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3991729 No.3991729 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3985314

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/idgames/
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.3991731


-Mapping deadline reached; awaiting release?

-One anon was considering hosting speedmapping sessions every Sunday; low turnout last session however

=== NEWS ===

[5-13] Blender now has an addon for the creation of Quake 1 models

[5-12] Marathon Skins Pack updated to 1.0.7

[5-12] Castlevania-style mod Nightmare of the Sin updated to 1x1

[5-11] Source code for Amiga FPS Gloom has been released

[5-10] Anon release; a mod with a tackle feature

[5-8] BloodGDX nearly finished

[5-8] Evolution of the WAD Episode 4

[5-3] Intermission E2M3

[5-2] GZDoom 3.0.1 released; bugfixes

[5-1] Calico, a new Jaguar Doom sourceport

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom

[4-28] Evolution of the WAD Episode 3

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

=== 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.3991742

first for Demonsteele

>> No.3991745

2nd final doomer update never ever

>> No.3991749
File: 6 KB, 198x199, kaiser.jpg [View same] [iqdb] [saucenao] [google] [report]

what is his endgame?

>> No.3991770

Gonna repeat from the last thread

What are some good tutorials for modern GzDoom builder? I want to make some maps really bad but everytime I try I suck pure shit and can't make a simple room without breaking the the game. Every tutorial I've looked at so far is either tries to explain the entire gzdoom system as fast as the humanly can and everything flies over my head or they don't talk about stuff I have questions to, or they spend 4 tutorials very carefully explaining how to unpack the gzdoom builder .zip and click the .exe.

>> No.3991773

xth for infograph anon pls make a Quake 2 image

>> No.3991774

Make AMD users cry

>> No.3991779

porting timesplittersto pc

>> No.3991781 [DELETED] 
File: 83 KB, 641x510, 154.jpg [View same] [iqdb] [saucenao] [google] [report]

i dunno

>> No.3991790

I don't know the relation between these 2 because I don't follow eCeleb bullshit

but considering Devolver's involvement, I'm sure the game got more money than just the kickstarter

>> No.3991797
File: 76 KB, 397x400, cacofield.png [View same] [iqdb] [saucenao] [google] [report]

Now where could my Rocket Launcher be...

>> No.3991801
File: 32 KB, 500x393, Mancubus-Doom-video-game.jpg [View same] [iqdb] [saucenao] [google] [report]

I eat, Doomguy. It's what I do.

>> No.3991810
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>> No.3991813
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>> No.3991814

N-Not like i want to e-eat you or anything!

>> No.3991816
File: 18 KB, 212x238, 1368116098198.jpg [View same] [iqdb] [saucenao] [google] [report]

This one is probably out of fashion by now but whatever

>> No.3991834
File: 41 KB, 291x398, cuckodemon.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3991835

Who are these people?

Also Strafe is in no way relevant to this board, other than trying to lure pople with fake 90's nostalgia and promises of oldschoolness that it failed to deliver.

>> No.3991836

He seems to be more of a Peeping Tom if anything

>> No.3991838


>> No.3991853

It's Java.
So it will most probably run at below 30 on your rig.

>> No.3991873
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

The marketing was overall goofy in a fun way like the website, but ultimately ended up misleading a lot of people on the actual product. They really should've saved the idea for something closer to Quake overall

>> No.3991879

and it apparently only runs at 320x240 or whatever

in other words, what's the fucking point

>> No.3991886

>you can kick heads around in Demonsteele like in Blood
fucking nice

>> No.3991891
File: 111 KB, 1280x720, dnf.jpg [View same] [iqdb] [saucenao] [google] [report]

Have there been any attempts by fans to recreate the 1998 version of Duke Nukem Forever?

>> No.3991894
File: 438 KB, 356x634, douk.png [View same] [iqdb] [saucenao] [google] [report]

Actually, yes.


>> No.3991898

Very cool. I kind of wish they used the Quake II engine, but I understand how much more effort it would take.

>> No.3991902

Didn't '98 mock-up use Unreal engine (and was basically a cutscene)

>> No.3991906

Nope, that was the 2001 one. 1998 was id Tech 2.

>> No.3991927
File: 116 KB, 480x280, eye divine cybermancy.jpg [View same] [iqdb] [saucenao] [google] [report]

Newfag to Doom here

Is it just me or is the level design in Doom 2 kind of off when compared to Doom? I'm on M25 of Doom 2 and so many of these maps have had some weird gimmick to them, like something I was expecting to see out of fan WADs. You know, rooms full of Barons and so on. The combat is still really fun, since the new monsters add a lot of nice diversity.

I understand the need to throw dozens of enemies at the player at once, since the game might have seemed easy coming off of Doom otherwise, but it just leaves a bad taste in my mouth for some reason.

>> No.3991930

doom 2's development was slightly troubled, and nowhere moreso than in the maps

welcome to doom, enjoy your stay

>> No.3991967

General consensus I believe is that the map design as a whole is weaker. Some people may like the gimmick-oriented maps, though.

>> No.3991984
File: 789 KB, 1280x720, WAKE ME UP (WAKE ME UP INSIDE) CAN'T WAKE UP (WAKE ME UP INSIDE).png [View same] [iqdb] [saucenao] [google] [report]

>We will never have Timesplitters 4
It hurts desu

>> No.3991995

The reason for Timesplitters dying is the dumbest thing to, if memory serves right, they couldn't decide on a boxart, so they said "fuck it" and scrapped the whole series.

>> No.3992002
File: 71 KB, 400x359, invulnsphere.png [View same] [iqdb] [saucenao] [google] [report]

Given Crytek's situation and how there's a working demo of TS2 in Homefront Revolution, I'm honestly surprised this hasn't happened.

>> No.3992025

So Tormentor667 is trying to out-SgtMark SgtMark and claim new GZDoom features are actually invented by Blade of Agony:


Not surprising really as Tormentor667 was basically SgtMark, before SgtMark crawled out of the jungle.

>> No.3992043

The marketing execs didn't think the series had a "marketable" main character to put on the cover.

Ignoring entirely that TimeSplitters 3 set up Cortez as franchise main character, complete with catchphraseTIME TO SPLIT

>> No.3992052

You sure it's not just Torm miscommunicating again?

>> No.3992067

I'm all for shitting on Torm and Mark, but this really seems like a case of attributing malice to simple dumbassery.

>> No.3992086

When i saw the trailer i though the same, the mod is beneficting from GZDoom effects which has been there for everyone and developed by a guy who did his contribution for the community in overall not for something specifically.

Putting that message in the trailer kinda fools people to think that features only got added because the mod which is not true.

>> No.3992114
File: 125 KB, 1280x720, Screenshot_Doom_20170514_100809.png [View same] [iqdb] [saucenao] [google] [report]

Okay /doom/ I've got a first map for you

I made this for Nova 3 over on doomworld back in October but never got any feedback and its looking like a dead project to me so I thought I'd drop it in here, see what you think.

I made it in reverse so it starts off a bit shit as I got bored with mapping it but I think it has some redeeming parts later on. Back then I tested it in Zandronum (oops) and I do recall doing a quick run with PrBoom so they should be fine. In zDoom and GZDoom the mastermind appears to be stuck which actually makes it harder, aside from that they are fine too.

Nova 3 texture pack included

>> No.3992126


Gave it a short five-minute whirl before bed, seemed fun.
Will give it a more thorough run tomorrow.

>> No.3992136


>> No.3992140

Do not fist the cyberdemons

>> No.3992141


>> No.3992143

>highrez sprites

Since when is that a good idea? They look terrible and goofy and not in a good way. They are obviously at least double the resolution than the rest of the environment, noticable even through all the trailer's horrendous HQ4X filtering.

For some reason I thought people behind WD:BoA would have a bit more taste.

>> No.3992148

>For some reason I thought people behind WD:BoA would have a bit more taste.
any serious study of the artistic assets in the first chapter would have revealed otherwise

>> No.3992164


>> No.3992182

>>3992136 >>3992141 >>3992164
I don't know what this gibberish is about but it's almost certainly off-topic. So, please, go away.

>> No.3992186
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3992190
File: 78 KB, 240x240, 1485131148906.png [View same] [iqdb] [saucenao] [google] [report]

>quake 3 characters are off-topic.

>> No.3992191
File: 17 KB, 247x179, HUUUH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3992192

does someone have a collection of all the anon maps that were posted here? i remember some of them were quite decent, and would be nice to see a collection of them all in a convinient rar file or something, since they maybe werent distributed anywhere else but here

>> No.3992210

i bet anon has never even masturbated to imagining hunter dominating the fuck out of mynx, calling her a worthless breeding sow who would die on her home planet in an hour while she pins her down and forces mynx to lick her clean after a long fight on tourney2, matting the porn star's crimson hair flat and fogging her visor with her sweat and body heat

>> No.3992215

some people prefer singleplayer

>> No.3992217

some people prefer getting fucked up the ass, too

if they prefer SP that's fine, Q1 is fucking fantastic

>> No.3992224

there's this quake game that came out many years ago

>> No.3992228
File: 277 KB, 2048x1152, C_vnJ7CUQAAsX5f.jpg:large.jpg [View same] [iqdb] [saucenao] [google] [report]

More screenshots of the Bombshell Prequel, via Twitter.


>> No.3992229
File: 328 KB, 2048x1152, C_vm8vAUQAE5ZEN.jpg:large.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3992230

not gonna lie, that looks good.

>> No.3992232

>big empty ass hangar

Great level design

>> No.3992238

>>3992186 >>3992190 >>3992191 >>3992224
In that case I must apologise. I don't play games other than Doom.

>> No.3992245

You are a Heretic then.

>> No.3992262

1990 90s kid here.

What are some good old FPS I should try? Any list of games?

I recently bought from Humble Store the game Blood, I thought it looked pretty good.

Also trying to find a copy of Soldier of Fortune.

>> No.3992265

realms of the haunting. system shock 2, outlaws, jedi knight

>> No.3992273

what the FUCK was eric alm thinking of with map 28 of scythe

>> No.3992278


nice, what game is Jedi Knight? sorry i googled it and get star wars Jedi Knight Jedi Academy is that what you mean?

Outlaws looks cool

>> No.3992282
File: 99 KB, 540x540, sofplatinum.jpg [View same] [iqdb] [saucenao] [google] [report]

Soldier of Fortune is not legally available anywhere due to a mixture of licensing issues and Activision not really giving a crap. (Hopefully this'll change in the future like it did for SWAT 4?)

I was lucky enough to find a copy at a second hand shop, but honestly, just look for a torrent or something.

Jedi Knight = Dark Forces 2
Jedi Knight 2 = Jedi Outcast

Jedi Academy is a weird Jedi Outcast expandalone thing.

>> No.3992291

Why hadn't you played any FPS's in that time to begin with?

>> No.3992316
File: 30 KB, 671x673, 1462319879080.png [View same] [iqdb] [saucenao] [google] [report]

You've never even thought about giving Quake a try?

>> No.3992323

Guess I'm going to have to cast a Hexen on you

>> No.3992327

I'm quaking in my boots.

>> No.3992330

You fool! Don't you realize just how much Strife you could cause?

>> No.3992334

Don't worry, it's nothing worth shedding Blood over.

>> No.3992345

i love the asthetic, who's making this anyway?

>> No.3992348

Voidpoint, a studio setup by the EDuke32 folks made up of various Doom and Duke modders. Only one I know of being involved is Cage.

>> No.3992374
File: 1.16 MB, 1851x950, doomq1m1d.png [View same] [iqdb] [saucenao] [google] [report]

What are Anons working on today?

I've gone back to my Quake inspired horror wad and started work on a new level 1 and level 2.

I wanted to have a Half Life style intro level without using any cutscenes or NPCs that would break the flow. I've finally settled on using one way portals to do some spooky special effects, then having a normal level with KDitD enemies.

>> No.3992381
File: 839 KB, 1500x1500, 6289452307_d1b3d9dd0f_o.jpg [View same] [iqdb] [saucenao] [google] [report]

>people would rather put quake things in doom than actually make things for quake

>> No.3992391
File: 1.56 MB, 1858x954, doomq1m1b.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3992403

Basically, yes.

I played around with Doom and Duke editors as a kid, so gzDoombuilder was easy to pick up. I started this project because I wanted to play around with more advanced editor features and Decorate, and it grew into an actual megawad project from there.

>> No.3992409

(Sad HUUH)

>> No.3992428

Maybe it's worth a simple Descent?

>> No.3992430

Or things needs gonna become Unreal?

>> No.3992460

i'm very interested in this

>> No.3992478

Which map do you guys play when you wanna try out a new weapon/gameplay mod?
I usually go for plutonia map01 since it gives me most of the weapons and monsters but not ALL of them, so i dont get everything spoiled before i've even played.

>> No.3992486

you could search for all the major filehosting sites on the archive and get most of them

>> No.3992487

The first few Doom2 maps usually:

- It's most likely the mod was tested on those, thus most likely to work correctly.

- Also, I know the maps and how they play thoroughly, so I can be sure what I'm seeing is mod behaviour rather than the map.

>> No.3992495

Anyone here using ecwolf 1.3.3 64-bit?
I can't get my damn mouse to work. I wonder if it's just me or everyone.

>> No.3992498
File: 40 KB, 302x148, screw attack thing.gif [View same] [iqdb] [saucenao] [google] [report]

Still trying to come up with an interesting visual effect for the screw attack for Space Hunter, current idea is the main barrel retracts, two metal spikes spring up and lightning arcs between them while electricity and shit flies out of the player.

>> No.3992510

What about the 32 bit build?

>> No.3992523

Same thing happens. Mouse doesn't get locked on the window of ecwolf. Clicking and moving doesn't do anything.

>> No.3992527

Actually I have noticed that clicking works on loading screen where it says that game is not shareware. Not working in the game menu or the game.

>> No.3992532

Why would it make any difference?

>> No.3992590

If it does I'll have to run a Marathon

>> No.3992603

aren't marathons only for Outlaws?

>> No.3992606

These posts are making me feel like going on a Redneck Rampage

>> No.3992607

The booty gal outstretches her arm,
it gradually starts to emit light. When it's shining like a lightning
>electricity and shit flies out of the player.

>> No.3992616


>DFRetro released a Retrospective of Quake II and how it changed the FPS genre


>> No.3992623

Bear in mind the TimeSplitters 2 "demo" in Homefront: TR appears to have files for every single SP mission, every single SP mission, all the dialogue, all the music, and a bunch of other stuff. It reeks of being a full port of the game hobbled to avoid licensing problems with Crytek. Someone with the skills should sit down with the game and determine whether it would be possible to access the other missions and possibly rewrite the menus.

>> No.3992624

Sure you didn't do enough damage back in Nam?

>> No.3992628

But doesn't it make you feel a little Duke Nukem 3D Megaton Edition?

>> No.3992632

i thought it had more to do with free radical putting everything on haze and ultimately killing the company as a result

that's pretty much what happened to their battlefront 3

>> No.3992634
File: 400 KB, 256x256, thonk.gif [View same] [iqdb] [saucenao] [google] [report]

what did he mean by this

>> No.3992635

>No matter what time period he ended up in the catchphrase awkwardly fell flat on its face
TimeSplitters 2 was the best in terms of game play, but 3 had the most entertaining single player campaign.

>> No.3992637

Sorry for my bad englando, just tried to make a suggestion.

>> No.3992639

You might have me confused then, Space Hunter is the metroid mod, not Term's Booty Project.

>> No.3992645

If you feel like that you are an Eradicator then.

>> No.3992647

>Cortez not marketable

But he was the most likable bald space marine character in 90's console shooters. His dialogue and interactions with the other characters were brilliant.

>> No.3992648
File: 20 KB, 500x375, Oh mai god.jpg [View same] [iqdb] [saucenao] [google] [report]

I am now On Crimson Tides of shame

>> No.3992650


>feels sad that theres no Port of X360 Q2 Engine

>> No.3992659

It was a really good game and deserved to do better. The sections involving working with future versions of yourself were pretty clever, especially the part where you revisit the first level again and turn out to be the sniper who was covering you in the intro.

>> No.3992674


is the same shit as Q2Xp and yamagi anon

but then id be glad if Q2 had received a better support nowadays for custom SP mods

>> No.3992681

Exciting! I hope it comes out soon.

I didn't even play the main game, never will, this seems like the thing that should have been released instead.

>> No.3992683

Less than half the maps are genuinely good (most are before map 12), then it ranges from mediocre to poor.

The new assets really is what makes the game though, and with TNT and Plutonia you have great proofs of concepts of the monsters and textures in use.

>> No.3992690
File: 28 KB, 1103x417, lolsamus.png [View same] [iqdb] [saucenao] [google] [report]

Still, have a thousand hours in paint illustration.

>> No.3992696
File: 145 KB, 551x350, doomguybrutal2_by_kernaalitanuli-db6lk1h.png [View same] [iqdb] [saucenao] [google] [report]


Hello /doom/ers

Wanted to know if sticking with ZDoom instead of GZDoom is worth it or if I am missing out on some high quality mods/maps.

If I should run GZDoom how do I disable every single pretty graphics meme on it to run as smooth as ZDoom?

>> No.3992697
File: 61 KB, 399x600, 134568561377.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw Plutonia Experiment

>hurr durr let's put every monster available in every single room!!
>OH and let's enclosure the player so he can't move while the enemy shoots him
>lets also give sparse ammo XDDD that will entertain the player
>why not put monsters hidden behind walls behinds walls EVERYWHERE? such fun XD

What where they thinking.
And that Arch-vile maze man, it sucked. The navigation through the maze and the arch-viles is not even the bad part, those fucking doors that activate by passing through certain spots is what sucks.

I give up, I can't enjoy it. TNT was tough, but this is another whole bullshit level. I don't remember if I started this game on Hurt me plenty or Ultra-violence, but damn, I don't want to play anymore.
Was PE supposed to be played without mouselook when it came out?

>> No.3992702
File: 78 KB, 500x384, tumblr_inline_onr2jgwnrA1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]

GZDoom now has the software renderer built-in, even supporting truecolor thanks to the QZDoom fork.

>> No.3992706

Yes, it was supposed to be played with autoaim.

>> No.3992717

I'm a good way through TNT on Ultra Violence at the moment and I'm thinking this is the challenge level I'm the most comfortable with. From what I hear Plutonia is all kinds of bullshit but it's intended for the most skilled players.

For the more seasoned players here, is Plutonia harder than Back to Saturn X? I tried BTSX a few months ago and while the music was wonderful the difficulty was fairly harsh (on UV difficulty).

>> No.3992719

Yeah, but how do I make my performance better in it? GZDoom usually lags for me.

>> No.3992726

What is the thread's favourite mod combo right now?
Mine is Final Doomer (Doomguy weapon set) + Ketchup.
It makes the guns so much more satisfying to use without changing anything else.

>> No.3992734

[gameplay mod]+[boom mapset] is a tried and true combo that i usually go with

>> No.3992736

Nah, it's the guy who claimed to have invented the Invasion mode with Stronghold, several years after Skulltag was already out. Remember that.

>> No.3992740

>retarded shitter posts disgusting 3d tranny
really stimulates my cerebrum

>> No.3992770

Are there any DOOM mods where a time stopping ability had worked?
Just curious.

>> No.3992772

Yes, sans.wad.

>> No.3992775

Stopping time completely? Skulltag had a powerup where all enemies and projectiles stop and I'm sure the feature is used elsewhere. Bullet time though? ZDoom doesn't have a sense of timescale, but Black Warrior somehow did it.

>> No.3992778

if plutonia was shorter I'd probably would've enjoyed it more

playing through it made me realize why alot of hard games are short

>> No.3992783
File: 3.11 MB, 384x288, GIT_GUD.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3992810

In hindsight i'm surprised no one ever recreated the N64/PS1 content for the PC version of Q2. Especially with all the Doom 64 projects over the years.

>> No.3992813

Wait, what?

I thought something like GZDoom for Blood is coming.

I just want to play the second episode while actually being able to see shit underwater...

>> No.3992816

Russian Overkill did it with one of the shotguns and LCA for complex doom also has a freeze-sphere

>> No.3992821

So, which do I choose if I want fancier-than-vanilla Doom?
Software or hardware?

>> No.3992827

It's a matter of taste. Play a bit with either and see how you go, there's a setting to help software rendering not get as fucked up with vertical aiming.

>> No.3992834
File: 1.60 MB, 720x360, sans2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3992846
File: 111 KB, 307x331, 1435011955297.png [View same] [iqdb] [saucenao] [google] [report]

>mfw playing Heretic for the first time

>> No.3992871

>mfw the start of the Hexen expansion

>> No.3992876


You should rectify that.

>> No.3992878

I've been having a blast with Ketchup + Run For It + Fractal Doom

>> No.3992883

Any mod that uses PowerTimeFreezer.

>> No.3992890
File: 47 KB, 320x200, Wolfenstein_3D_(DOS)_41.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3992891


>> No.3992901

>Join Samsara server
>Vertigo starts playing

>> No.3992902

>there's a taunt feature now

>> No.3992913

Is Marathon as easy to get as Doom? Not at home to try so just curious.

>> No.3992915

You're not alone; this is the general consensus that D2's is a bit weaker as a whole in map terms.

>> No.3992917

I don't understand it either, but when I started modding, I started on Quake, so Doom seems a bit off to me.

>> No.3992925

>those sprites and artwork
>killing a pinky with a ketchup
I don't even like undertote.

>> No.3992926

If I'm not mistaken; marathon is freeware nowadays.

So it's actually EASIER

>> No.3992938

Yup. https://alephone.lhowon.org/

You'll want to fuck around with the configs a bit if you want a FOV that doesn't make you blow chunks, though.

>> No.3992946

Thanks fellas

>> No.3992947

>mfw nonexistent mapping/modding community for heretic
I'd gladly kill a fellow human being for a Smooth Heretic mod.

>> No.3992953

What are some Mother's Day related wads?

>> No.3992958

Nobody? I just want to make a room with no ceiling without the game having an aneurysm.

>> No.3992960

map30 of karma sutra

>> No.3992970

You mean a sky texture? Just set the ceiling texture to F_SKY1 or whatever it is.

Here's a great tutorial by Linguica about how to make a vanilla map in GZDoomBuilder and get used to the very basics. https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/

>> No.3992981

Not sure if useful, but I think GZDoom Builder is a fork of Doom Builder 2, so maybe tutorials for that would still apply for the former.

I learned a lot from this dude's tutorials:

(Note: the videos in the playlist are in reverse order, so watch the last ones first.)

>> No.3992985


Is that actually how it's done? I thought there was a way to just disable the ceiling. Thanks to you both for the tutorials at least.

>> No.3992986
File: 2.35 MB, 800x600, swingin'.webm [View same] [iqdb] [saucenao] [google] [report]

how do i shot web

>> No.3992990


Here's an actual tutorial for making an Outside area.

>> No.3992993

I've never touched doom builder and i know that, man

>> No.3993002


Is this a bad thing? I love Heretic, even more than Doom 2.


It's a real shame.

>> No.3993007

"Sexual violence" implies I'm enjoying the violence of Heretic on a sexual level, anon.

>those gauntlets

>> No.3993016

So any good melee-focused Doom mods besides DemonSteele and GMOTA (which I have 0.9.9 of and apparently it doesn't work with GZDoom 3.0 or above anymore)?

>> No.3993026


Hexen ;)

>> No.3993027

i admit that i wouldn't mind punching everything to death with the gauntlets, but i dislike Hexen overall with how boring its structure is

>> No.3993028

Damn, DemonSteele looks great.

I assume GMOTA would work with ZDoom?

>> No.3993032

>GMOTA doesn't work on 3.0
It sounds like something on your end. I just tried it and it works for me (that said, GZDoom 2.4.0 crashed almost every save attempt for me, so I know your pain)

>> No.3993035

this is why you pistol start each map and play them each individually in a random order. plutonia is 32 hard minigames.

>> No.3993036

Cyberrunner had a grapple wire in it's last release.

>> No.3993038

Well, the error i'm getting is this
>Script error, "GMOTA_V0.9.9.pk3:actors/lordblaz/zarach.txt" line 2727:
>State SUPERlightningstrike2.12 links to a state with incompatible restrictions.

>Execution could not continue.

>1 errors during actor postprocessing

>> No.3993045

>What are some Mother's Day related wads?
>map30 of karma sutra

you are sick in the head dude lol

>> No.3993048

Anybody got a mega of the Soldier of Fortune community pack 6.2?

>> No.3993058


Speaking of that...

Is there any other MAP in recent memory that has caused such a collective groan in the Doom community for how bad it was other than MAP07 from D2INO?

I remember how everyone else that wasn't directly involved in the project flat out shat on it big time. And the previous maps were not of any help to avoid that, either. MAP06 is also indescribably atrocious on its own.

And for a mapset full of unconventional level designs, the fact that MAP07 had that kind of reception still sticks to me even after its release.

>> No.3993059

So I'm trying to get the music in Quake to play automatically with quakespasm and am kind of stuck. I have the music in id1/music and they're all in ogg format. Checked online and the only solution I could find was making sure the tracks were named along the lines of "track02" rather than "track002" which was already the case and just to be sure I was able to load them through the console commands. Anyone have any idea what to do or am I just stuck having to load through console?

>> No.3993060


[/spoiler]it's 20 years

>> No.3993065

ctrl+s newfag
also yes it's been 20 years since SW release, I'd say something nice about but I can't

>> No.3993067

Do you have the 'play external music' option enabled in the options menu? What ever it's set to, set it to the opposite and see if it does anything.

>> No.3993070

I just went and looked it up, and I couldn't make sense of any of it. Completely different from how I did it, and probably much smarter.

>> No.3993076

Changed it from on to off and nothing happened.

>> No.3993081

What map is that? It looks cool.

>> No.3993085

Mind uploading your config file anywhere?

Also, none of the usual stupid mistakes: you're not running it from an archive, you don't have it stuck in some weird documents/appdata folder that will fuck with how a program runs, you're sure there's no typos in the name of any path or folder?

>> No.3993089

Akzoz city by zaneion.

>> No.3993101
File: 120 KB, 1005x615, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


Here you go.

As far as folder paths go all I did was download the mega file in the pastebin and but the id1 folder into the quakespasm folder like so.

>> No.3993105

Your config file looks fine, even if the site is weird. For future reference Pastebin works fine.

This is gonna sound silly, but try renaming your main folder to just 'quakespasm' without the dashes, numbers, periods, etc. Quake sometimes doesn't like files or paths with particularly long or intricate names.

>> No.3993108

Still nothing and just to be sure I tried running it in compatibility and as admin as well afterwards. And yeah my bad I totally forgot about pastebin as dumb as it sounds right after using it.

>> No.3993113

I can't find it on /idgames.
Where can I download it?

>> No.3993114

Wow. I'm totally lost, then. Shit.

Tried any other sourceports, like Fitzquake (which QS was branched off of)?

>> No.3993116

Nah not yet but I'll give it a go. Not a big deal if it doesn't work since they can still be loaded through console commands but the convenience of not having to do that every stage would be nice. Thanks for the help man.

>> No.3993123
File: 1.97 MB, 1920x1080, Screenshot_Doom_20170514_134803.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3993125

So it doesn't work with Fitzquake but it does however work with DarkPlaces so I guess I'll stick with that.

>> No.3993129
File: 110 KB, 724x483, depression[2].jpg [View same] [iqdb] [saucenao] [google] [report]

rip anon

>> No.3993131

It's not ideal but it will work if I'm feeling lazy I guess.

>> No.3993138

wtf i wanna play q2 now

>> No.3993139

that's genetech, a map/mod for doom 2

>> No.3993149


eh good enough

>> No.3993152

Too much content.

>> No.3993184

I think by default, Quakespasm turns the music volume to 0, try increasing it in the options.

>> No.3993187

His music is set right, the config in >>3993101 has it set at 1 like it should be.

>> No.3993190
File: 1.03 MB, 1280x1024, Screenshot_Doom_20170514_152313.png [View same] [iqdb] [saucenao] [google] [report]

This part's a bit iffy and I'm not certain on how to go about it; it's missing something but I can't pick up on it.

I'm not sure if I'm going to keep the liquid flats.

>> No.3993196

Mindfully; I'd like to add some cloud or rain or thunder to this area; but most of the scripting end is too confusing; an actor or thing would be easier for me to comprehend; but this isn't the only thing missing.

>> No.3993208

Got it working with fitzquake. Used a converter and changed the music from .ogg to .mp3.

>> No.3993216

So i've got Quake 2 on GOG, how would I go about playing online with other folks?

>> No.3993217
File: 7 KB, 265x320, this is fine.jpg [View same] [iqdb] [saucenao] [google] [report]

>Finish a single room for map
>Run out of ideas and progress stops
Every time.

>> No.3993218

Saw video of Quake 2 64, and it had me wondering, can you rotate weapon sprites in-engine, to give it a sway effect?
If not, that could be a cool feature to add.

>> No.3993220
File: 190 KB, 785x1250, SOD.jpg [View same] [iqdb] [saucenao] [google] [report]

I've realized I like Wolf3D, and especially Spear of Destiny, more than Doom I-II. I just love the 1930s-1940s comic book feel it has way more than Doom's edgy 90s sci-fi. I love how easy it is to make new maps, too. If only Wolf had multiplayer...

Am I baby ducking hard here or is this a justifiable opinion?

>> No.3993221

Looking over at the /arena/ general on /vg/, looks like you can use your full copy with this

>> No.3993223
File: 22 KB, 375x180, MENULOGOx.png [View same] [iqdb] [saucenao] [google] [report]

Reply to news post.

So, after several weeks of work, here's a beta for Project MSfiX'd.


For those of you who might not have caught it in the last few threads, this is my attempt to, as the lousy pun implies, fix things that were causing Project MSX to malfunction in more recent versions of GZDoom. This project is not to be confused with kodi's (the guy making a grapple hook, holy shit that's awesome) revamp of MSX. Mine aims to keep things working as accurately as possible to the original, adding mechanics only where it is necessary, or where the player has the option of using it or not.

-Built-in cross-IWAD support. MSfix'd can be played in Heretic, Hexen & Strife, in addition to Doom!
-A wealth of user customizable options, such as the ability to set opacity for HUD elements, disable the rendering of the helmet, double-tapping movement controls to initiate evasion & sprint, auto-reloading, and a whole lot more.
-Support for Jimmy's Jukebox (see Note 2)

1) This is NOT an addon for MSX, but a standalone mod
2) MSfiX'd supports Jimmy's Jukebox, but Jimmy's Jukebox is intended for Doom; you can still enter the 'jukebox' map and make a playlist, but the level will be mostly untextured and depending on the IWAD, enemies spawn in because of SpawnNum conflicts. Jimmy intends for JJ to become a ZScript-based addon, eliminating these issues, so fingers crossed.

Features Planned for Future Versions:
-Option to bring you back to scope if you manually reload a gun from scope
-Colorful Hell support
-Voiced female player

>> No.3993224

This is putrid bloated cunt saying: Welcome to the club friendo!

Now if you don't terribly mind me putting my grubby fingers on the map; maybe I can sketch some things out? Just share your development thoughts.

>> No.3993227

I don't know, he posted it here when I asked him. It's old and unfinished, but I wanted it as a code testing playground.

>> No.3993230

Get some mods for it.

>> No.3993236

can you like, only do this on screenshot saturday?
Maybe its just me but this doesnt seem interesting enough to justify making as much posts about it as you do

>> No.3993240

Why not make a map that's one big compilation of all those single rooms?

>> No.3993247

>weapon sprites

>> No.3993248

>don't post or contribute anything to the thread, ever, even if its on-topic and the thread is rather slow
No thanks friendo.

>> No.3993250


If you play this in Heretic or Hexen and get far enough to find a Jetpack, I'd be interested to know what you think of it.

Also, I'm thinking of scrapping the Hazard Screen (replaces Strife's Environmental Suit). It was absolutely necessary to add, because Strife's toxic damage doesn't work like the rest of the Doom engine games, but I think it's maybe one new keybind too many. I already had to add two more; one for the Wings of Wrath replacement & the other for the Torch. What I've thought of doing is adding hazard resistance to the Shield Booster. The problem with that is, you would then need to be able to use the shield booster while your shields are already at max. That's not a problem to code, but I'm not sure I like the idea. Tell me what you think.

>> No.3993256

I meant the sway of the weapon models looked like they were flat sprites being rotated, rather than actually being rotated on the model.

>> No.3993257

Awesome work anon. I'll get right to digging through your code - especially interested in how you untangled the spaghetti grenadese.

I may have broached the subject before but I'm a bit scatterbrained so I don't recall, but if you're interested in some hold-to-zoom code for the scoped rifles you may be able to have some use of this as a template, custom functions notwithstanding:

>> No.3993263

P.S. You should be able to convert the zoom code to use A_JumpIf functions only under decorate rather than zscript I think.

>> No.3993267

>especially interested in how you untangled the spaghetti grenadese.

Here's how: Basically, I didn't. I pretty much just copy-pasted all of the 'grenade weapon' code into a base weapon that all of the proper weapons inherit from. Also did this for spriting, jetpack and the use of Health Stims & Shield Boosters.

>if you're interested in some hold-to-zoom code for the scoped rifles
Nice! I'll definitely implement that as an option. Thanks!

>> No.3993284
File: 937 KB, 1920x1080, Screenshot_Doom_20170514_144841.png [View same] [iqdb] [saucenao] [google] [report]

Metroid Dreadnought + DoomKrakken's Monster Randomizer + Putrefier is not an easy experience to say the least.

>> No.3993290

>Basically, I didn't.
Man, I envy you. I only managed to turn one mess into another.

>base weapon that all of the proper weapons inherit from
This solves so many issues holy shit. Note for anyone else doing this zscript - there's a tricky detail with this: if you use Goto MyState it'll use the MyState of the base weapon, but if you use Return ResolveState("mystate"); in a state of the base weapon it'll go to the MyState of the actual gun instead. Combined with liberal use of ["----" A 0] frames you can avoid duplicating a lot of ugly code for things like reloading and ammo type switching.

>> No.3993295

what are you talking about? GZDoom has always had the software renderer built in for as long as I can remember.

It's only just become a menu option with the new renderer settings menu.

>> No.3993298

That Metroid hub is neat. Is that all the mod does?

>> No.3993301

>if you use Goto MyState it'll use the MyState of the base weapon, but if you use Return ResolveState("mystate"); in a state of the base weapon it'll go to the MyState of the actual gun instead.

Ah, so the former's like Goto Super::YourStateHere and the latter's a virtual jump, like A_Jump* functions.

>> No.3993305

Dreadnought basically alters all the weapons/pickups to be Metroid items and weapons, complete with morph ball, space jump and so forth. It's essentially a gameplay conversion mod.

>> No.3993313

Yeah. I didn't know A_Jump behaved liked that though because I barely even use it any more.

>> No.3993316
File: 974 KB, 750x600, 1452661554877.gif [View same] [iqdb] [saucenao] [google] [report]

How do I change the sky to a custom one for a Boom format map? Searching for how-tos just mentions steps for ZDoom maps.

>> No.3993319


HDoom, make them all mothers.

>> No.3993321
File: 55 KB, 500x300, 4eabe21f4265d21a38000004-6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3993323

Good shit, anon.

>> No.3993326
File: 385 KB, 1680x1050, Screenshot_Doom_20170514_215322.jpg [View same] [iqdb] [saucenao] [google] [report]

Just a quick game on Scythe 2 between modding sessions.

Still think Grand Cross is OP

>> No.3993334

make a linedef with special 271 (normal) or 272 (flipped), give it a tag number, and the new sky on the first sidedef's upper texture. assign the tag to all sectors in which you want the new sky.

tip: use tag 0 to apply to all sectors in the map that otherwise don't have a tag.

unfortunately if you have a bunch of tagged sectors with sky ceilings you have to make a linedef for all of them.

>> No.3993352

Does anyone know how to make an inventory bar item that does not get spent upon use?

>> No.3993360 [DELETED] 


>> No.3993364

You could always make the item give one more of itself on use, I guess. But I'm no good at ACS outside of mapping.

>> No.3993369


You're either looking for the +INVENTORY.KEEPDEPLETED actor flag, or do the following within the actor's Use state:

ACTOR UsableItem:CustomInventory
TNT1 A 0 // do stuff here

Keep in mind that for the latter, you actor HAS to inherit from CustomInventory for Fail to work.

>> No.3993376

not saying DF or their content is inherently bad but does anyone else just hate their commentators?
I specifically have memories of them disliking a version of a game that lacked motion blur.
>using "HD" content packs

>> No.3993379

are the shadow warrior expansions any good?

>> No.3993381


Thanks, these worked splendidly!

>> No.3993391
File: 194 KB, 557x605, 1454195342491.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the response, got the sky in working order now.

>> No.3993398

Wonder if Kinsie could take a look at these for the Artifact, when he manages to put it in MetaDoom.

>> No.3993418

Probably you will never find it there anyway, it is an unfinished map which has nothing to give as gameplay, it is totally a visual demo of a scrapped project i had in mind in 2011 while i was starting Hunter's Moon, still if you wanna download it and stare the city's beauty by yourself i can give the link.

>> No.3993420

>first map of the second chapter in TNT
>the first thing you see is a plasma rifle just sat right in front of you
>it doesn't even trigger an ambush
Maybe it's just me, but this is about seven or eight maps into the iwad. The plasma is a really powerful weapon, and TNT just hands it to you like it's a shotgun or something. I guess I'm used to finding these in secret areas or after tough fights.

>> No.3993442

A plasma rifle is barely enough to kill the baron in that room. You still have to deal with every other enemy.

>> No.3993443

>Black Warrior somehow did it.

Probably by giving & taking away a time freeze powerup very quickly.

I wonder if ZScript will make timefreeze/timeslow more viable.

>> No.3993451

nope, if it was given/taken very rapidly, there would be sound constantly cutting in and out

black warrior is wizardry under the hood
complete asian wizardry

>> No.3993456

wicked mate. sweet. big up yourself. damn i gotta stop listening to illegal rave pirate radio

>> No.3993464

Then what can we do, wait for another version of GZDoom or something?

>> No.3993471

Never played Scythe. Is that weapon included?

>> No.3993474

Does anyone here play Doom or Duke with a gamepad/joystick? I used to use a MIDI port joystick for both.

>> No.3993475

I have an idea on how to do bullet time and I'm thinking about implementing it in my mod. Now that there are "event handlers" even slowing down projectiles in mid flight and decreasing globale gravity could probably be done relatively sanely (still bonkers though).

All monsters will have to call A_SetTics(DesiredTics*GlobalTimeScale) every single frame.

>> No.3993486
File: 45 KB, 600x469, pirateradiobriefcase.jpg [View same] [iqdb] [saucenao] [google] [report]

>illegal rave pirate radio
As in, ***FM*** pirate radio? I thought it wasn't a thing any more. Where can I catch a stream?

>> No.3993496

True enough. I'm liking TNT so far though, even if it has a raging erection for chaingunners.

>> No.3993510

No, he's using the Nightmare of the Sin weapon set, inspired by Castlevania. The chain whip is a bit overpowered but otherwise it's a good mod.

>> No.3993517

You can now direclty alter those parameters via CVAR. Almost everything can be edited this way.

Also, try to leave the Boss for last.

>> No.3993518 [DELETED] 
File: 99 KB, 600x332, VFjQy5m.gif [View same] [iqdb] [saucenao] [google] [report]

Metadoom cheats:

>impulse 16 (in the console) - SNES Doom mode
>impulse 35 - "Micro-Rocket Placeholder Mode", does nothing for now
>impulse 2004 - Doom 3 mode
>idkfa - Does the usual, but also puts an exclusive item in your inventory that spawns a Demon Key when used

>> No.3993523
File: 99 KB, 600x332, decided to leave a possible future cheat out.gif [View same] [iqdb] [saucenao] [google] [report]

Metadoom cheats:

>impulse 16 (in the console) - SNES Doom mode
>impulse 2004 - Doom 3 mode
>idkfa - Does the usual, but also puts an exclusive item in your inventory that spawns a Demon Key when used

>> No.3993536
File: 603 KB, 1920x1080, Screenshot_Doom_20170514_171135.png [View same] [iqdb] [saucenao] [google] [report]

heh heehhn intensifies

>> No.3993539

When I tried to cheat search, it just told me I was too good to cheat, even when I had sv_cheats 1 on, and on multiple difficulty modes, when before it would flat out kill me.
That's bullshit.

>> No.3993547

sega megadrive music playing at the distance

>> No.3993552

And I still can't get them to work, what gives?

>> No.3993561

I like Wolf3D's simpler and faster paced gameplay more than Doom's but the level design is kinda bad. SoD has good level design though so I like that over Doom.

Are there any vanilla map sets that you can recommend? I liked SPEARMPIXSOD.

>> No.3993564
File: 433 KB, 1268x619, maplikeits1998.png [View same] [iqdb] [saucenao] [google] [report]

so i figured out that i can get a lot more done if i try to think more like a HL mapper
also i'm really finnicky about a good texture set

>> No.3993568

didn't you make that solid-color-flat trick by just scaling the sector's floor and ceiling graphics by a million?

>> No.3993582

That looks like a very good texture set and like something I want to play.

>> No.3993585

How would an HL mapper think?
Also that texture set looks great

>> No.3993589

>How would an HL mapper think?
Corridor -> Cutscene -> Corridor -> Cutscene.

>> No.3993593


>> No.3993606


MetaDoom's cheats don't work with sv_cheats enabled. Forgot to mention that. idkfa needs it, though.

They're fairly small as easter eggs, so I wouldn't pull your hair out trying to find them.


That is exactly what Kinsie did.

>> No.3993613


>> No.3993629

They still haven't officially released the BTSX E1 textures yet, have they?

>> No.3993639


hasn't stopped torm

on multiple occasions

>> No.3993663

No. And they specifically asked that people don't use them until all 3 eps are out. Not that anyone can stop you, but it's a tad bit shitty.

>> No.3993669

if i was doing a map with btsx textures it would just contain a map and you'd have to load it on top of btsx_e1.wad.

>> No.3993671

How do you play Ghoul's Forest 3 multiplayer using Z or GZDoom?

>> No.3993679


call it a headstart in planning

>> No.3993693


But is outdated, and no one wants to update it to Prime 3 and D4T levels of gameplay, like melee, Upgrades like Varia Suit and Shields, and ofc. keep it working with the latest GZD and Zand3 versions of it, or even create a Wad based on this mod.

even with term saying that its free to any1 pick up and continue, there's even a guy who went on metroid reddit and even asked term on his tumblr page if he could upgrade it, but he disappeared.

>> No.3993697


Q2XP comes with that, and it fixes the fucktard jittering, really i had seizures seeing the fucking ripples every time back when i played it 4 the 1st time when i was a kid

i loved the PSX port back then more than the PC one because of that, it was a different engine but it was "better" than the Q2 Engine in a lots of things

>> No.3993702
File: 374 KB, 1920x1080, shot0002.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember playing with the Berserker 'source port' of Q2 before but I don't remember it being this awful or forcing an M4 over the machinegun for no good reason. The only other completely new weapon model is a Super Shotgun with no animated pump. God this port's a mess, maybe I should check out XP after all.

>> No.3993719

yo dawg, we heard u like shooting so we put a sight in your sight so you can aim while you aim

>> No.3993723

that's not even a sight anymore, they put a fucking fighter jet heads-up-display photo as a nonsensical image on it

>> No.3993727
File: 1.38 MB, 1920x1080, quake002.jpg [View same] [iqdb] [saucenao] [google] [report]

I dislike the commentary for the most part but it is better than RetroAhoy where it feels like the guy is just reading off a wikipedia page. Also they barely glossed over Quake 2 source ports and modding and didn't even mention the most popular client.

>> No.3993734

use Q2PRO and check out /arena/ general some of us are planning on playing quakeworld next sunday and potentially quake 2 the sunday after

>> No.3993736
File: 2.60 MB, 10000x10000, 1434606188038.png [View same] [iqdb] [saucenao] [google] [report]

>he paid money for a pre-configured DOSBox launcher

>> No.3993739

>Some anon mentioned that he supposed to be left-handed
>Now I can't look at this webm without my inner autist going apeshit
>don't even care about Undertale

Speaking of left and right, is there an ability to mirror levels in GZDoom like in Crispy Doom? It was a fun way to replay old levels

>> No.3993753

Maybe you could reverse the display and switch left and right.

>> No.3993754
File: 342 KB, 640x480, Screenshot_Doom_20170515_014548.png [View same] [iqdb] [saucenao] [google] [report]

I know it's probably the edgiest wad, but I like the Moonman wad for Doom. They replaced the basic shotgun with a rifle that is shit against the imps, but really satisfying against the troopers.

It's really fun to shoot a sniper in the distance with the new weapons.

>> No.3993759

Dunno, I like RetroAhoy's calm commentary, compared to the random metal parts in DF Retro. I can listen to RetroAhoy while doing something else.

>> No.3993763

>"the jump was revulatory"
... what?

>> No.3993767

BJ still a cute.

>> No.3993772

I like Wolf3D/SoD better than Doom as well, even though I kinda hate how all the levels tend to sort of blur together. I always assumed that just made me a shitty hipster.

>> No.3993797
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google] [report]

So I've been wanting to try my hand at Quake mapping, but I see there are lots of Trenchbroom builds available. Which ones do you guys recommend? Looking for a decent mix of features and stability.

>> No.3993801 [DELETED] 

literally the front page of reddit. general is AIDS as always I see.

>> No.3993802

The newest beta version, it's the most feature complete and none of the builds are completely stable.

Save often. It won't shit itself often but if you go crazy with brush subtraction or splitting it'll throw its hands up and number-barf.

>> No.3993806


>> No.3993813

At least they're doing it for free, otherwise they'd be In Pursuit Of Greed.

>> No.3993816

PSX Quake 2 had some interesting new enemies.

>> No.3993831

DOOM is on the front page of reddit!?

>> No.3993834

Is this CTF or Chaos?

>> No.3993837

Go to bed. It's 3am in bavaria and you need to be up early to wash your lederhosen in the danube.

>> No.3993845
File: 1.03 MB, 1920x1080, gzdoom 2017-05-14 20-57-37-38.png [View same] [iqdb] [saucenao] [google] [report]

this texture pack is pretty banging

>> No.3993848

LOL. Ignoring the meme arrows, this shit wouldn't have been out of place in some godforsaken FTP server's wad directory two decades ago. The spirit truly lives.

>> No.3993859

>But is outdated, and no one wants to update it to Prime 3 and D4T levels of gameplay, like melee
>like melee
stopped reading there

>> No.3993904 [DELETED] 
File: 72 KB, 480x800, Screenshot_20170514-202520.png [View same] [iqdb] [saucenao] [google] [report]

Let us not forget. A perk of being on mobile.

>> No.3993991

Fucking wrecked.
Now we can resume talking about Doom.

>> No.3993994
File: 713 KB, 1920x1080, 2017-05-14_21-38-57.png [View same] [iqdb] [saucenao] [google] [report]

i refuse to believe a wad with this good aesthetics and gameplay was made by a bunch of literal who japs

>> No.3993996

What's it called?

>> No.3993997

as stupid as it may be, they could just be copying that mediocre trailer for that one steam game

>> No.3994000


>> No.3994001


>> No.3994008

There was a map in Community Chest 4 which had the same kind of visual, open field with high contrast detailing, but it was more towards sci-fi colored and space themed.

>> No.3994009
File: 1.62 MB, 1920x1080, quake009.jpg [View same] [iqdb] [saucenao] [google] [report]

That's ChaosDM

>> No.3994010
File: 32 KB, 351x351, 68A7A5hy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3994014

I'm halfway through TNO now. currently on the level where you infiltrate a nazi submarine via gutted torpedo.

... is it just me or does the game like lockdown spaces as much as nudoom? because all my encounters with soldiers so far have been mostly cover based fights, with me sprinting to random points on the space I fight them in mainly to look for ammo and health. dual wielding is extremely situational, there's not many opportunities where you can actually head in and deal as much damage as you'd like outside of corridors with rooms branched out at either side, and even then grenades are just far more effective.

>> No.3994017

it's funny because you say that while posting a scroll of that particular map, which is pure garbage

>> No.3994025

anon that's nearly the end of the game.

>> No.3994028

>this music in Map02
Funky. I love it.

>> No.3994031
File: 164 KB, 500x422, the inner machinations of my mind are an enigma.jpg [View same] [iqdb] [saucenao] [google] [report]

It doesn't work because I forgot to put a spawn state for that lightning actor, somehow it's been working until just now. I fucked up. I've fixed the problem but I'm waiting for this massive update I'm working on and just do it all at once.

>> No.3994034

maybe ur just bad

>> No.3994035

Q2 community is mostly focused on MP. I wish Quakeworld's community was tight knit like tastyspleen.

>> No.3994058

If I were named after the map, I guess you could say so

>> No.3994065

switch hunting is ass, boyo.

>> No.3994089

I don't know if it's simply a remnant of my days with WorldCraft, but I was told as a mapper not to use brush subtraction because it can create some geometry the game can't build right. I don't know if it was an issue with the HL engine, the current compile tools, or WorldCraft though.

>> No.3994157

the keens are marked on the map so its hardly hunting

>> No.3994168

https://www.youtube.com/watch?v=agt3Dc1xPYM Critterdemons when?
>that agitated skeleton

>> No.3994179
File: 1.41 MB, 478x218, TEAR BOYS.gif [View same] [iqdb] [saucenao] [google] [report]

>reminding me of Revenants
I just finished Doom II today and god damn did some of those revenant fights fuck me up. Seriously, the tracking on their fireballs are insane, following me around hard corners and shit. Revenants and Arch-viles produced more insane laughs out of me than anything else in the game outside of some of the level design.

>> No.3994186

>not Highway 2 Hell Co-Op.gif

>> No.3994190

Also might as well toss in mogwai-gremlins too.

>> No.3994193

That Castlevania weapon mod is great and all but where's the music? Would've been great.

>> No.3994202

Am I doing things wrong or right? I can only run Demonsteele through other IWADs like Doom 2 in GZDoom (I don't have any other maps downloaded) and it doesn't come with own maps, like the ones in the trailer? There's a map wad in the .pk3 so I'm not sure if I'm doing it right or not since Demonsteele doesn't show up in the loader when I click and drag it into the exe.

>> No.3994212

>like the ones in the trailer?
each of those were different pwad mapsets
demonsteele does not come with its own native maps, you must load maps alongside it
each of the maps used are listed in the video description

>> No.3994213

>(I don't have any other maps downloaded)
You should rectify this, friend, there's a huge host of different mapsets out there.
IIRC DemonSteele's trailer was recorded on a lot of different mapsets.

>> No.3994217

use ZDL and download some other maps then

>> No.3994220


Well, I had mostly just been playing Heretic recently and the mod community for it is pretty dead. I just wanted to make sure because of that map wad, which, granted, did say test on it.

>> No.3994221


Yeah, the mapwad inside DemonSteele is just a test map for, well, testing things.

>> No.3994227

Have you tried Samsara with Corvus on Doom mapsets?

>> No.3994242


No, but will try that next, thanks. I wanted to beat all the classic games before trying any mods but Doom 2 pretty much broke me by Em10-ish. All the non stop killing is physically exhausting and I just feel too drained to carry on. Maybe using Corvus will spice it up a little.

>> No.3994246

Not him but what are some essential map wads?

>> No.3994253

Generally? Personally I'd say Scythe 1/2, BTSX, UAC Ultra, Going Down, all maps by "Didy"

>> No.3994262

Why do some tracks not play for a long time in certain mapsets, as in there's a couple minute delay before they start playing? Is there something in the options I have to change or is it just because of the removal of FMOD?

>> No.3994314

Hey Kinsie, I found a Blender plugin that lets you import Doom 3's md5 meshes and animations: You should be able to export them to SFM with other plugins: http://earthquake.fuzzylogicinc.com/?e=419

(reposted here in case you're not on Tumblr)

>> No.3994352

hey what's your favorite official design and alt art for the demons that you've com across

>> No.3994398

Sell me on Alien Vendetta. Why is it worth my time?

>> No.3994406


Please elaborate.

>> No.3994416
File: 58 KB, 588x423, tumblr_mimwswRhVI1r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

the cheeriest cybie

>> No.3994417

>Doom will never die, but you will

>> No.3994423

fuck man, I thought I would fight the double cyberdemon when I got that thing.... fucking lying covers

>> No.3994430
File: 97 KB, 756x311, croppedImage_1494622643655.png [View same] [iqdb] [saucenao] [google] [report]

>double cyberdemon

>> No.3994431

look at the cover there, he has two rocket launchers!

>> No.3994432

>The Ultimate Dual Deal

>> No.3994435


Why are you asking us? It takes maybe three minutes to download and check it out.

>> No.3994436

I'd post that GEE BILL edit right now if I had it handy

>> No.3994441
File: 1.38 MB, 1543x2719, 1494550794357-vr.jpg [View same] [iqdb] [saucenao] [google] [report]

Give me more great WADs that aren't on here, please. Campaign and spooky especially.

>> No.3994452


and then you woke up, right

>> No.3994453

You are in for a treat.

Hit up the Cacowads page and download everything ever listed there. The Cacowads are yearly awards celebrating the best the community has to offer

There are still some over looked 9/10 wads but the Cacowads will give you hundreds of hours of play.

>> No.3994459

The fact that it is a classic alone should be enough reason

>> No.3994473

Anything by skillsaw.

>> No.3994479
File: 94 KB, 373x319, 1476197406694.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3994494

Found the autist janitor screeching about Strafe posts.

Neato. Are you planning on new sprites or anything like that?

>> No.3994497

there's a double cyberdemon in All Hell Breaks Loose fyi.


>> No.3994515

>Found the autist janitor screeching about Strafe posts.
why are you so butthurt
strafe is not /vr/
it doesn't take a janitor to figure that out

>> No.3994527

sneeze on him and he might leave.

>> No.3994534

Soldier of Fortune with fanpatches to make it run on modern systems:


>> No.3994542

Yes please! It looks lovely.

>> No.3994546

It's still Saturday somewhere.


More useless polish, but it makes things feel better. Also it's something nobody else seems to be doing, so, you know, bonus.

>> No.3994560

GMOTA is fucking cool. What's the best map set(s) to compliment it?

>> No.3994569
File: 1.04 MB, 1280x720, 05[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>hurr durr let's put every monster available in every single room!!
Plutonia's monster placement is sublime. It's not built solely around running through a level with enemies that are just in the way, but actual encounters that require assessing the situation and executing a plan of attack. It looks overwhelming at first, but everything is solvable and (usually) fair.

>OH and let's enclosure the player so he can't move while the enemy shoots him
A lot of the encounters drop you into a place where you'll get wrecked immediately, and so you'll probably die the first time you come across them. It hearkens back to arcade and NES-era action games that are explicitly designed not to be beaten on your first try, demanding that you learn from what killed you and figure out how to overcome it next time. Again, everything is solvable, but if you aren't accustomed to trial-and-error in games, it may be hard to understand.

>lets also give sparse ammo XDDD that will entertain the player
You always have what you need, but not always when you want it. Not every encounter can be handled the moment you see it, and there are also times where you'll have a lot, but have to save it for later in the level. Exploit monster infighting and behavior, know exactly how much ammo is needed per monster, and don't forget to look for secrets. (GZDoom also tells me the amount of monsters and secrets left in a level, which I guess is cheating compared to vanilla.)

>And that Arch-vile maze man, it sucked. The navigation through the maze and the arch-viles is not even the bad part, those fucking doors that activate by passing through certain spots is what sucks.
The same spots always open the same doors. It's learnable.

If you don't like the feeling of getting outsmarted, figuring out what went wrong, and then trying again, I suppose Plutonia isn't for you. That said, I really don't like to say "git gud", but you sound like you don't know your Pro Doom Monster Strats.

>> No.3994582

Yes please

Release when?

Also Spiderman Doom when, since we have Bnatnam doom already

>> No.3994591


>> No.3994593

Brotherhood Of Ruin seems to work fairly well. At least it did on Icarusliv3s video on it.

>> No.3994594

Batman Doom is shit though.
>Batman using a flamethrower
Yeah, that's non lethal.

>> No.3994608
File: 2 KB, 420x91, Doom_Retro_Logo_2[1].png [View same] [iqdb] [saucenao] [google] [report]

What does Doom Retro do, and who's the intended audience for it?

>> No.3994610

>Spiidermann swinging around the city with a Glock, AK-107 and mini-rocketlauncher, saving citisens of Manhattan from demonic onslaught

>> No.3994612

Being the sourceport nobody asked for

>> No.3994616

It's the author's hobby project, and it's core audience is Edward850 picking it apart for lols every update (why DOES it encrypt the config files, anyway?!?)

>> No.3994627

It's like Chocolate Doom(or PrBoom), but with a few minor aesthetic things slapped on top of it. Displaying automap on a separate screen is a really cool feature, but still kind of useless.
It's not bad, but it's nothing special either.

>> No.3994631

Yeah, works great. Thanks anon!

>> No.3994662

at first it was a fairly nauseating attempt to exploit the opportunity of the nostalgia wave around doom's 20th birthday to get donations

thankfully he seems to have mostly quit that shit now, in particular he doesn't have all the blurb on his site that accused all other ports of a lack of quality and attention to detail. but reputations are hard to shake and i still think of it as Brad Harding Presents: Brad Harding's DOOM RETRO(tm), A Brad "Brad Harding" Harding Production lol.

i guess now though it's become some sort of vanilla "tune up", chocolate doom polished/modernized to his tastes, and he's accumulated a small but loyal user base with similar preferences. they seem pretty self-contained, and just get on with it.

although there was one guy recently who spammed the BTSX E1 thread with false bug reports because DOOM RETRO was messing with animated flats that it shouldn't, but i've yet to see idiots going round calling things broken because they're not compatible with it.

>> No.3994673

Hey guys, what are some fun gameplay mods and mapsets that compliment them? I posted about GMOTA earlier and got a great mapset for it so figured I'd ask for more. Also enjoy Psychic and the Castlevania one, which works really well with Scythe 2. DemonSteele is all right but feels odd to play.

Also, any fantasy based TCs? Or should I just stick with Heretic?

>> No.3994676

How do I unfuck skybox in EDuke?

>> No.3994679


>> No.3994681

Temple of the Lizard Men 4 released on idgames

>> No.3994689

Colourful Hell is something I've been enjoying recently. It makes the game a bit like Borderlands or an MMO where it randomly gives every enemy a colour that indicates rarity and strength.
You'll need more powerful guns for the nastier enemies, so try it with Combined Arms. It's a silly mod, but the weapons are satisfying and it has the best shotgun and alternative fire for a shotgun that I've seen in a Doom mod.

>> No.3994691
File: 70 KB, 453x234, attempt 2.gif [View same] [iqdb] [saucenao] [google] [report]

Let's try this again.

>> No.3994713

I'd recommend UAC Ultra as a mapset, it has some really cool ideas and sections.
Axiom is a great single map. It's all caves and organic looking woodland areas.
Doomcity is a really old single map from the early days but its a nice urban map and feels like something out of Duke 3D.

>> No.3994742

Neat! Thanks.

>> No.3994745
File: 255 KB, 453x243, change mode.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3994757

if there was ever a male equivalent to vagina dentata

>> No.3994768

that looks kewl
>can't stop seeing dicks everywhere

>> No.3994805

BTSX E1 supposed to be vanilla compatible.

if RetroDum has bugs with it, means it itself is not vanila compatible. It is also have no boom compatibilities, which makes it a port that does not have 100% compatibiity of anything at all.

>> No.3994809

This is the best news for the last 4 months, since all games I wated for and were released turned out to be trash

>> No.3994840

i clearly know all this already. why are you wasting both our time telling me things i know already?

>> No.3994883

can't change age restrictions man

>> No.3994905

>who's the intended audience for it?

Windows users.

>> No.3994925

Alright i decided to release the thing officially: https://forum.zdoom.org/viewtopic.php?f=42&t=56444

Putrefier, from the same author of Valhalla: https://forum.zdoom.org/viewtopic.php?f=42&t=34159

Waterlab GZD by Enjay: https://forum.zdoom.org/viewtopic.php?f=42&t=55741
Also his Gene-Tech map: https://forum.zdoom.org/viewtopic.php?f=19&t=46718

My UAC Vinur Prime Research Base: https://forum.zdoom.org/viewtopic.php?f=42&t=49163

Also, in the top of the image, you are still linking Skulltag as a viable way to play Doom, i recommend switch that to Zandronum, as well update the osnanet.de site as Graf Zahl does not maintain that anymore, this is not kept at: https://gzdoom.drdteam.org/

>> No.3994931

What's the best gore mod that isn't brutal doom or project brutality?

I just want to blast enemies into clouds of pink mist and paint the walls red with blood while still playing the classic levels.

>> No.3994962


Brutal Doom is your only option.

>> No.3994965

smooth doom

>> No.3994970

Can I still play the original doom levels though?

>> No.3994971



>> No.3994972

It's just a gameplay mod, of course you can.

>> No.3994975

A fixed Ketchup? Nashgore? Smooth Doom? Droplets?

>> No.3994976


Never heard of 'em.

>> No.3994987

ChaosDM for Q2 is awesome. My favorite version of Chaos.

>> No.3995002
File: 139 KB, 1280x720, Whut.jpg [View same] [iqdb] [saucenao] [google] [report]

What Doom wad is that? I kinda dig crossbows.

>> No.3995013

Thank you very much!

>> No.3995018

With original weapons as well?
I've played right through brutal doom. The only thing I want to take back to doom2 is the way enemies spray across the room when you kill them. I don't want anything else.

>> No.3995026

synthdoom mk2 is out since 8th may

>> No.3995028

smooth doom with ketchup doom addon ( i think its somehow even more goryer than brutal doom )
alternatively, droplets for realistic blood decals

>> No.3995087

also D4D has decent amounts of gore

>> No.3995091

That sounds pretty interesting. I'll give it a try. Thanks anon!
Those sound good, especially Axiom. Thanks anon!
Bump for more!

>> No.3995092

I don't think that's Doom

>> No.3995093

you cheeky bugger

>> No.3995096

Anon that posted the guide image here. Thanks for the map links! I'll give em a go. And yeah, been using Z/GZDoom for years. Only ever briefly messed with Skulltag.

>> No.3995114

Now that you say it, that doesn't look like a sprite.

>> No.3995119

I don't think that's an FPS.

>> No.3995120

>accuses people of being butthurt
>screeches about strafe


Amazing Space Amazon uses an edited version of Ketchup that works really well, especially with the custom death animations for the charged shotgun.

>> No.3995123

How so?

>> No.3995126

heck, I don't think that's even a game.

>> No.3995139


It's Daikatana, isn't it?

>> No.3995148

take a look at that unmistakable hud

yes, it is

>> No.3995151

I never played it. I just know the rumours.

Well, I'll just reinstall Strife or something and shoot people in the head with a crossbow.

>> No.3995162

Has anyone played the AMC TC for Duke Nukem 3D ? Sometime it was a bit autistic but overall it was an enjoyable experience.

I particularly liked the levels inspired by Blood (The one in Texas and the other one in the snow), the one on Mars that used Q2 textures, and the one on a space station with a strange psychic creature in a giant aquarium. (I think that last one was optionnal)

>> No.3995167

Yeah. Just replayed Doom 2 and your description fits to s tee.

>> No.3995168

AMC TC is fantastic

>> No.3995186

I can sanitize and comment the grapple code and post it here soon. One unsolvable issue though is attaching any beam or actor to the player with correct interpolation (still completely impossible i think)

>> No.3995187

Talking about Highway to Hell, where the fuck is it?

>> No.3995191

A lot of games are like that.
As a kid, I remember having a blast with Serious Sam, but when I recently tried The Second Encounter HD on Steam, I was troubled quite often because it seemed like there was no ends to the enemies spawn, so I genuinely wondered if my game was broken or not.
And also, the fucking wind room. Kamikazes were already a pain in the ass, it only got worse.

But you're right, most Doom 2 maps have some strange gimmick. Sometimes it works and you like it, sometimes you don't. It's pretty weird, because you sometimes feel like you're just playing a demo of them experimenting with the engine.

>> No.3995215

the artifact in RoE increased weapon damage and made the player invencible for a while, and considering how the Soulcube worked in MetaDoom, i wonder if the Artifact would have to be different just to not break the mod.

>> No.3995242

I love it when people bitch about modern FPS games'linearity" and forget how much of a boring slog DooM 2's midgame was.

>> No.3995245

That's because, in Doom, once you get a weapon, you can use it however you like.
In Halo, for example, you're restricted to what the game gives you.

>> No.3995257

I've seen this getting solved by making end actor rapidfiring homing projectiles back at player in what seemed to be a constant stream. It was stylised to look like chain lings, and it looked somewhat decent

I think it was old version of GMOTA.

Think you could make attachment point shoot a homing "chain links" back at player with a curve towards his swing movement vector to simulate rope/chain curve?

>> No.3995259

Hey, anyone know what map wad this is?

Also, what's a good mapset to compliment the Metroid mod? So far UAC Ultra is doing well but curious if there's anything more appropriate out there.

>> No.3995262

I liked the Ultimate Simpsons mod.

>> No.3995264

Maps of Chaos, it's in description

>> No.3995271

Jesus. I'm fucking blind. Thanks.

>> No.3995280

I can't get Doom 4 Doom working. What do I need to do?

>> No.3995294

How long until Mark steals from MetaDoom?

>> No.3995302

Didn't he already steal Unmaker code from somewhere for BD64?

>> No.3995330

Dunno if this is kosher, but are there any newer games that play like Doom 1? I tried serious Sam but found it too single-minded in terms of encounter design, and also found the level layouts wanting (felt like they were big for the sake of being big)

>> No.3995340

Simple answer : No.

All recent FPS will try to add some progression to the game, so instead of finding all the weapons in the first ten levels, you'll have to explore, unlock new stuff, try to get more health...

>> No.3995341

I dunno, Quake 1 is a newer game in comparison to Doom 1. Return to Castle Wolfenstein is kinda related too. Can't think of any newer title.

>> No.3995354

Not really, total conversions of Doom are your best bet.

>> No.3995363

quake 4?
yeah it's got objectives and AI allies and whatnot
but if you change the 'go here to complete objective' to 'go here to flip a switch' the gameplay wouldn't change much at all

>> No.3995401
File: 39 KB, 592x754, 1492353346851.png [View same] [iqdb] [saucenao] [google] [report]

Going through arcane dimensions

I have to confess I don't know wtf I'm doing but I'm having a great time.

>> No.3995403

That's just the madness of ol' Shubby setting in. Going as intended.

>> No.3995414

Doom 1 actually bothered with weapon pacing though, you're thinking of Doom 2

>> No.3995415

Bump. Not sure what I'm doing wrong. I've tried the .wad, the .bat and both together. Maybe this is why it was removed from Moddb.

>> No.3995417

Is Strafe your mother or something?

>> No.3995419

yes, the lasers were taken from demonsteele

>> No.3995431

Dunno, in Doom 1, you get all the weapons very quickly.
At least in my memories. I haven't played it for a while.

>> No.3995436

current versions of gzdoom broke it
some other guy on the zdoom forums has a experimental version up i think

>> No.3995448

Plasma guns don't appear until Episode 2, and the BFG doesn't appear until E3M3.

>> No.3995461

It's more reliable to convert the md5's to SMD with noesis and then importing them.

(not kinsie btw)

>> No.3995464

Yeah found that, thanks!

>> No.3995473

>rapidfiring homing projectiles
Oh, spawning the beam isn't the issue. I could figure out how to spawn the links in a curve if I tried (I prefer a straight beam for this project though, since it's some kind of gravity tether)

The issue is that no matter how you spawn it, the link closest to the player will never follow you accurately in position (especially not height difference, particularly fast ones like when walking up stairs) and angle at the same time unless you cap your FPS to the default 35.

You *can* however attach the player to another object and seemingly have it all work out (haven't fully tested Z position difference with that though.

>> No.3995491

What was the first map you can get a chaingun in E1 without secrets?

>> No.3995492
File: 3 KB, 88x88, photo.jpg [View same] [iqdb] [saucenao] [google] [report]

Do we like him?
I do__

>> No.3995495

Yeah he gives pretty good reviews I think. He's led me to a couple of good mods so yeah.

>> No.3995496

No we do not.

>> No.3995498

Introduced me to Demonsteele, which I love, so I like him.

>> No.3995503

As someone that grew up playing without it, freelook is great.

>> No.3995504

> we

>> No.3995507


>> No.3995508

Last I tried converting models with Noesis, it wiped all the bone names. Might experiment with it some again sometime.

>> No.3995509


>> No.3995514

Freelook just feels better tbhfam.

>> No.3995515


He's cool.
Generally leans more on being positive about everything, which I kind of like because it's a wonderful change of pace from bitch about everything minute and irrelevant, even if it means he ends up praising stuff I don't like.

>> No.3995516


>> No.3995523
File: 69 KB, 620x349, aaa.jpg [View same] [iqdb] [saucenao] [google] [report]

what HUD is this?

>> No.3995527
File: 97 KB, 640x480, 1494869489.png [View same] [iqdb] [saucenao] [google] [report]

i think E1M4, in the blue key's.. whatever this thing is

>> No.3995529

i don't understand this post at all

>> No.3995530
File: 2.32 MB, 900x900, houndrend.png [View same] [iqdb] [saucenao] [google] [report]

Every format conversion might not work perfectly, and there may be issues with some importer plugins for blender. Get the DL with the extended export options. Worked for me with this D3 engine model anyway.

>> No.3995532

>Get the DL with the extended export options
To clarify: referring to Noesis here.

>> No.3995536

icarusliv3s is a guy who does Doom mod reviews/showcases

>> No.3995537


>> No.3995542


>> No.3995543


>> No.3995546

still being worked on, i'd assume.
mapsets take a while to make

>> No.3995547
File: 2.80 MB, 800x450, Replay 2017-05-15 21-26-26.webm [View same] [iqdb] [saucenao] [google] [report]

smooth doom monsters + ketchup + metadoom monster tracers
led's generic weapons
gutawer's hud
and bunch of eyecandy shit

>> No.3995549

My god Elf gets Pissed is so good
I wish heretic got more attention

>> No.3995550


>> No.3995551

He doesn't use melee in most gameplay mods which frustrates me, seeing as some mods do some interesting things with them.

>> No.3995554


>> No.3995556


>> No.3995558

Ultimate Simplicity tells me to change my hud and breaks the vanilla one. How do I fix this? Any particular mod? Never knew there were hud mods but guess I shouldn't be surprised.

>> No.3995559


>> No.3995560

I would like to know too.

>> No.3995563


>> No.3995565

mods can we get the fallout from this shitpost cleaned up please?

>> No.3995567

Reminds me of the Doom Legacy HUD.

>> No.3995572


>> No.3995584

Freelook is required for some mods.
Like, if you don't have freelook enabled while playing Accessories to Murder then the recoil will slowly inch your view up to the ceiling.

>> No.3995585

Not a TC but Legacy of Heroes is a pretty nice fantasy mapset.

>> No.3995593

So is the Doom3 lighting engine actually able to do realtime shadows ahead of its contemporaries (Source and UE2)? I saw in the pastebin someone had managed to port D3's lighting to Q1, that's pretty neat. I wonder if it'd also be capable of accepting megatextures too.

>> No.3995598
File: 63 KB, 540x540, 72fc63b36aef75454af14d5cabcb30e1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3995603

Detail textures(like in Unreal) would be much more useful for Quake architecture, and I think Darkplaces can do those

>> No.3995608

everyone is a literal who... until they're not.

>> No.3995610

Where can I get that wad?

>> No.3995615


And then once they're not a literal who, they start getting all sorts of people picking apart everything they do.

>> No.3995616

Doom Retro has had Boom compatibility for years at this point.

My main problem with it is that the author continuously adds in silly little hacks, and then discovers that the hack breaks something, and so adds a hack on top of that hack, and then a hack to the hack to the hack etc, instead of realizing that maybe the original hack wasn't a good idea and rewriting it in a more robust and generalized manner.

>> No.3995620
File: 179 KB, 1366x768, 2017-05-15_14-05-34.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know what HUD this is?
inb4 >brutal doom/project brutality

>> No.3995625
File: 279 KB, 441x504, lookingood.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3995626

That's called Stencil Shadowing, the variant Carmack made for id Tech 4 is typically called Carmack's Reverse and well, this is still a great technique of shadowing if you want a full dynamic lit world.

>> No.3995627

Looks like the ultimate Doom visor HUD, sans the visor.

fucking hell those are the worst filters i've seen in a long time

>> No.3995628

>Nudoom possessed sprites
Are those a thing now?

>> No.3995629

>look great with hq4x resize
only because it blurs out the thing and makes it impossible to see what the fuck it is

>> No.3995635
File: 8 KB, 276x220, Poseseds.png [View same] [iqdb] [saucenao] [google] [report]

It's not a good sprite. I farted around with it a little bit a while back, and I'm pretty sure the original author doesn't know about nice things like layers, dodge/burn etc.

>> No.3995637


>> No.3995645
File: 104 KB, 512x512, HELP.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy fuck. But to answer your question, UDV, as in Ultimate Doom Visor. It's rather... bloated. I don't recommend it.

>> No.3995652

stencil shadowing looks like SHIT and there is a reason that no game uses it anymore

>> No.3995654


I don't think anyone one could salvage that mess.

Still makes me laugh.

>> No.3995659


>> No.3995661

thank you

>> No.3995665


I'm really glad to see that Helen Keller is getting into making Doom mods.

>> No.3995670

Damn man, you must be like 50+

>> No.3995679

>now watch, and learn, here's the deal
>he'll slip and slide on this blur sphere

>> No.3995680


>> No.3995683
File: 1.12 MB, 1920x1080, Screenshot_Doom_20170515_125853.png [View same] [iqdb] [saucenao] [google] [report]

I found out you don't frost cakes with a grenade launcher.

>> No.3995685


>> No.3995687

What mod ?

>> No.3995691


He had a couple of this going on that pissed me off but lately he has improved a lot.

People who disable weapon bobbing should be gassed.

>> No.3995692

Final Doomer and a Ketchup, though i'm not the person that mentioned that list earlier in the thread. I fixed Ketchup and opted to see what it was like again.

>> No.3995694

looks like final doomer + ketchup

>> No.3995705

Huh, not a bad estimate then.

Dad still played mp Quake/HL about that age but quit gaming ~3 years ago unfortunately.

>> No.3995725

I've always wanted to ask someone as old as you this: What is it like using 4chan? Do you feel a disconnect knowing that you are older than probably 80% of the users?

>> No.3995749

> Do you feel a disconnect knowing that you are older than probably 80% of the users?
i don't think you need to be much older than 25 for this to be true t b h

>> No.3995756

i believe /vr/ average age is much higher than something like /v/ or /vg/, and for obvious reasons, duh

>> No.3995757
File: 96 KB, 615x593, diddy kong is impressed with your style.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3995761

I've really only had one bump that was painful to go through, and that was the end of MAP9. I've learned to just ignore unreasonable drains on my supplies and just head for the exit, but dealing with that 4 mancubi 4 revenant can-fall-off-and-die room was ludicrous to figure out. I imagine it's especially more so if you don't savescum on your first try. Other than that though I've been a man. Plutonia's been fun on my current first time, even if I have to really hustle to survive.

Then again I'm only up to about MAP14.

>> No.3995765

when they say you're here forever, they mean it.

>> No.3995785
File: 553 KB, 960x718, 1422083090264.png [View same] [iqdb] [saucenao] [google] [report]

Fucking CHRIST I forgot how fast enemies move in Project MSX. It's like fighting an army of Usain Bolt clones.

>> No.3995795

I feel the disconnect when I've lurked 4chan for well over a decade and there are anons out there and aren't even that old.

Least /vr/'s cozy.

>> No.3995817
File: 1.02 MB, 1280x720, 2017-03-16 19-18-53.webm [View same] [iqdb] [saucenao] [google] [report]

In open areas you can just spam power jump and rain death with concussion rifle and autocannon. Otherwise charged grenades clear most rooms of minor enemies.

Also, don't ever forget to use your fists. The fully charged punch is obscenely powerful and is often the best weapon against bosses.

>> No.3995832
File: 1.59 MB, 1600x900, Screenshot_Doom_20170515_215428.png [View same] [iqdb] [saucenao] [google] [report]

156: line_setportal is cool

>> No.3995845

Is that a chromatic aberration filter or are my eyes going bad?

>> No.3995846
File: 30 KB, 500x557, 1456765868600.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3995849

Not that guy, but subtle bloom is fucking great. And ambient occlusion rocks.

>> No.3995862
File: 274 KB, 735x790, BTSX Visplane.png [View same] [iqdb] [saucenao] [google] [report]

So I'm pretty new to mapping and trying to get an idea of visplane overflows, and wondering if there's any tricks behind preventing them? Looking at maps like from BTSX and they'll all pretty clean, meanwhile I make a bridge and it's lit up like a Christmas tree with overflows.

>> No.3995867

I like AO the best when using visor huds. Gives it another layer of "You have a sci-fi helmet on" going on.

>> No.3995872

I don't see what it has to do with helmets. I just think it gives more depth and definition to the architecture.

>> No.3995876
File: 70 KB, 562x841, 13135_original.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3995886

allright what's the joke here
what image is that under the map overlay

>> No.3995893
File: 210 KB, 460x215, file.png [View same] [iqdb] [saucenao] [google] [report]

Where can i get an updated version of Duke world toor with good sounds patched back in?

>> No.3995908

Coming from /v/ (mea culpa) where they just have a thread about Predator and other Schwarzenegger movies - does a wad exist for Predator or Commando? You know, basically just shooting dudes instead of demons and blowing up bamboo huts.

>> No.3995916

I beat it for my first time last week or so on UV, pistol starts with no savescumming. It's a real trip and the most fun I've had in any IWAD, which is why I chose to evangelize for it.

I didn't beat Go 2 It, though. Fuc me, I guess.

>> No.3995921

> https://forum.zdoom.org/viewtopic.php?f=43&t=47494&start=1020#p997715
trailblazer got a bit of an update

>> No.3995929

Are there any /vr/-made Quake maps of note?

>> No.3995938

QUMP should be out Soon™, fingers crossed. Other than that, not that I know of; /vr/ has traditionally been almost exclusively Doom while most Quake stuff is made by the neat fellas over at func_msgboard.

>> No.3995957
File: 310 KB, 884x992, file.png [View same] [iqdb] [saucenao] [google] [report]

Strange bug that I see a lot.
Latest version of GZDoom, but was present as early as 1.8.7

When playing in Software mode, player has some radial brightness to him. However, some walls remain pitch-black, most usually the ones with perfect alignment along the axis. (uper ss)

In Dark mode (and all other modes besides Software), player's weapon remains bright even in 0-light sector, when in Software it darkens properly. (below ss)

>> No.3995968

I thought about doing a community /vr/ quake map where people draw/model rooms for Q1 and I just combine them all, except it would be a huge headache.

Every time I make a map, I'm too embarassed to release it because it is not a good Quake 1 map. When mapping for Q1, it's a bad idea to think in a realistic layout instead of a game layout, because a realistic layout does not usually make an interesting map. Also, Q1 doesn't really do small scale objects very well.

>> No.3995974

Look for Moon Man review on Youtube, he has the link in the description.

>> No.3995976


Looks gorgeous desu.

Can't imagine any conceivable way for it to not be better than game it's a spin-off of.

>> No.3995983

there's police brutality

>> No.3995995

>Try the Java port of Quake 2
>It actually runs pretty well

>> No.3995997

I play most custom .wads on HMP

>> No.3996000

Looks nice. Thanks.

>> No.3996016
File: 217 KB, 503x600, shinobu dislike.jpg [View same] [iqdb] [saucenao] [google] [report]

Dial it down by like 90%

>chromatic aberation
PLEASE do not use this effect.

>> No.3996019


We're up to about V7 of the doomwads; so i guess we're up to v8?

>> No.3996029
File: 1.39 MB, 1280x689, nowlookatthisbfgthatijustfound.png [View same] [iqdb] [saucenao] [google] [report]


>Now look at this BFG, that I just found.

>> No.3996031

Nam but it's kinda bad. Actual game, not a mod.

Can also try the Alien vs Predator vs Terminator wad.

>> No.3996034
File: 1.60 MB, 1280x800, my fucking eyes.png [View same] [iqdb] [saucenao] [google] [report]

Why? What's wrong with it?

>> No.3996038

>S H R O O M S


>> No.3996041
File: 3 KB, 64x50, SKEYE4.png [View same] [iqdb] [saucenao] [google] [report]

What do you mean?

that's 3d glasses mode you jondice

>> No.3996048
File: 3 KB, 64x50, SKEYE3.png [View same] [iqdb] [saucenao] [google] [report]

Great wad. Go download Shrooms.pk3 and Shrooms2.pk3

be aware of warped furry porn for paintings; as brilliantly executed as it is.

i did the same thing for my most recent map

its not porn tho, just fats.

>> No.3996049

Looks like this thread was related

>> No.3996053

>that's 3d glasses mode you jondice
It's CA cranked up to 11.

>> No.3996059

> bloom: on/off

> chromatic aberration
no such thing
just bloom and AA that make distant sprites look like that

>> No.3996064

>no such thing
Wrong, in GZDoom it is called Lens Distortion because it is combined with the Fisheye effect.

>> No.3996069

did you say fats

>> No.3996072

Also, Chromatic Aberration have its uses, but certainly it is not meant for high contrast maps because the effect is exposed totally to the viewer resulting in an unpleasing effect instead of make the simple task of give only a bit of color shifting.

>> No.3996075
File: 29 KB, 128x128, BIGGOPAI.png [View same] [iqdb] [saucenao] [google] [report]

Yes, I said E X T R A T H I C C

>> No.3996078
File: 33 KB, 128x128, serpentlover.png [View same] [iqdb] [saucenao] [google] [report]

they need to be warped/distorted more i think, but the black icon of sin and red baron marble textures mask them pretty well though.

>> No.3996089
File: 342 KB, 640x768, ZanieonWTFPC.jpg [View same] [iqdb] [saucenao] [google] [report]

And i though i had mental problems.

>> No.3996098

But you DO have problems, Cpt. Foot fetish!

The difference being, we actually like you. They're not fond of me.

>> No.3996103
File: 12 KB, 322x185, bleeding eyes.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3996106

Chromatic Aberration makes my eyes spin and my head hurt, feels like I'm trying to focus really hard on something with my glasses off.

>> No.3996116

So what happened with Death Foretold 2.0 anyway? DBThanatos implied there to be a rather large problem but didn't directly say what was going on besides his attempts to fix it up for release.

>> No.3996118


>> No.3996143

The important thing is attitude, and you have the right one. Regarding your, uh, interests and in general.

>> No.3996152

>What is it like using 4chan? Do you feel a disconnect knowing that you are older than probably 80% of the users?
Oh, I rather enjoy it.
There's definitely a disconnect. A lot of users are impulsive, hasty, quick to jump to things, and etc, likely due to age. But there's a raw energy and enthusiasm that's really easy to get swept away in, and it's really quite nice to go along with. Fun things are fun, as the adage goes.
Though it also has the unintended side benefit of being rather flattered when anons accuse me of being underage or a child.

>> No.3996162

so which doom demon would you like to see feet art from

>> No.3996163

Everyone is old on /vr/.

>> No.3996164


>> No.3996172


Fuck if I know, they were just posted in fatchat. I was going to stop at one; but then somebody posted the "Serpentl" one when I added the lava serpents, so i thought, why the fuck not.

The two "Demonic Paintings" are kept in secret areas for many reasons: to not interrupt gameplay, to use as a testing (obviously we don't want people getting upset at these things appearing as a common texture) for more widespread use, decency, and so forth.

They're also there for very loose backstory reasons. most of my maps take place post doom 2/64, wherein the icon and mother demon are dead, so it's broken up into 7 manifestations of the given sins; the first being gluttony and therefore reigning over the mancubi, "G'jodde-shoth the insatiable" has a thing for art, even though he has no eyes. Some relation in demon-terms to the D3 Guardian.- they also both use seekers to see

I can upload the originals on /trash/?

>> No.3996183
File: 1.05 MB, 1280x1024, Screenshot_Doom_20170515_163701.png [View same] [iqdb] [saucenao] [google] [report]

I also have been working on doing a Yeelon cameo at the end of the map that looks rather shonky, and tweaking this room.

>> No.3996197

>Waterlab GZD
I'm only halfway through this but damn this is a nice map. It's creepy and has some nice set pieces and easter eggs scattered thoughout.
The only problem is that the fancy water effects cause some noticable slowdown on my machine. It gets better when I'm away from the water, but that's hard due to these effects being a big part of the map.

>> No.3996201
File: 708 KB, 1280x1024, Screenshot_Doom_20170515_165117.png [View same] [iqdb] [saucenao] [google] [report]

Suffice to say; it could look much better.

>> No.3996202

Most wads are much harder than the original games, so that makes sense.

>> No.3996213
File: 1.24 MB, 1280x1024, Screenshot_Doom_20170515_170918.png [View same] [iqdb] [saucenao] [google] [report]

Also a couple more tweaks to the starting area; thought i'd also give one a look at the outside of the APC. Some models are particularly small, speedy and unarmed; but can shrug off and just run over a cyberdemon.

>> No.3996287
File: 780 KB, 1280x1024, Screenshot_Doom_20170515_173855.png [View same] [iqdb] [saucenao] [google] [report]

Also adding a board room that connects to an armory and overviews the testing/experiment room.

There is a pseudo-secret in the bathroom.

>> No.3996349

a valliant effort but I think that one needs to be redon from scratch

>> No.3996350
File: 219 KB, 648x818, to death.png [View same] [iqdb] [saucenao] [google] [report]

anon, I...

>> No.3996375

So I played the Moon Man wad and the Simpsons wad.
Got more silly wads to suggest?

>> No.3996394
File: 1.01 MB, 1920x1080, Screenshot_Doom_20170515_173713.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3996398

The Sky May Be is possibly the silliest and weirdest mod out there. It's Monty Python in Doom wad form.
NUTS is silly in terms of pitting you against thousands of monsters in one room. RIP your frame rate.
Too Many Super Shotguns does what it ways on the tin. They're also all completely insane and impractical.
The Floor Is Made Of Lava is a map set in Doomguy's house. Demons are attacking and Doomguy REFUSES to touch the floor or it's game over, so you have to clamber over the furniture while fighting hellspawn. It's frustrating but also entertaining.

>> No.3996410

>Are you planning on new sprites or anything like that?

Nope. I'm no spriter/modeler and I don't have access to the assets MagSigmaX used.

Even if I did, it would kinda defeat the purpose of this being a fix for MSX. Besides, what new weapons could possibly be added? Every Doom weapon role is filled by one or more weapons. I know people say they want a BFG-tier weapon, but I think they've forgotten that the player is the BFG in MSX; between overcharged punches, overcharged grenades, the 'Orion', the 'Chimera' Pulse mode, and the penetrating nail shells of the 'Raptor', you already have a lot of crowd-clearing options.

>> No.3996414

I finished The Master Levels. Now it's time to try Final Doom.

>> No.3996415

I was more thinking of cosmetic wads that add new character and make the monsters appear more wacky, but Floor Is Lava sounds fun.

>> No.3996418

You make that HUD? It seems a bit redundant to show both an icon of the armor you're wearing and the amount that armor protects you from.

>> No.3996420

Touhou Doom is pretty silly. The first map is the average Doom map but a teleporter accident results in Doomguy getting mixed up in /jp/'s favourite franchise.

>> No.3996421

Is that a remake of The Gauntlet?

>> No.3996425

Nah, it's Good Ol' Hud.

>> No.3996429

It's from Hell on the Earth Remastered, which basically reworks all of Doom 2's maps with more detail and dynamic lights in excess but doesn't try to alter the enemy layouts and core map design.

>> No.3996432
File: 195 KB, 640x384, CrashSeeingAutism.jpg [View same] [iqdb] [saucenao] [google] [report]

>Regarding your, uh, interests and in general.
Incredibly, my interests are futurism being honest, my psychological problems has nothing to do with the jokes i do anymore, i just keep doing it because erm now i am known by that "feature" in creature design among the community.

None, what do you think i am? lol, i told already that i am not furry, not also a pervert that doesn't control emotions and would do autistic stuff anytime.

>> No.3996434

It managed to leave beta?

>> No.3996435

Good luck. TNT is alright even on UV but Plutonia is a world of pain.

>> No.3996440

Someone posted a Version 2 with some fixes and improvements a couple of months ago. It was on dropbox though so I don't know if that's still available.

>> No.3996448

Well... you could try Hdoom That definately changes the Demon designs.

>> No.3996449


The link on Youtube goes through some ads so that the cunt who didn't made it could make money out of someone else's work.

>> No.3996492
File: 13 KB, 641x407, stretchy.png [View same] [iqdb] [saucenao] [google] [report]

Oh for-

In attempting to copy over a texture stretching (Sloppy1 Muscles!) apparently the script broke and doesn't stretch.

>> No.3996498

It just wouldn't be the Doom community if people weren't ripping each other off.

>> No.3996507

Yeah, but here, it's monetizing someone else's work. That's the line between being just an egotistical dumbass only deserving scorn, and being a disgusting human being only fit for being an outcast.

>> No.3996519

Your filter gave me cancer.

>> No.3996531

Is that fucking Ace Combat in the sight?

>> No.3996560

Are you ok?

>> No.3996563


>> No.3996567

Are you?

>> No.3996570
File: 46 KB, 655x220, character_header_terry.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'm fine, thanks.

>> No.3996581

Dumb question about Metroid Dreadnought.
What are the "spazer" beam and the "long" bean?

>> No.3996584

I wasn't really being serious at all

>> No.3996586

Spazer's a shotgun-like spread shot, and long beam is more like a railgun and hits hard.
It'd be kind of obvious if you used them.

>> No.3996592

I meant what game do they come from, silly, and if they acted like that in the game they came from.

Because I know the wave beam is from Prime, but in Prime, it's homing. The plasma bean also has a shorter range and a lowest rate of fire than in Prime.

>> No.3996594

>I meant what game do they come from
Are you...familiar with Metroid?

>> No.3996598


Spazer Beam is a staple in the 2D games and spread out shots in a three-shot spread, though because it was 2D it was vertically rather than horizontally.
Long Beam made Samus' shots travel across the entire screen.

>> No.3996601

Not at all. I only played the first Metroid Prime on Gamecube. Literally nothing else.

That's why I'm asking here and not in a Metroid thread.

>> No.3996602

The Long Beam got an overhaul, in the actual games it was just longer distance shots.

>> No.3996603

Spazer Beam is from Super Metroid, Long Beam from the original NES game. The Spazer Beam functions relatively accurately, it simply turned your single shots into triple shots in Super. The Long Beam in NES increased the range on your beam, in Dreadnought it functions more like the Imperialist from Metroid Prime Hunters.

>> No.3996605
File: 172 KB, 964x607, WHAT.png [View same] [iqdb] [saucenao] [google] [report]

Goodness knows some screenshots with trilinear filtering is usually enough for me to sperg out but... Oh my fucking god in holy heavens, this is truly something to behold.

>> No.3996609

Oh, okay. Thanks for the answers.

So beams could be combined in the old games? That's pretty neat.

>> No.3996610


One thing that's really made me happy about Dreadnought is seeing how many people are getting into it that really aren't that familiar with Metroid.
It's a nice introduction to a great franchise.

Wave Beam isn't from Prime, by the way. It came much earlier, all the way from the first Metroid.

>> No.3996613


>> No.3996616
File: 11 KB, 240x210, images (3).jpg [View same] [iqdb] [saucenao] [google] [report]

imagine if demonsteele had these characters

>> No.3996617

Haaaa, so that's why it behaved completely differently!

I thought it was because they couldn't make a homing projectile aimed at monsters or something.

>> No.3996620

making new thread, sec

>> No.3996625

Prime 1 and 2 are the only games where each beam is wholly separate from the others. I guess NES too, you had to choose between Ice Beam and Wave Beam. Long Beam was a universal upgrade, though.

>> No.3996627
File: 554 KB, 964x607, DUDE BLOOM LMAO.png [View same] [iqdb] [saucenao] [google] [report]

the way romero intended

>> No.3996630

Ironically, in the actual level set itself it's the opposite problem in that a lot of the shit's too fucking dark without a flashlight mod.

>> No.3996637

Oh, that's nice. I also noticed that in Dreadnought, super missiles are differents from missiles, while in Prime, it was a "power beam + missiles" combo.

Never understood why they called them beams, but Metroid Prime was easily the best console FPS I ever played.

>> No.3996640

It's more because making an infinite ammo homing projectile in a game with standard FPS controls would be really cheesy. The Wave Beam's main function in the 2D games is that it passes through walls, and that couldn't be represented adequately in a 3D engine, so Term decided on bouncing instead.

>> No.3996641
File: 164 KB, 957x1300, cleaning-glasses-beautiful-business-woman-cleans-her-tissue-60308063.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3996648

Oh, I see. Well, since you can't see through walls (not legitimately anyway), it wouldn't be that useful anyway.

>> No.3996657


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