that alcove and press the switch fast, may need to lead the skeletons back around that cagework to give you enough time to get in there without being hit

>> No.3956682
File: 458 KB, 1680x1050, Screenshot_Doom_20170429_160038.png [View same] [iqdb] [saucenao] [google] [report]

Map done.

Next up. Here we go.

>> No.3956686

>FMOD is dead
>QZDoom's software renderer is merged
Well since it's replaced the software renderer entirely, can someone please explain the purpose of QZDoom? I know there's the truecolour rendering (thankfully can be disabled) but there's other weird stuff I don't understand/know purpose of as well.

>> No.3956692
File: 427 KB, 1366x768, Screenshot_Doom_20170429_131044.png [View same] [iqdb] [saucenao] [google] [report]

Out of all the wads I've played this one baffles me the most. Why the Powerpuff girls?

>> No.3956694

i-it doesn't feel as jarring in quake

>> No.3956696

>Walking into enemies doesn't act like a weak chainsaw
What a missed opportunity.
Also you already made that screenshot joke!

>> No.3956702

but it's so drokking ugly

>> No.3956703

there's an off-color texture that reveals a switch, somewhere in the north part of the maze, this will open indicators on the ground telling you where to find things.

not sure but I think you only need 1 key to exit, and since the yellow is found on the east side its likely the easiest straight shot to leaving

(this level is unplayable from scratch with the mod I made currently, since the SSG gives you about 40-50 shots of BFG10K, and no shotgun is present so this is only good enough to kill some of the viles - a strong example of why I need to add that basic shotgun back into my mod)

question ive got about FMOD is will this change the way that OPL Emulation works, does openAL

I dont care about the other sound fonts, if it wont play music the way it was originally intended then im not using it.

>> No.3956713
File: 17 KB, 648x518, Autism-blocks.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3956714

who would've thought it was autism

>> No.3956720

god damn thats a fast reload

>> No.3956728 [DELETED] 


>> No.3956735
File: 205 KB, 800x600, Screenshot_Doom_20170429_212656.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3956738
File: 445 KB, 1680x1050, Screenshot_Doom_20170429_162738.png [View same] [iqdb] [saucenao] [google] [report]

I found both keys anyway just by wandering around the maze. What a tedious goddamn level.

>> No.3956759

Does it hit close to home or something? He's not wrong, it is autistic.

>> No.3956760 [DELETED] 

Please go back to /v/.

>> No.3956775

t. DoomGuy2nd

>> No.3956789
File: 197 KB, 1421x562, 1491029472751.jpg [View same] [iqdb] [saucenao] [google] [report]


I apologize for saying the "A" word. Please stop bickering.

>> No.3956793

just dont say nigger and everything will be fine

>> No.3956803

Excuse me nigger but this is a blue board

>> No.3956806

>Heavy Weapon Dude isn't a nigger

>> No.3956809
File: 2 KB, 111x95, imaas.jpg [View same] [iqdb] [saucenao] [google] [report]

Bunch o' rowdy chain-niggers today, boys.

>> No.3956812 [DELETED] 

AHAHAHAHAAHAH NIGGERS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

>> No.3956815 [DELETED] 

Oh my gosh! LOL

>> No.3956836


Oops to both.
Honestly, what I'd really like to do is have some kind of constant push/repulsion effect, pushing away enemies that are near the player so that enemies are forced to use ranged attacks (which get reflected) instead of melee.
The question is how to do it reliably, though. A_Blast is incredibly strong--too much so. A_RadiusThrust is unreliable. And in both cases, Doom's physics (or rather lack thereof) means that anyone could be thrown anywhere between a foot to ten meters.


When bullets magically appear on punching the chamber, reloading becomes incredibly easy.

>> No.3956845

A_Blast (small amount) plus A_RadiusThrust?

> when neither work why not both?

>> No.3956853

What you'd need for a good, reliable thrusting action (hurr) is a radius hitscan spawn function with optional LOS checks and all the +HITTRACER and whatever goodness.

If I knew more advanced zscript I'd write one.

>> No.3956859
File: 685 KB, 1366x768, Screenshot_Doom_20170429_141956.png [View same] [iqdb] [saucenao] [google] [report]

look how fast im going

>> No.3956861

What do you call a whole room of HWguys?

a chain gang

>> No.3956879


...Well, hell, why not? I'll give it a shot.
Thanks, mate.

>> No.3956880
File: 1.67 MB, 1920x1080, gzdoom 2017-04-29 17-23-12-54.png [View same] [iqdb] [saucenao] [google] [report]

Already posted a few pics earlier, but I just "finished" this room. Any thoughts?

>> No.3956881
File: 412 KB, 1600x822, muh hd.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3956882

the ice texture contrasts with the metal and brick, but aside from that it's n e a t

>> No.3956889

That obvious huh? Heretic and the texture pack I'm using don't have a good light texture (that isn't 64x64) so I thought I'd try to use the ice one lmao. Guess I gotta keep looking.

>> No.3956892

it really seems like an upscale estate, like this is some place a wizard/necromancer lives and they have it all spiffed up

this is more "mansion" territory rather than necessarily a common dungeon or temple level - it seems too personal

>> No.3956903

>Doomguy vs MC trhead on /v/ is still up with 220 posts

>> No.3956906


>> No.3956918

>/v/ has a shitty thread

what a shocker

>> No.3956940

So is there much point making deathmatch maps anymore? Most maps published nowadays are all singleplayer or coop.

>> No.3956941

why the fuck can you change the x and y of an info_notnull but not the Z
i can make it spin around and roll sideways, but it's impossible to make it roll forward or back

>> No.3956957

What are you trying to achieve?

>> No.3956963

make a static enemy model (so it acts as a prop) and have it face downwards
making the info_notnull act as a prop isn't an issue, it's making it face FUCKING DOWNARDS that is
it'll even face UPWARDS but not DOWN

>> No.3956972

as an anon who has listened to icp they're the last thing i ever thought of when i first heard the term "beautiful doom"

>> No.3956973
File: 861 KB, 1920x1080, Screenshot_Doom_20170428_004919.png [View same] [iqdb] [saucenao] [google] [report]

Got started on an outdoor techbase area, currently filling it with lots o' crates.

>> No.3956976

In what game/engine?

>> No.3956981
File: 200 KB, 1280x800, tumblr_oo37rgOEDu1uz9s3fo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know this mapset?

>> No.3956985
File: 16 KB, 75x79, WLKAA1_2.gif [View same] [iqdb] [saucenao] [google] [report]

Found a UT2K4 pulse rifle model. Now soldiers will be able to use and drop the MSX concussion rifle.

>> No.3956986

quake 1, quakespasm, trenchbroom editor

>> No.3956991

and you bothered to make more than 5 rots for it too
you're bretty cool MSX reboot guy

>> No.3956997

Are there any good wads for ultimate doom?

>> No.3957002
File: 16 KB, 549x188, batch.png [View same] [iqdb] [saucenao] [google] [report]

I can make as many rots as the engine supports without super annoying sprite naming conventions since I use a batch render plugin.

Similarly, it's easy to give it an absurdly smooth frame rate, but performance will probably start to suffer rather quickly then.

>> No.3957006

I don't know how angles are handled there, but try both 270 and -90 for wherever you specify the pitch angle.

Or you could you use a simple model editing program to pitch the model itself 90 degrees perhaps?

>> No.3957008

Why specifically Doom 1?

>> No.3957009

Maybe this is that one Stomper remake.

>> No.3957016


I hate the SSG and the new enemies in Doom 2.

>> No.3957018

2002 doom odyssey
Romero remakes

>> No.3957019

the entity has an angle key and entering multiple numbers (i.e. 0 90 0 for x y z) works, but if the entity is moved at all it clears the field to a single number (i.e. 0) and gets rid of the non rotation values
mangle apparently isn't a valid key here so normal angle has to be used, which doesn't function properly so ARGH (on some entities apparently setting angle to -1 or -2 will make the entity face upwards or downwards- NOT FUCKING HERE)

>Or you could you use a simple model editing program to pitch the model itself 90 degrees perhaps?
that means the extra model would have to be downloaded along with the map and installed into a separate game directory, instead of using map hacks to rework existing models

>> No.3957025

somebody should make a list for these types of mods

>> No.3957035

Then I have no idea since my quake modding experience is non-existent. It seems strange that something so seemingly easy would be hard or impossible.

>> No.3957040


The SSG I can understand, but the new enemies?
What did they ever do to you, anon?

>> No.3957045

posed a challenge

>> No.3957049


They fucking ate my leftovers. It had my name on the carton, too, so it was CLEARLY "do not touch"!

>> No.3957050

Damn, dude. Demons are dicks.

>> No.3957051


>> No.3957057
File: 17 KB, 263x398, 003.jpg [View same] [iqdb] [saucenao] [google] [report]


They are too scary looking compared to the cute monsters of Doom 1.

>> No.3957067
File: 338 KB, 442x686, archievile.png [View same] [iqdb] [saucenao] [google] [report]

that was probably this guy, sorry

>> No.3957102

looks neat anon, i'm really looking forward to play a western wad

>> No.3957108

1994TU isn't a good wad.

>> No.3957112

Anyone want to have a speedmapping session tomorrow night or tonight?

>> No.3957159
File: 7 KB, 320x200, 200Splash.png [View same] [iqdb] [saucenao] [google] [report]

We should do a 200 minutes of Heretic speedmapping fun-time wad at some point. Maybe bump it up to 300 minutes, since a lot of people struggled with the 200 minutes in the last one.

>> No.3957161

Why not make it Strife?

>> No.3957170

Because Strife is difficult and strange to work with.

>> No.3957179

Because strife relies on minor RPG elements that don't lend themselves well to speedmapping.

Hexen might be okay too though, since it has less of that. The 4 weapon pieces could be behind locked doors in a hub and you could require one or more keys per weapon piece to unlock them depending on mapper turnout. It also wouldn't need 32 maps to fill out a decent wad.

One puzzle switch per map maybe and whoever does the hub could organize map-flow.

I've never mapped for Hexen, so I have no idea how difficult it is though.

>> No.3957201

>minor RPG elements that don't lend themselves well to speedmapping.

that you don't have to use, just make it like a normal doom map?

>> No.3957207

How about Heretic deathmatch speedmaping?

>> No.3957223

>chaingunner isn't Abobo

>> No.3957232

id vs Capcom when?

>> No.3957236

Like what's the connections?

>> No.3957240
File: 76 KB, 320x233, ABOBO.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you mean?

>> No.3957242

Is he a dwarf?

>> No.3957245

id doesn't have half the franchises or recognizability as capcom does, unfortunately

but that's okay because capcom neglects like all but four of their franchises now anyway

>> No.3957251
File: 68 KB, 326x305, NewAgeOfBreakfast_.png [View same] [iqdb] [saucenao] [google] [report]

>Like what's the connections?
>implying there needs to be one

>> No.3957276

is this master chief vs doomguy?
> give me a break

>> No.3957301
File: 29 KB, 800x944, Thumb_pikmin_ghosts.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you are still waiting for mod updates

>> No.3957319

I just hope the QBeta guy tones down shotgunner damage, buffs Laser Rifle damage and stops halving your starting ammo.

>> No.3957321
File: 169 KB, 777x779, DMPM2.png [View same] [iqdb] [saucenao] [google] [report]

Not as far as I wanted it to be, but progress is progress.

>> No.3957338

I just want D4T 2.0

>> No.3957343

Hosting some deathmatch on a small map I made in about an hour and a half. Search Porkmatch in Doom seeker.

>> No.3957360

doom's community is full of schrodinger's coffins, so it makes it actually kind of fun to predict what the next out-of-left-field update will be

and since even mordeth is still being actively developed, anything's fair game

>> No.3957380

Might be fun from a mapping perspective, but most people would ignore it on release. DM isn't too popular, especially for Heretic.

Single player would be the way to go, and something designed around a per-map basis would be the best candidate. Heretic, Chex Quest, Doom 64 (might be fun actually). I'd go with one of those.

>> No.3957381

How about deathmatch, but with tacked on singleplayer?

>> No.3957389

It would be great if single player maps also included good DM setups.

You can even cordon off areas by putting up a bunch of lamp posts or huge brown trees

>> No.3957393

Why not single player with tacked on deathmatch?

>> No.3957397
File: 56 KB, 256x256, Demon.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no one wants to shoot you in the face

>> No.3957401

I wish there was someone I could pay money to make me the weapon sprites that I want.

>> No.3957405

I wish I knew how to sprite

>> No.3957406

Singleplayer gets really fucking boring, and unless it's a noteworthy wad, no one's going to play it. At least with large collections of deathmatch maps you have people who play them on release.

>> No.3957414

Why the deathmatch concern? About 30% of people in these threads have played anything other than single player doom, let alone the online of another.

>> No.3957421

I have no idea. I guess >>3957406 thinks it's a booming market. Nevermind that most servers run coop or survival shit.

Doom DM is near dead, It definitely shouldn't be the focus of a speedmapping challenge. 32in24 has that shit covered.

>> No.3957426

I want to marry Ms. THE JERK!

>> No.3957431

I'm pretty sure you can copy the attributes of one linedef onto another, but I might be thinking of Doom64EX

>> No.3957432

We should make a retro FPS Renaissance or something. Start mapping and nodding for other games. People have been joking about HUMP and THUMP or whatever, if that actually happens there could be more general interest.

>> No.3957435

QUMP already happened and should hopefully be out SOON™.

>> No.3957439

Did you take the server down? Doomseeker isn't showing anything.

>> No.3957442
File: 629 KB, 1100x619, cOXvZaX.png [View same] [iqdb] [saucenao] [google] [report]

THUMP is something I'd be most interested in (I'm too busy atm, but I have a friend who might go for it since he's a novice at Thief mapping, plus there was a seasoned thief mapper that used to frequent these threads that could help with advice maybe). QUMP is coming out sometime after this month is up.

UUMP or UTUMP (unreal, ut) would be neat too. Unreal has a lot of mapping resources online, so it's as easy or maybe even easier than quake to get into. UT99 would be even easier since it's all DM and CTF maps, so monster placement and pacing aren't as big a concern.

>> No.3957445


Solidarity, brother.

>> No.3957447

I don't know. Arcane Dimensions was released and was a huge thing (relative to the Quake community) and I only saw a moderate amount of discussion here. Even Brutal Doom gets discussed here more even if it's just to talk about how shit it is.

>> No.3957451

>Even Brutal Doom gets discussed here more
one post about a future v20 update per thread and one post in response talking about how hard it feature creeps

such discussion

>> No.3957457
File: 13 KB, 470x369, quakeg.png [View same] [iqdb] [saucenao] [google] [report]

To be fair, Quake 1 just isn't a huge thing; even Quake fans are more apt to talk about Q3A or Quack Champs, because to most people Quake is all about multiplayer. There's still a subset of people making content for Q1, and a large amount of it is extremely high quality what with how long they've been doing it, but that subset is absolutely marginal in comparison to the rest- and is even less likely to show up in a thread that's pretty consistently about Doom, full of anons who either haven't played Quake, don't want to play Quake, or tried it and didn't like it because "it's dark/it's brown/bullet sponge enemies/no memes/I am a chew toy/etc ad infinitum."

>> No.3957460

>one post in this thread and one in a previous thread accounts for all talking about broodal
truly enlightening, mark

>> No.3957469

But Q1 started it all
it's got the Lovecraft and the HUH memes and it certainly gets more attention than Q2 and Q3

>> No.3957476

>it certainly gets more attention than Q2 and Q3
Q2 maybe, because that's always the odd one out, but in no universe- ours, Shubby's or otherwise- does Q1 get more attention than Q3A which is still played at pro tournaments to this day and whose fanbase (divided as they are between CPMA, VQ3, and the 'Q3 with a new coat of paint' games that have come out recently) insists that they're the Only True Quake Fans™ and attempt to shit down the throat of anyone who mentions nailguns, Strogg, or singleplayer.

>> No.3957479

>Quake 1 just isn't a huge thing; even Quake fans are more apt to talk about Q3A or Quack Champs, because to most people Quake is all about multiplayer.

That is accurate, but somehow there are the whiny bitches who don't play quake but wants a sequel to Quake 1 because "it was Lovecraftian"

But err, disconsidering Quake Wars, Quake 2 and Quake 4 storyline, Quake 3 follows the style of Quake 1 yet people doesn't call it Lovecraftian only because it doesn't have distorted creatures in a PvE environment to kill you instead of the actual Arena Warriors.

Being honest, if you get the maps of Quake 1 and compare with Quake 3, there's almost no different, but people likes to bitch about Q3 being MP only, so does Quake Champions which keeps the style as well.

>> No.3957491

nu-id has done a good job designing unique maps for QC and the doom MP. If those rumors about a Q1 remake are true then I'd be eager to see what they'll do.

>> No.3957495

it's still minor in comparison to discussion of other mods and maps including ad

not sure how you missed the entirety of my point

>> No.3957501

Imo their apex of designing unique maps lies on RAGE, the game by itself is not all that great, but everyone has to agree that the scenario is fucking good, Dead City is the best map ever happened in id Software imo.

>> No.3957507

>That is accurate, but somehow there are the whiny bitches who don't play quake but wants a sequel to Quake 1 because "it was Lovecraftian"
you mean like the whiny bitches who don't play quake but have a shitfit any time a quake game deviates even slightly from quake 3?

quake fans are the worst

>> No.3957518

I mean those who played Quake 1 and thinks all the rest is shit because they tried to play Quake 2 and don't liked because all that gothic architeture with the distorted creatures was not there.

Quake 3 purists is just like Doom purists, but they can actually be worse by calling vanilla Q3 shit and praising CPMA.

True Quake fans likes all of the Quakes, even Quake Wars by being the prequel story to Quake 2, despite it being a Battlefield with Stroggs in one of the teams, certainly is the most disliked game, but the true fans will at least accept the fact that game tried to start the story of Quake 2.

>> No.3957525


I like Quake in general

>> No.3957528

But anon you have to hate Quake 2, it will give you so much street cred here!

>> No.3957529
File: 1.77 MB, 1920x1080, ioquake3 2017-04-29 21-34-29-17.png [View same] [iqdb] [saucenao] [google] [report]

At least we can all agree that Hunter is best Quake girl

>> No.3957532

Lucy has the best "DAT ASS".

>> No.3957535

>implying it's not sorlag

>> No.3957537

I like quake champions.

Sorlag makes me feel all tingly inside

>> No.3957549 [SPOILER] 
File: 135 KB, 1024x768, 1493518087747.jpg [View same] [iqdb] [saucenao] [google] [report]

>I mean those who played Quake 1 and thinks all the rest is shit because they tried to play Quake 2 and don't liked because all that gothic architeture with the distorted creatures was not there.
Eh, while I like Lovecraftian stuff a lot, I'm also a big sucker for cyborgs and biomechanical body horror.

Tank is best husbando, 10 out of 10 Iron Maidens agree.

>> No.3957550

Hunter and Crash are great.

I want a mod where you play as Hunter. What sort of weapons would she favor?

>> No.3957551

>don't liked because all that gothic architeture with the distorted creatures was not there.
I don't think I've ever heard that as a complaint about Q2, especially given that Q2's techbase levels are so clearly in line with Q1's down to the triangle patterns on the walls. Usually the complaint is that there's just less enemy variety in general, and of the enemies that are there lots of them are various shooty humanoid dudes (TRESSPASSAH) or infuriating in general like medics reviving mooks, with even the big enemies failing to give quite the same pants-shittingly terrifying effect as the first time a player hears a Shambler's roar and then realizes it runs at Mach 5 and is very, very angry.

>T+X months after Sorlag's reveal and her bio
>still no lewd art involving that wide, gaping mouth

>> No.3957552

Rage maps we're the worst part of the game. Invisible walls and generally linear design. It wasn't all bad, but even nuDoom beat it out level design wise.

Art wise they nailed it though. Rage has some good looking environments.
>inb4 autistic posts about texel density
Forest for the trees.

>> No.3957553

Probably some sort of tribalpunk set with mecha-bows, razorblade launchers, shit like that.

>> No.3957562

I blame the somewhat clumsy enemy AI. Some of the expansions fixed that (Tanks with leading rockets are so much more fun to fight), but then turrets happened.

>> No.3957565
File: 253 KB, 1536x2048, 1459690920906.jpg [View same] [iqdb] [saucenao] [google] [report]

>not dem thighs and dat belly

scaly pls go

Crash is great too, but Hunter has that cute little laugh with her taunt. Not bad for someone with a 90% chance to insult the player at every opportunity.

>no one's combined the two for maximum nightmares

>> No.3957582

>no one's combined the two for maximum nightmares
Frankly, my ideal scenario would be id finding a clever way to mix both universes. But that would probably cause unhealthy amounts of salt.

>> No.3957594
File: 146 KB, 952x713, temp.png [View same] [iqdb] [saucenao] [google] [report]

working to finish an unfinished map that a contributor gave me. it's coming along

>> No.3957604

>No art of Sorlag running around the Arena naked

>> No.3957612

There's Hunter's Moon if you don't care about the mess i did in the past and are now fixing it.

>Rage maps we're the worst part of the game. Invisible walls and generally linear design. It wasn't all bad, but even nuDoom beat it out level design wise.

But i was exactly referring to the...
>Art wise they nailed it though. Rage has some good looking environments.

I don't care about id Tech 5 having the issue of the slow mip loading in the texture streaming, that didn't break the immersion for me.

About invisible walls, Rage tried to give the feeling of open world and that's why you face so many invis walls around, nuDoom simply does not have that because all you do is wander around UAC facilities on Mars and that can't be considered something to give a feeling of open world you know.

>> No.3957617
File: 492 KB, 751x577, amatsu.png [View same] [iqdb] [saucenao] [google] [report]

Is Sorlag even a girl in QC?

>> No.3957619

bio goes 'her' on several occasions

>> No.3957620

The Q3 one or is there a bio for QC about?

>> No.3957628
File: 1.92 MB, 1920x1080, hunter bullying a womanlet.png [View same] [iqdb] [saucenao] [google] [report]

>What sort of weapons would she favor?
If it's worth anything her arena only has the rocket launcher, lightning gun, and shotgun as pickups. She very heavily favors/loves the LG and even mentions so in her chatlines, so whatever obscure space Amazon tribe she's a part of can't be too technologically illiterate, especially given their world was wiped out by Sorlag's race.

bots are fun, but Q3 console commands keep fucking me up with having to put a slash at the start of every line

Probably this, too, Unreal-esque mechanics (spinning saw launchers, multi-rockets, etc) with the aesthetic of either cobbled together from scraps or functional through tribal ingenuity with skulls and feathers and shit adorning the boomstick.

Q:C has a bio for her already, and uses her proper gender this time. She was always a girl in Q3 itself.

>> No.3957631

>Q:C has a bio for her already, and uses her proper gender this time. She was always a girl in Q3 itself.

Guess it's time to bother some /trash/ drawfags or something.

>> No.3957640
File: 1.58 MB, 1846x743, QuakeChampions 2017-04-14 15-15-44-74.png [View same] [iqdb] [saucenao] [google] [report]

>those fagets
>doing anything of use

>> No.3957654
File: 6 KB, 380x210, sgtmark.png [View same] [iqdb] [saucenao] [google] [report]

It's been a while since I actually last requested something with results and that was not along after the board's inception, so yeah they're probably useless shits now.

>> No.3957665

I think I asked this a few months ago.

Will (G)ZDoom ever get a "dump video" feature? I wanna make videos of my ebin demos.

>> No.3957678

maybe the next Wanna Play Some Doom could have a Doom 3/4-inspired mod section or something

>> No.3957695

>unironically discussing overwatch quake 3 edition
This is even worse than nudoom being /vr/ approved

>> No.3957705

I don't like the statistical and capability differences between the Champions in a competitive shooter, sure, but when the core gameplay is still strafe/bunnyhopping and area/item control with having to get your supplies and weapons on the map, there's no point in comparisons to Overwatch.

It's not like it added literal classes and MOBA gamemode shit.

>> No.3957723

I don't even get the comparisons to Overwatch. It's just like how Metroid Prime Hunters gave unique traits to the characters isn't it?

>> No.3957725

I haven't thought about MP:H in ages, but yeah, that's a good comparison. MPH has characters with identical stats, but unique abilities and who get a bonus when using certain weapons; QC has characters with different stats and unique abilities, but identical weapons for everyone (which are up to the player to obtain).

>> No.3957727

Would a better comparison be the race mutator for UT2004, and that console spin-off based around it? I haven't tried the latter though, but on paper it seems like something more akin to what QC is doing.

>> No.3957732

The Species Statistics mutator is honestly the first thing that came to mind even when the game was first announced, but mentioning UT2004 when trying to describe a Quake game is apparently a good way to make the other anon start shitposting with anime reaction images so I gave up.

>> No.3957740

For the Quake Competitive Scene that abilities and traits is really something not needed, but that thing have potential in Team Game modes, CTF especially.

Also there are Team Arena expansion in Quake 3 that already gave an idea of uneven properties through the Runes in players to make the thing more challenging.

Also in Quake Champions the characters have only one Active skill one Passive skill and that's it unlike in the so compared Overwatch which you have 4 skills instead with each character having their own weapons.

>> No.3957761
File: 116 KB, 698x672, XY4zaYT.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think revenants ever get osteoporosis

>> No.3957773

The only reason quake *champions* even exists is overwatch's popularity

Everyone wanted a slice of the MOBA pie 5 years ago, now everyone wants a slice of the Blizzard pie with hearthstone and overwatch clones.

>> No.3957829

Dunno, but with that in mind i wonder if Cacodemons or Lost Souls have headaches.

>> No.3957856
File: 518 KB, 1600x900, Screenshot from 2017-04-30 01-29-44.png [View same] [iqdb] [saucenao] [google] [report]

Just how retarded does this look?

>> No.3957857

Market-wise that may be true, but mechanically speaking people are talking about the wrong game

>> No.3957859

At SArais levels.

>> No.3957865

I don't know what that is. Is it some gay codeword for 1994 that you guys came up with?

>> No.3957873

Sarais is a guy who often comes here and post screenshots of his maps, though they look too abstract and too overdetailed because he seems to ignore the use of Doom Builder's grid.

>> No.3957875

I've not played either and probably never will. Fite me in UT fgt. Actually some madman gifted me reflex arena, that's pretty much CPM with robits and jolly good fun (if anyone played it that is).

I did play a few hours of nudoom and don't get what the fuss is about, but my PC is a bit weak to run it on [email protected] fps so I don't even wanna get the fuss if framerate hovers around 40.

>> No.3957876

The shitty flag is totally fixed on a grid though.
>using Doom Builder

>> No.3957914

It's really not being ignored.

>> No.3957972
File: 1.07 MB, 953x1198, MP Source Ports.jpg [View same] [iqdb] [saucenao] [google] [report]

So, do i nailed this?

>> No.3957979

What are some good gameplay mods for small levels? Thinking of playing 2048 Unleashed.

>> No.3957993

And so the new branch finally begins. I guess 3.x branch is going to be ZScript branch, like 2.x was DECORATE branch.

>> No.3957994

GZDoom - futuristic city. Incredibly advanced. Yet completely devoid of life.

>> No.3957996

3.x is the GPL branch, actually.

>> No.3958000

Or it could be GPL + ZScript branch.

>> No.3958001

trips don't lie

>> No.3958002

Guess it's settled, then.

>> No.3958013

So, if it's GPL compliant, means you can actually sell TC's if they feature no original Doom content?

>> No.3958018


>> No.3958101

New thread.


>> No.3958185

I disagree.

>> No.3958528
File: 485 KB, 465x646, 68f[1].png [View same] [iqdb] [saucenao] [google] [report]

Im looking for a wad that has maps for the E6M1 - E6M9 namespace...
The only one that i know if is the DTWID-LE mapset. Is their a single other episode 6?

>> No.3958915

Odamex and ZDaemon should be switched

>> No.3959763

Yeah, I remember that happening. Spook was being reasonable about everything, but chronoteeth's reasoning always came down to "I made it that way on purpose, don't change it." even if it was a crappy design decision. I still have spook's version, it's better than the original.

>> No.3959770

Another modder that needs to chill out, Jesus.

>> No.3959972


blame his fucking wife and hollywood jews 4 it

mainly his wife for choosing the most expensive place in US to live in

>> No.3959993


i never hated any game on quake series

i love all games to the point of even finish Quake I and II when i have some free time

i played the shit outta Q3AMP when i was a kid and nowadays i don't have to much gas to play it seriously, even QC beta

in fact, nowadays i just want to see a Q1SP remake on par with SW2, DOOM4 and Metroid Prime Trilogy

i loved to explore all Q1maps for secrets and shit, and i would pay to do so again

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