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/vr/ - Retro Games

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4032057 No.4032057 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4026857

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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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.4032058


-Mapping deadline reached; awaiting release?

-2016 torrent of idgames archive is gone; needs replacement?

=== NEWS ===

[6-1] Project MSfiX'd update please start putting on a version number

[5-31] GZDoom 3.1 released

[5-31] An old fan-fiction Doom bestiary was dug up; no actual resources but may or may not be of interest

[5-31] New OBLIGE WIP

[5-31] Rise of the Wool Ball announced

[5-30] MetaDoom v4 released

[5-28] Another Project MSfiX'd update; Doom monsters working again

[5-28] Hunter's Moon Version 2.9 released

[5-28] Anon release; an Arnold Schwarzenegger soundboard skin

[5-27] Call of Doom 0.85 released

[5-26] Runic Division by S'Arais, pre-release 1

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4032075
File: 27 KB, 24x20, 1477055329339.gif [View same] [iqdb] [saucenao] [google] [report]

Nice OP.

>> No.4032110

i've always liked this interpretation, it was the way samsara depicted doomguy
coincidentally enough, now it's canon in doom 4

go figure

>> No.4032137 [DELETED] 

I made my first Doom map (UDMF format) over the course about a week and about 8 hours of work put in, a lot of which was actually learning how to map. I wanted to post it here so I could get some criticism on my mapping and what needs improving, which this obviously will being my first map. Don't expect anything nice or fancy looking. This map is based off the restaurant I work at.

>> No.4032146
File: 89 KB, 560x800, P_doom_tn.jpg [View same] [iqdb] [saucenao] [google] [report]

There's lines and a bio for him in Q3A already.

>> No.4032149
File: 65 KB, 640x480, ww2gi.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4032154

I made my first Doom map (UDMF format) over the course of about a week and put in about 8 hours of work, about half of which was learning how to actually map. I'm posting it here because I want you to play it and tell me what needs improving, removal, adding, etc. Don't expect anything special. This is based off the restaurant I work at.
Now with 100% more not-the-old-version-of-the-map!

>> No.4032178

And I fucked it up again!

>> No.4032192

I cant find a vid with his lines anywhere

>> No.4032195

I just finished playing through the first version of it. It's not bad for a first map but I do have some criticism and advice. Idk if you fixed this or not, but it's very easy to get trapped in the red key switch room. And in general it's kind of boring. Pretty much everything is at one height, enemies often spawn as one horde of one type of enemy, and the textures are repetitive, and the gameplay is basically enter room -> kill all enemies -> enter next room. All of these factos add up and prevent it from being especially good. Needs more variety. Like instead of just entering a flat room and killing a few zombies standing around, there could be stairs leading up to the room and then there's snipers in elevated positions and pinkies closer by, etc.

Also I found the hidden armor and shotgun, good secets.

>> No.4032198

Oh man I didn't even think of entering the red switch room without the key, I never would have thought about it.
Will defiantly take the rest of your post into account when i make my next map.

>> No.4032202


>> No.4032208

I was looking specifically for audio

>> No.4032210

there is no audio have you not played Q3?

>> No.4032214

Well if there's two open paths, chances are people are going to explore both lol

>> No.4032217

We're almost on the same specs, I have an i3 though and my monitor only reaches 1366x768
Have you tried the mod on software mode? It's faster than using the iGPU most of the time

>> No.4032219

.....no.... young fag with potato computer

>> No.4032221

do yourself a favor and go play it there's still servers up with people

>> No.4032224

I guess I missed it because I made the map and never though of exploring, instead I just ran through the map testing it and shit.

>> No.4032226

Start playing it, any 2005+ laptop should run Quake 3 easily

>> No.4032236

if you do play prepare your anus some people are too good at q3

>> No.4032263


>> No.4032269


>> No.4032271

Better question:
I remember there being a "So You Wanna Play Blood" pic. Does anyone have that?

>> No.4032273


>> No.4032279
File: 71 KB, 720x576, hd.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a mod like Hideous, that isn't so hideous?
>weapons do very high damage
>health is drastically reduced for you and enemies, you're both glass cannons (more realistic)
this means getting the drop on badguys and not getting shot are vital to winning, forcing you to strategize

>your movement is reduced to that of an actual human being
>you can't run around at 80 mph
this means you can't expect survive out in the open like you could in regular doom
>you can't carry 800 pounds of guns (you can, but you run out of stamina and can't move well)
this means that you have to rely on your partners to carry the other guns that you will need in certain situations
It also means you might have to have a "stash" you keep in the level that you go back to
>you have limited stamina
*>you have momentum and legs; you can't change directions on a dime, nor can you glide around like you're on a rocket powered wheelchair
these both realistically limit your ability to survive out in the open like a 1 man army, thus putting more emphasis on relying on strategy/your team
*>your turning/aiming speed is limited, and also heavier guns have more inertia, meaning they're harder to quickly aim around

>getting hurt actually hinders your abilities
>being at low health actually hinders your abilities
>bleeding is a factor
>healthpacks don't activate by walking over them: you have to apply them to yourself which takes time
just more reasons getting the drop on badguys, and not getting shot becomes important, and getting cover to heal actually becomes important

>you have to take reloading and magazines into account
>you can pillage ammo from guns, but those guns still exist and don't disappear when you do so

Hideous destructor basically
1. uses realistic gameplay to create a need for strategy
2. gives you some ways to apply strategy

But it's got kind of a painful learning curve and it can be hard finding people who want to play it, which sucks since concept is good for co-op

>> No.4032281

what is this faggotry
the reason i like doom is that it doesnt try to be "realistic" like fucking cod and instead prioritizes fun gameplay

>> No.4032284

The "realistic" mods can be fun, but on like 40% of maps. Gotta enjoy dem 100 chaingunners in Plutonia.

>> No.4032285
File: 125 KB, 642x512, faggot.png [View same] [iqdb] [saucenao] [google] [report]

Just finished playing and as >>4032195 pointed out, it's kinda simple and you go kill, go to place, kill more, go again and so. Also, it's indeed pretty easy to tell it's based on a restaurant kek
Maybe I'm a scrub but

>> No.4032289

but you can use realistic things to make fun gameplay if you do it right.

And this wouldn't be like cod at all, cod has health regen and you can get shot like a billion times, not to mention the linear level design, infinite spawning enemies, etc

>> No.4032292

Thanks, shitty PC. Anyways, maybe I'm a noob or something but the difficulty in the last room is way higher than the other rooms, I died several times to the point that I didn't ever bother with it and ran to the switch instead of getting 100%, so check that and either make that room less crowded or make the entire map more difficult, also give more health, the ammo is enough as it is.

>> No.4032298

Modern source ports of Doom make it really easy to mod, so provided you put in the effort, you can change the game to really radically different from the original.

People have even made entire new games built on ZDoom

>> No.4032306

Realism can be fun to a degree.
However I like being able to run like a cheetah and carry lots of shit, so Hideous Destructor is not really my cup of tea.

>> No.4032334
File: 37 KB, 690x408, 1334075817587.jpg [View same] [iqdb] [saucenao] [google] [report]


Space Hunter's finally ready. Feels good to have this thing launched.

>> No.4032339

awwww shit nigga

>> No.4032346

>Movement reduced to that of an actual human being
kek. Maybe a fucking pentaplegic. I did mandatory military bullshit (because old eurofag) and we moved way faster with all our equipment on. And it was much less optimized than today. And that was taking into account pacing and energy conservation.
People who believe this is "realistic" speed is people who works in a fucking office and thinks any weight carrying slows you down to a crawl. This meme needs to die when people aims for "realism".

>> No.4032348

Cool beans

Samson when

>> No.4032351

After Kustam, which will happen after this next big GMOTA update I'm gonna resume working on soon

>> No.4032354

Awesome! Can't wait to play it tomorrow.

>> No.4032356

That's what actually meant with the *'s next to that and the aiming inertia.
I think he fucked with the movement too much so I was hoping for a mod where it's a bit better than that, but I like his direction.

>> No.4032362

Please mention what maps are being shown in the trailer! I can't see them in the youtube description. I know BTSX E1 and Equinox but none of the others.

>> No.4032380


Good shit. Good work, Kegan.

>> No.4032382

Ah shit lemme update the trailer description, but I used:

Vrack triolgy
BTSX episode 1

>> No.4032391

Noice. Now add Samus mode.

>> No.4032410

Endurance is a thing though, running with that shit tires you out.

Also, carrying all that shit for a long time wears your body out, it's extremely common for American infantrymen to have serious injuries and wear/damage from carrying so much shit day in day out. Lots of people have fucked up knees (especially doing jumps and landings), and it's not unheard of for people to shorten down a few inches in height from their spines compacting.

>> No.4032416
File: 147 KB, 427x449, GROOVY.png [View same] [iqdb] [saucenao] [google] [report]

This'll be fun

>> No.4032437

Yeah, but considering the battles are in real time, and you got a carry limit to begin with...it's still too fucking slow. Consider the character is slow as molasses with just the basic pistol and a couple rounds.
Not to mention, you aren't fighting all the time, or there are times you are just waiting or scouting the area. And a full campaign lasts just a few hours. You'd be pretty tired if that was real battle, sure, but there's a thing such as sucking it up to survive.
And, lastly, it's supposed to be a trained marine, not just some guy that carries 5kg and gets tired. It's like you are playing as a NEET instead of as a soldier.

>> No.4032439

Should I play Quake?

>> No.4032441

I never said HD was great, I don't play it, I just chimed in.

Yes, it's fun.

>> No.4032443
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

Can you think of any good reason not to?

>> No.4032451

Using QuakeSpasm?

>> No.4032453

This is a trick question, there is no good reason.

>> No.4032456

QS is good, make sure you disable texture filtering for the authentic crunchy-pixel experience (put gl_texturemode gl_nearest_mipmap_linear in a text file called autoexec.cfg in your quake\id1 folder).

>> No.4032458

Whatever port you like, I use DirectQ

>> No.4032459

ezQuake with the big dawgs
you only become a man after winning 5 duels

>> No.4032460

Yeah, that's what I wanted. Thanks for pointers.

>> No.4032462

>for singleplayer
anon no

>> No.4032465

its all about that 1v1 my dude

>> No.4032468

q1 mp is unbalanced as fuck and its SP is far superior
i will literally 1v1 you right now

>> No.4032469

It's midnight for me but I will duel you tomorrow if you give me some info.

>> No.4032471

If he uses ezquake instead of a modern single player focused port, he won't be able to play good shit like Arcane Dimensions.

>> No.4032473

He should save the best map set for last anyways.

>> No.4032479

Have you seen the size of the Quaddicted archives? He'll die of old age before getting to it!

>best map set
>when it includes Crucial Error and Swampy Fuckbottom

>> No.4032620

Oh, believe it or not, I do like HD. It's still that some of the decisions are baffling. How can such interesting weapons be in the same mod that gives your player the agility of an octogenarian is beyond me. Vaecrius if you are reading this, if you used yourself as reference for speed and carrying weight, you are a wimp, my dude.

>> No.4032642

Wow that description seems so unfitting to how I envisioned doomguy.

>> No.4032643


This makes me think of Evilution

>> No.4032646

Is he dropping the bass on a bass?

>> No.4032653
File: 303 KB, 1920x1080, 1491509575555.png [View same] [iqdb] [saucenao] [google] [report]

>have a platform above a func_train
>want the train to not have shadows applied to it so it doesn't look retarded when it moves
>_minlight apparently doesn't work now for some retarded reason, so it always has part of it in shadow
>well the player should never see the bottom of this platform anyway, what if I change the bottom face to a sky texture and have it project light
>it works perfectly


>> No.4032661

see >>4032334

>> No.4032676

Any (zscript, preferably) modders here know how I can get the pitch where the player is aiming a weapon to apply to a FLATSPRITE? My beams keep coming out perfectly horizontal and I got no idea on where to get the player's aim pitch so if I am aiming straight up, the beam would be pointing up.

>> No.4032684

>it was the way samsara depicted doomguy
by keeping him same as the original? sorry i don't understand what you're trying to say here

>> No.4032687

That's easy, just "Actor mymissile = SpawnPlayerProjectile("Foo")" then "mymissile.pitch = pitch". Make sure to check for null pointers first.

>> No.4032695

Oh, damn, I can do that? zscript is fucking awesome then. Thanks fampai!

>> No.4032696
File: 517 KB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google] [report]

AD is not the best map set (that would be Beyond Belief), but it has the best map

>> No.4032705
File: 742 KB, 1024x1024, image.png [View same] [iqdb] [saucenao] [google] [report]

This is the unused voice of Doomguy from Quake 3's PS2 port.
He sounds like an edgy anime character.

>> No.4032707

>best map
>not Terror fucking Fuma
It's everything a techbase level should be and ten times more on top of that, and is only possible without being a horrible slog due to the whole host of new Grunt and Enforcer type enemies Quoth/AD include.

>> No.4032714

That sounds AWFUL.

>> No.4032715

I'd like to make a small mod that displays enemy health that I'm facing at with a simple HudMessage text, but I have no idea how'd I get the script to detect a monster in front of me.

I looked at other mod that had an enemy health bar, but they seem to do with SBARINFO, which I think wouldn't work, since I want this to be universally usable with any mod.

Does anyone know of an ACS function that will return the information (enemy health and name) of an entity that I have centered on my screen?

>> No.4032723

I know, right? Thank fuck it wasn't kept ingame.

>> No.4032737

Sounds like Shadow the Hedgehog.

>> No.4032748
File: 594 KB, 732x841, HELL_GUARDS_1.png [View same] [iqdb] [saucenao] [google] [report]

How long until a mod adds the Hell Guard? D4T doesn't add it with an otherwise complete monster roster, and MetaDoom was doing direct model rips, circumventing the need for someone else to make sprites, and it still didn't get in.

>> No.4032756

I forked off GitHub a mod that does exactly this, along with modifying the entire HUD and adding floating damage numbers, see if it's of any use to you.
Original: https://github.com/j-palomo/JPHUD
Fork with a few tweaks/enhancements: https://github.com/coldcite/JPHUD
Select mod_friendly branch for HP bar/floating damage (toggleable) only, to use with other mods without the HUD.

I'm still in the process of adding support for properly displaying enemy names from other mods and stuff, without "support" it should work just fine though, only it will show the name of the class instead of the proper enemy name.

>> No.4032774

I just played the PC version for the first time and was disappointed in the ending.
I remember the console (32x) version having an actual ending level for beating the game with no cheats, instead you just jump on the teleporter and go to a room with enemies and die for ending.
Was expecting to go through the other chapters or something.

>> No.4032778

Should add 2 is really fun. I bought the collection, was stuck for like 4 hours on a map that had a door blocked red, blue, and yellow pillars, and I was only able to find the red and blue key.
Turns out you can fit through with out needing the yellow key which is not even in the map I don't think. My only complaint.

>> No.4032781

Ah! PickActor was exactly what I was looking for! Thank you!

>> No.4032787 [DELETED] 
File: 24 KB, 586x330, american-psycho-hero.jpg [View same] [iqdb] [saucenao] [google] [report]


> still no MEGAMAN 8BIT DEATHMATCH in OP pic

Pathetic. Nice servitude tho, retard. Trolls who forced megaman is bad meme are really happy.

Fucking faggot.

>> No.4032794

The key hunting and subsequent backtracking in Terror Fuma is clumsy as fuck. The map relies often on repopulation which it does in a highly arbitrary and unpredictable manner. It has numerous tedious arena segments, and the finale is one of the lamest things ever because it's too easy to just walk away and funnel the enemies to you. You can also game the spawn waves by keeping one enemy alive and delaying the next wave, allowing you to leisurely restock as much as you want from the respawning pickups. It's also too easy to go through most of the map with just the widowmaker, which you get very early on. Most ranged combat is against flying enemies so when you're not using the widowmaker, then you end up just using the shotgun instead of having to use the slow projectile nailguns. 200+ enemies in the game and I used maybe only 100 nails total and didn't use the thunderbolt at all, just shells, shells and shells. The widowmaker is used as a stand-in for the Doom II SSG instead of a late, high tier weapon like the rest of the AD maps used it. Terror Fuma feels like a Quake map for people who would rather play Doom II than Quake.

>> No.4032810
File: 509 KB, 1920x1080, 1478535056876.png [View same] [iqdb] [saucenao] [google] [report]

Feel free to pick whatever.
I love small mods you can use alongside more "meaty" mods to spice them up.

>> No.4032832

Is there a Shadow the Hedgehg mod for Doom?

>> No.4032851

still waiting for that contact info

>> No.4032852

...Of course that zombie sprite is in there.
I totally forgot this is steal everything day, silly me.
It wasn't going to be limited to one thing, oh no siree bob.
The hell mod is that?

>> No.4032863

Humorously, the latest Intermission episode has a guest speaker who keeps going on about MM8BDM's development

>> No.4032883

>...Of course that zombie sprite is in there.
>I totally forgot this is steal everything day, silly me.
>It wasn't going to be limited to one thing, oh no siree bob.

what drama is this??

>> No.4032909

Complex Doom with that HP bar mod on top.

>> No.4032912

I woke up today to find the Project Brutality dev is trying to use another of DRLA's specific sprites; I've been waiting for him to go online to talk to him about it. He's already using one without permission. And now apparently there's SoloSpaghetti's Elite Sergeant sprites in whatever that is.

Sorry about venting like this, I'm just really really annoyed right now, and shit like this keeps happening today and annoying me even further.

>> No.4032916

Oh, of course it'd be comple domple. Silly me.

>> No.4032918

No clue.
I did some revenant edits for stuff and they are everywhere now, when I see them I just go like "heh" and feel nice because people felt it was worth using. No one ever asked me for permission or bothered to credit. I don't really give a shit desu, I made it to be used.
I don't get why people get butthurt over those things, if anything, see it as a compliment.

>> No.4032920

thanks for the explanation, no need for apology, your annoyance appears to be justified.

>> No.4032929

Yeah, I can understand that. That's a nice mindset to have.

In this case, it's that you can spend hours and a great deal of effort making unique assets for your or someone else's mod, to make it really stand out. And someone just comes along, swipes and repurposes it, often doesn't even give credit.

Someone just swoops in like a vulture, steals part of what makes your project unique, that you or someone else slaved over, and did none of the fucking effort.

>> No.4032947
File: 1005 KB, 1920x1080, floating damage numbers.png [View same] [iqdb] [saucenao] [google] [report]

I think more projects and stuff in general should use GitHub or similar, sounds like it might fix part of the whole "authority" thing so many people seem to care so much.

I'm more in line with the first post sentiment though, but not giving at least a bit of credit is for fags.

>> No.4032958

yeah i mean in open source software you cheerfully reuse code without having to ask for permission first, the whole point of the licenses are basically "use/modify this freely. just do it, but give credit"

but on the other hand, for some reason the rules/expectations for program code and art assets are different. i've never been able to understand why. but i am not an art asset creator. (i do program, but am shit at it)

might explain why freedoom (art assets project with permissive software license) has long struggled with attracting contributions

>> No.4032985

I feel like the simplest way to do it would be a reskin of the lion guard thing with the shield

>> No.4032989

I guess I'm the freak here, because I like it, he sounds more subdued, less hammy, but still has some snark to him under all the trauma, better then brutal doomguy

>> No.4032996
File: 62 KB, 640x767, 3539-blood-dos-front-cover[1].jpg [View same] [iqdb] [saucenao] [google] [report]

What are the best dosbox settings for blood?

>> No.4033023

press "u" for mouselook.

Thats pretty much it.

>> No.4033035

I meant 'settings' as in changing the config.

>> No.4033036

Probably because code is more of a tool to get shit done while art assets are a creative visual product. The end user doesn't usually see the code but they do see the art, so an artist is more emotionally invested in their creations. The programmer mindset is "I'll share my tools" while the artist mindset is "OC DONUT STEEL."

>> No.4033037

I'm an artist that likes being of use, I'm happy to be credited but all that matters is that people liked my work

>> No.4033061

it's more of an apples and oranges situation
programming is a science, while art is, well, art
objective VS subjective
you can optimize a bloated mess of a script to run smoother
but trying to improve sprites just makes it different
some will like it, other maybe won't
making the game run smoother makes it better for everyone

>> No.4033072

Not always, if a sprite doesn't convey an effect or animation correctly it's objectively bad, like if an imp's body didn't show up right of the cacodemons attack animation bugged out

>> No.4033076
File: 100 KB, 640x400, e3m2.gif [View same] [iqdb] [saucenao] [google] [report]

How many of you post on the Doomworld or Zdoom forums? What do you think of them?

>> No.4033078
File: 427 KB, 1280x1792, 1434686280659.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone know where the "shakeyourass" projectiles are inside PB? I hate modders who don't organize their stuff so I can steal it easier.

>> No.4033081

use a_quakeex
zdoomwiki look it up

>> No.4033085
File: 34 KB, 500x500, 8fa3a23b83a20a8a30cc18d7c36c5b1062cc8052604df18fe7b1a806174f37b4.png [View same] [iqdb] [saucenao] [google] [report]

I just don't know if that will be enough to emulate the PB recoil since the mod also has some recoil ACS. I'm guessing you can't just copy ACS like that like you can do decorate.

>> No.4033086

Wouldn't those be programming errors though?

>> No.4033089

Anons's Aliens the Ultimate Doom
Also what is the speed of the player in HD? 0.5? Because I find 0.5 to be sensible.

>> No.4033091

what happened to the platformer thing?

>> No.4033103


>of course it'd be comple domple
>SoloSpaghetti's Elite Sergeant sprites in whatever that is

That sprite just a translation of the original former human with no further edits. Stealing is not something to shit on complex doom for. It has credits for every single fucking thing in it that's not made by Daedalus.

>> No.4033107

Hi people,

I present you a map I might or might not have posted a year ago. I only just recently discovered it and didn't remember whether I actually finished it - basically it was only some details to add/change and adjust difficulties. It is my second actual map I made.

Working title was "technotomb", it is based on the idea of a social primitive, but technologically advanced race of beings, so I could have stuff like computers and switches, but also stuff like torches and decay.

I would appreciate critique and tips on what to improve in the future. The map is balanced around UV.


P.S. "Mark the car" captchas suck, especially if it shows a parking lot or highway.

>> No.4033108
File: 307 KB, 504x533, kimochi.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4033110

>i need a font for my mod
>i know! i'll make my own!
fuck me this shit is tedious

>> No.4033119


Keep going, it will stand out when it's done, trust me.

>> No.4033123

It was actually pieced together from multiple things and recolored. Hence the drum mag on the Assault Shotgun he is carrying, the DRLA weapon. And stealing is the number one thing I can shit on it for, last time I talked to Daedalus he basically told me to piss off because "I hadn't noticed he'd taken something" in time.

Well, I can't disprove what you're saying about credits, the comple domple I have is v21, so it's probably quite old. Sure as hell doesn't credit SoloSpaghetti or Blox in it though.

>> No.4033137 [DELETED] 

>muh credits

fuck off

>> No.4033142
File: 400 KB, 434x543, strife_us_box_test.png?t=1466791165.png [View same] [iqdb] [saucenao] [google] [report]

starting to become a bit of a VETERAN at this https://my.mixtape.moe/udibbd.webm

>> No.4033143

> i deserve peoples work for free with no recognition for their efforts
no, you need to fuck off and get rid of that bullshit attitude

>> No.4033145

Could Kinsie or someone add modding tools for Samsara, so this stuff could appear as the demon keys in the Consolation Prize version of Doom 64?

>> No.4033149 [DELETED] 


Strife came out on Steam


>> No.4033152

Thanks, bye!

>> No.4033157

strife VE is old news boyo

>> No.4033158


Read again, my little dude.


As in, the RPG/FPS game

>> No.4033159 [DELETED] 

you don't deserve shit that's the point
try and stop me from using your assets fag

>> No.4033161
File: 132 KB, 1213x750, 1468846722862.jpg [View same] [iqdb] [saucenao] [google] [report]

heh, nice one friend

worth the 9 bucks, wait for sale or just tpb? guy who made it seems cool, releasing source and all

>> No.4033163
File: 254 KB, 1855x1056, protip.png [View same] [iqdb] [saucenao] [google] [report]

>P.S. "Mark the car" captchas suck, especially if it shows a parking lot or highway.

>> No.4033165

Leave an old man alone.

>> No.4033167
File: 21 KB, 197x226, 1469168391595.png [View same] [iqdb] [saucenao] [google] [report]

Have you even played the game?

>> No.4033167,1 [INTERNAL]  [DELETED] 

like flies on shit

>> No.4033168

It's a great source port by Doom community veterans, and has a wee bit of extra content which is always appreciated.

>> No.4033169


>>4033023 - forgot BMouse.

>> No.4033171

shove your hypocritical communism up your ugly ass

>> No.4033172

this is just bait.
you don't even mod.

>> No.4033174

foolproof bait
bait proven effective on fools

>> No.4033175

additional: now i'm pretty sure it's one guy replying to himself.

>> No.4033179

Whats the source on the musical bits? I recognise them from somewhere.

what is this?

>> No.4033180

yeah, you got me. i will take my ban for a false report with humble acceptance.

>> No.4033185
File: 53 KB, 184x184, 1483802132922.png [View same] [iqdb] [saucenao] [google] [report]

>mfw they announced STRAFE I was all "wtf there is an old ass FPS already named like that"

>> No.4033186

Normal pickup sound is a mix of a Painkiller sound (because Samsara) and the very start of the Doom64 intro theme (because the SVE talismans are a big Doom 64 reference)

Got-all-three sound is a clip from the 20th Anniversary mix of the PSX Doom intro theme.

>> No.4033191


>> No.4033197

Turn your headphones down.

>> No.4033213

I love it. It made me take a second look before I got the joke. Good one anon.

>> No.4033216
File: 37 KB, 445x279, oldcaptcha.png [View same] [iqdb] [saucenao] [google] [report]

>>what is this?
Click "settings" in the upper-right-hand corner of the page. It gives you a captcha based on transcribing names signs instead.

>> No.4033239

>nigger nigger
that takes me a bit back
does that shit still work?

>> No.4033246

Sup Marquito.

>> No.4033254 [DELETED] 

i did mod for half-life and counter strike
only retarded faggots gave a shit about permissions to the point where people would sabotage their own mods in games like WC3 just so people couldn't open it up in the editor
if id had the same mentality there wouldn't be a doom thread

>> No.4033260
File: 106 KB, 762x524, blood config.png [View same] [iqdb] [saucenao] [google] [report]

I use this

>> No.4033265

sort of but it's less predictable which of the two words you are able to get wrong.

>> No.4033269


this shit is pretty fun, but I have some questions:

is it intentional that I lose the triple shot at the beggining of each level?

is there a way to NOT use the ice shot when firing normally to preserve ammo?

do i have to upgrade the missile to get the super missiles or is there a pickup for it?

what the fuck is the zoom weapon key supposed to do

>> No.4033280

I didn't get much of a tomb feel never mind a techno-tomb, if I hadn't read your description I'd have thought it was an E1 homage - green and brown walls aren't what I'd expect in a tomb, try marble or even rocky textures.

You should think about including pillars, sarcophaguses, treasure-rooms, trap-rooms, what would you expect in a tomb?

The trap that you did include, at the blue key, was neat but you did nothing with it unfortunately - put some pinkies or revenants down there, really drop the player into shit and make them think on their feet. I was also surprised that you didn't trap the player in the cage at the red key, such a great opportunity, definitely worth thinking about

Finally, as always, it's the barons. Be wary using barons when you're new to mapping as they are difficult to place interestingly; in your map the room is too spacious and there's nothing stopping me rushing the yellow door - maybe place ~2 barons behind the door with a vile and have the cages spawn plenty of imps instead? (same with the red key, it's easy to just run by the hell knights)

>> No.4033296

As I said, that was just the working title; maybe it was too misleading. It wasn't supposed to be much of a tomb-tomb, but rather some abandoned facility or temple or facility-temple. I tried to conceive a state of decay, of something horrible someone did there and you still see some remnants of it - with a lab, a depot (I hope it was recognizable as such), cracked ceilings and debris around the place.

You mean the trap with the drop, right? I put another trap there, but I wasn't sure whether people will fall for it or just pass it. Frankly, the trap you are probably talking about was just a setup for the other "actual" trap, which is skippable, though. Point noted, however, didn't think of doing something like you suggested.

But you are absolutely right with the yellow door (although the barons are also a trap). I always assumed people would try to get 'em all or die trying instead of just rushing, but yeah, maybe I was lazy in that regard.

Thanks for your feedback.

>> No.4033341
File: 109 KB, 1444x1080, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4033349

Bill.wad when?

>> No.4033350

I love it when Oblige gives you a level with scarce ammo aside from rockets and fills it up with shitloads of cacodemons/chaingunners, and puts a bunch of revenants in monster closets.

>> No.4033357
File: 256 KB, 800x500, jam.png [View same] [iqdb] [saucenao] [google] [report]

This was a waste of time.

At least I know how to get fonts into Doom now.

>> No.4033360

You have good taste anon.

>> No.4033363

Can someone help me remember the name of a map/megawad I played? All I remember is that MAP01 is a really dark open map with a large water area and a bunch of bridges.

>> No.4033364

Looks pretty good.

>> No.4033371

No I didn't, its not necessary. There was no Bmouse in 1997

>> No.4033373


>> No.4033382
File: 78 KB, 640x480, 1422266312746.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4033385
File: 43 KB, 449x286, 5700nigger.png [View same] [iqdb] [saucenao] [google] [report]

In legacy captcha it does.

>> No.4033386
File: 212 KB, 800x833, 1463735982522.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing is a waste of time so long as you learn something from it.

>> No.4033391

Sounds like nu-Quake's QuakeGuy

>> No.4033395

Reminds me of Caleb

>> No.4033401
File: 11 KB, 242x208, 1486398054866.jpg [View same] [iqdb] [saucenao] [google] [report]


Heres the threadly reminder that you should get your Daily SLIGE Megawad, play it with a randomizer mod like DoomRL Arsenal for extra fun.


Remider that the wad in this website changes everyday, so tune in regularly for a new random challenge.

If anyone knows how to make good Doom demos so I can attach a webm to these posts it would be nice.

>> No.4033402

>fingers are nowhere near the trigger

>> No.4033403

I like nuQuakeGuy way, way more than that Doomguy. One of the only well-written and -acted characters in QC.

>> No.4033404


You have good taste, anon.

>> No.4033406


>> No.4033407


>> No.4033412
File: 203 KB, 500x711, Doom-Marine-Doomgu-Brown-Shoes.png [View same] [iqdb] [saucenao] [google] [report]

You think so? Thought it was kinda forced.

Is the full game out yet? Played the beta, didn't think it was as cool as Q3 but it had its moments.

>> No.4033413
File: 67 KB, 300x574, =doomdisgust.jpg [View same] [iqdb] [saucenao] [google] [report]

Klesk is even making [ Autistic Screeching ] sounds, how appropriate.

>> No.4033415
File: 640 KB, 639x887, doom russian meme.png [View same] [iqdb] [saucenao] [google] [report]

Yo that's pretty fuckin' sweet. Unlimited fucking doom wads.

>> No.4033420

you[ll quickly realise they're all pretty much the same

>> No.4033423
File: 36 KB, 683x536, FUCKING PISSED.png [View same] [iqdb] [saucenao] [google] [report]

>Thought it was kinda forced.
I mean I guess? I went into it expecting either "angry all the time" Ranger or "unhinged and nonsensical Shub-touched loony" Ranger, and was surprised to get something at neither extreme, just a sad, broken man who's spent over two decades stuck in the realms of the Old Ones and just really, really wants to go home.

For all the ANGERY RANGER jokes, I'm totally fine with Doomguy being the angel-powered unrelentingly pissed off bringer of death and Ranger just being some sad sack stuck as an eternal plaything of the Outer Gods who stopped being angry about the same time he realized he can't remember his name.

>> No.4033424

I figured as much, since odds are it's just piecing together random bits like a Snapmap level.

>> No.4033428

I agree, which is why I made the post in the first place wondering if there was a similar mod that didn't make retard decisions.

>> No.4033432

can i find voice clips online or do i actually have to play it?

>> No.4033434

not sure but i thought the angry characterization came from ranger's status bar face being a permanent grimace.

>> No.4033437

pretty much what i thought about NuRanger too
he seems rather calm and serene despite everything
and doomguy already called dibs man-shaped-ball-of-anger-with-the-mass-as-the-sun

>> No.4033438

slige is great if you like wood, monster closets, and waiting for lifts to go up a 32 unit ledge

>> No.4033439

What was it?

>> No.4033440
File: 721 KB, 1920x1040, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I open the first door of the level and I already take it back, this is fucking terrible lel

>> No.4033441

Get the last WIP version of Oblige, maps look decent, and play okay, too.

>> No.4033447


>> No.4033449

if you really care, you'll go to desuarchive or equivalent, and look up the post number.

>> No.4033458
File: 19 KB, 480x288, ranger__s___quakeguy___faces_by_clownboss-d45ye26.png [View same] [iqdb] [saucenao] [google] [report]

The NDA was lifted apparently so videos shouldn't be too hard to find, I thik his reveal trailer was also put up a few weeks ago. I still can't play myself due to the obscene upload bandwidth requirements but it's worth keeping up with.

More than likely, yeah. Not only does Quake 1 have even less backstory to work with than Doom (no continuing lore in other games, no intermission screens beyond numbers and the occasional paragraph that basically says "you touch the rune and lose a bit more of your mind," the instruction manual backstory doesn't even have anything to do with the rest of the game), but Ranger doesn't even get the suspiciously-looking-around animation like Doomguy, just various stages of pissed off, bleeding, and bleeding while pissed off. Only ones that differ are the maniacal grins for picking up a Pentagram or Quad Damage, aka "I can feel the old ones in my head and it is good" 'cause that shit sure ain't manmade.

>> No.4033459

At least it got the next-gen level design algorithms down pat.

>> No.4033460

an amusing variant on the theme of "[inappropriately aged non-retro game title] came out on [popular digital distribution platform]" where in this case the former was in fact one letter away from the usual so easy to misread.

>> No.4033463
File: 20 KB, 100x100, ANGRY DOOTER.gif [View same] [iqdb] [saucenao] [google] [report]

Map30 is just another shitty hallway runthrough, and Map31 and 32 aren't any better either.

C'mon, Slige-man, at least put in some type of randomly-situated Icon of Sin and a randomly-generated Wolfenstein hallway level since you're so good at entirely flat levels

>> No.4033472

>Recycled CP
unfortunate thread title...

>> No.4033473

Hey buddy, I think you've got the wrong thread.

>> No.4033474

lol listen to this

>SLIGE was listed on Doomworld's Top 10 Infamous WADs, due to the reason that the quality of the SLIGE-generated maps was so good that many unscrupulous mappers claimed that the maps were entirely their own handwork

it was soo good super high quality mapping

i just saw it on doomworld actually

>> No.4033475
File: 817 KB, 1600x900, Screenshot_Doom_20170601_223110.png [View same] [iqdb] [saucenao] [google] [report]

speaking of QC
i am making an LG that'll actually be balanced
because it's going to be used in SP, not MP

>> No.4033476
File: 85 KB, 427x640, Chris_hansen.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4033480

can't wait for that dude to run for president

>> No.4033486

"ISIS, I'm Chris Hanson from Dateline NBC and the United States of America, why don't you take a seat over there?"

>> No.4033542


I'm not the one that runs the website.

>> No.4033550 [DELETED] 

crybaby modder whining about other people using his assets in a passive aggressive manner

>> No.4033553 [DELETED] 
File: 7 KB, 377x330, MAX-PC - 1411616558973.png [View same] [iqdb] [saucenao] [google] [report]

I know

>> No.4033560

Hello, Max.

>> No.4033582

how do i make bulletpuffs face the direction the shot went?
pitch wise, i mean. it resets to 0

>> No.4033602

The AD version of Crucial Error is fucking shit, especially with that shotgun mod that makes it no longer hitscan. The Bobs added were specifically there to be challenging to a normal shotgun, without it, it's nearly impossible.

Get the standalone version known as Mainframe Madness.

>> No.4033614
File: 1.11 MB, 1280x1024, Screenshot_Doom_20170601_163437.png [View same] [iqdb] [saucenao] [google] [report]

Collecting some of the feedback for the map; with another bouts of feedback by Jimmy, I'm probably going to try and patch any game-breaking bugs and call it a map.

Texture and layout seem to be a problem in all of my maps, and one I'm never going to get over; doing so would be have to manditorily be the result of a collaborative mapping effort in the future, or it will remain how it is.

I Did this dumb thing in the meantime while giving the archvile room more cover

>> No.4033628
File: 200 KB, 584x284, THHPII.png [View same] [iqdb] [saucenao] [google] [report]

So I installed NQuake. What do I do with my full version of Quake? Do I move NQuake or move Quake?

Or neither?


>> No.4033637

If it's like other ports, just copy your Quake id1 folder to your nQuake directory.

>> No.4033638


Unfortunately that's all there is to SLIGE.

This is why people pick OBLIGE for randomly generated levels

>> No.4033640

>Texture and layout seem to be a problem in all of my maps, and one I'm never going to get over; doing so would be have to manditorily be the result of a collaborative mapping effort in the future, or it will remain how it is.

>> No.4033647

>doing so would be have to manditorily be the result of a collaborative mapping effort in the future
You really need to stop fucking pushing for collabs.

>> No.4033659

Calm the fuck down.

Because despite my continued efforts to do so; they fail to improve in any form, likely because I'm not making a mental connection and picking up on it or whatever the hell people mean by it.

image captcha:

>> No.4033664

>is there a way to NOT use the ice shot when firing normally to preserve ammo?
Not right now at least, I'm afraid, ice ammo is shell based so it should be pretty common.

>do i have to upgrade the missile to get the super missiles or is there a pickup for it?
Yeah, grab a rocket launcher and you'll boost your missiles

>what the fuck is the zoom weapon key supposed to do
Have you found a screw attack yet? It's a BFG tier weapon and it makes use of the Zoom key

>> No.4033665

have you tried studying existing maps

>> No.4033668


>> No.4033690


ok, thanks man

what about losing the triple shot? maybe its a bug or something

>> No.4033695

oh shit right, yeah, the effects of Spazer is only for the duration of the stage you find it in, I mean have you seen how much damage you can shit out with that thing? It pretty much makes any level you find it in free.

>> No.4033751
File: 46 KB, 157x207, babi.png [View same] [iqdb] [saucenao] [google] [report]

>download new GZDoom
>On Windows and macOS the system's MIDI synth is no longer the default. Instead, FluidSynth and a small soundfont are now included to provide better default playback quality.
>start playing Doom 2 just to test it out

I don't know why I hate it

I know its better, objectively, empirically. But fuck me I can't believe I'd rather have the default Entryway music.

>> No.4033754

Use the arachno soundfound, my man my dude my bro.

>> No.4033760

>exposed male navel
You think they'd just go with armorized abs.

>> No.4033772
File: 356 KB, 724x960, Godmachine-Doom-Icon-of-Sin-print.png [View same] [iqdb] [saucenao] [google] [report]

Any solid scary/survival horror WADS?

Or shit that feels like a horror movie? I'm feeling ready to sweat and count my bullets.

>> No.4033780
File: 126 KB, 1500x843, PDVD_Aliens_artwork.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon's ATUD. New version will come out soon.

>> No.4033801
File: 316 KB, 1024x768, mall.jpg [View same] [iqdb] [saucenao] [google] [report]

I liked parts of it, but i'm looking for a good map pack to play it with.
I fucking loved The Aliens TC reboot using his weapons and NPC's though. That was batshit amazing.

Still looking for more, can never have enough solid horror wads.
Already beat City of the Damned: Apocalypse and that one is also pretty great.

Same with Zombies: Epidemic edition, for the most part.

>> No.4033814

then switch it to microsoft gs wavetable. the change was because there's plenty of midis that straight out don't play on the old default

>> No.4033827
File: 78 KB, 595x899, hudson15a.jpg [View same] [iqdb] [saucenao] [google] [report]

I really want to get into mapmaking so I can make maps that play well with this mod.
The random spawning makes a lot of map packs almost unplayable, particularly ones with lots of teleporters or ones that rely exclusively on ambushes. It can really shine if you make a map that takes it into account, though.

I'm thinking about making hubs instead of conventional maps with lots of alternative ways to reach an objective, which in a mod like this is very welcome, since that can give you a way to bypass hordes or even lone enemies if you are low on ammo or something like that. Also lots of pipes, vents, and places where they can come out of the GODAMNED WALLS etc.

>> No.4033832

You might want to check out EYE Divine Cybermancy for map ideas of that nature. The maps are as huge and cluttered as the game is awful.

>> No.4033845

Hey Kinsie, in Metadoom v4, when a sector rises from a sector with a nukage flat, it still plays the nukage footstep sound despite the sector having an entirely new flat.

I'm using GZDoom 3.1, Metadoom v4, and I found the problem in DTWID-LE.wad (E5M3, in the room with the red key. Pretty sure the extra MAPINFO-exclusive levels are supposed to be vanilla compatible.)

>> No.4033849

Played Legacy of Suffering awhile back, thought it was pretty cool. Its fairly linear with scripted events, has that Doom 3 style going with dark corridors and spooky spawns.
Music is neat too when it kicks in.

>> No.4033856

Does anyone have a solution for Doom RPG's scripts breaking in the latest GZDoom? It says Runaway script terminated and all the menus stop working. I could downgrade GZDoom but that causes issues with revenant sounds. Maybe fixing that would be easier...

>> No.4033862
File: 1.03 MB, 1920x1080, Screenshot_Doom_20170530_201147.png [View same] [iqdb] [saucenao] [google] [report]

Do you guys ever stream on twitch? I'm trying to get into it. Watch me play through TNT Revilution.. I have no friends.


>> No.4033865

>the SVE talismans are a big Doom 64 reference

Wait, what?
Those sprites are in the original Strife IWAD, I'm sure of it.

>> No.4033868
File: 835 KB, 1583x1023, crystalsbig.jpg [View same] [iqdb] [saucenao] [google] [report]

>and places where they can come out of the GODAMNED WALLS etc.

Hearing them in the fucking walls was the epitome of the creep factor for the TC reboot for me. It's pretty much a bug on Doom's end, but the motion tracker never stopping on some levels because one of them was hiding SOMEWHERE never stopped creeping me the fuck out, especially once you ended up triggering something which sends that pack in after you.
If not for some of the weaponry being pretty overpowered, TC 2017 might be the best Aliens experience on PC.

The Trilogy TC feels like it is really getting there at times, but it's like 80-90% there currently. Hub maps in this kind of mod would be amazing, and more open ended maps tend to work really well for survival horror wads. Ducking into a room to run from enemies to find more ammo and a pack to bring you up to half health always feels good.
Hell, Terminator: Future Shock and Skynet have an entire gameplay element based around that with scavenging buildings so they don't have to place health kits and ammo traditionally.

I'll check it out in a bit. Replaying Zombies: Epidemic edition and it is much, much better than I remember. I just wish I knew what all the items do as it's rather hard to tell with some of them.

>> No.4033875


I stream weekly, but it's mostly just working on stuff/mapping. I like to watch folks play, though. It's fun to see them go through maps.

>> No.4033887

>he admires god players while he himself humps the same wall 3 times each room and misses every single switch and door

>> No.4033891

>god players
i think everyone admires god players, anon

>> No.4033892

What's your twitch? I like watching people make maps

>> No.4033893

Who doesn't admire god players?

>> No.4033896

Those Doom wad packs are dead. Guys have a better link?

>> No.4033901

Oh, well, that does make sense (>>4032918 here) as I happen to a FOSS programmer. Sure, I can do competent art compared to most programmers, but I always treated it the same way as my code.
People will just help themselves to free stuff, it's how it is, so if they happen to choose yours over others, it means you did a decent job.

Credit would be nice, sure, but I noticed most do it more out of laziness than actual malice, so no point getting angry over it, thus my attitude about it.

>> No.4033915


I don't often map, but this weekend I'll do mapstuff just for you, anon.

>> No.4033918

looking forward to it

any other anons want to share their twitch?
maybe we can get a regular stream/mapping night going.

>> No.4033920

What if Microsoft worked with Night Dive Studios to make Perfect Dark EX?

>> No.4033930

yo term, you got painkiller item sounds you could drop here?

>> No.4033936

>Bill Gates promotes it by dressing up as Joanna Dark with fake boobs and all and pretending to be her before walking in front of the camera a la that one Doom promo thing he was in

>> No.4033941 [DELETED] 

>Have Ballmer do it

>> No.4033942


Sure. I'll upload the entire Painkiller sound collection, in case folks need the weapon/menu sounds for things.
It's uploading right now, but should take about fifteen minutes or so before it's ready.


>> No.4033945

Have Ballmer do it.

>> No.4033948

noice man

>> No.4033952
File: 184 KB, 610x824, lul.png [View same] [iqdb] [saucenao] [google] [report]

wow the sound design in painkiller was revolutionary and way ahead of its time

>> No.4033957

>It's uploading right now, but should take about fifteen minutes or so before it's ready.

>> No.4033958

t. someone who didn't read the post

>> No.4033959


Still uploading, friend.

>> No.4033960
File: 12 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


boi is my face red

>> No.4033968


It's fine, anon. It should be uploaded now, so give it a shot again.

>> No.4033983

>item sounds
Dayum. Either that's really high quality, or that's a lot of sounds.

Thanks, man, I'll have to give this a look.

>> No.4033986

Almost 5500 files. wew

>> No.4033989


I uploaded the entire sound collection. Painkiller has a lot of sounds.
The majority of them are for different level ambiences and the monster sounds, the items are actually very much in the minority.

>> No.4034014
File: 272 KB, 591x898, Capture1.png [View same] [iqdb] [saucenao] [google] [report]

Who here thinks they got DOOM right?

>> No.4034017

I don't recognize any of these references because I'm not a fuckin' weeb.

>> No.4034026

I do.

>> No.4034029

I guess these are idol games or some shit? Which one is Doom supposed to be?

>> No.4034030

>[email protected]

I have no opinion on the Doom one, but I do want to see an entire boxart of that.

>> No.4034032
File: 311 KB, 629x755, rekkrTemp.png [View same] [iqdb] [saucenao] [google] [report]

Someone on the doomworld forums pointed out my dudes proportions were fucked. It's a bit better now.

I should sketch things out first. It's been a while since I did anything 2D though. Rusty as fuck.

>> No.4034035

Doom appears to be K-ON!!

Battlefield appears to be [email protected]

>> No.4034036

They're anime, I recognize [email protected] as [email protected], and World of Tanks as Girls und Panzer.
Dunno about the rest.

>> No.4034037

Upon closer inspection, Rainbow Six Siege is styled after Kemono Friends.
The paw print gave it away.

>> No.4034046
File: 41 KB, 600x655, c8f.jpg [View same] [iqdb] [saucenao] [google] [report]

>Rainbow Six Siege
>styled after Kemono Friends.

Would unironically play and enjoy.

>> No.4034063

I've been searching a gameplay mod that was popular a few months ago in zandronum but can't seem to rembmer it's name. I remember it mainly focused in making you avoid direct combat -landmines and grenades were a big chunk of that, iirc- because your character was so fragile.

>> No.4034119

Complex Doom has a lot of that going on because enemies are so dangerous

>> No.4034137
File: 127 KB, 257x250, 1481395457961.png [View same] [iqdb] [saucenao] [google] [report]

>Blood birthday
>OP is yet another bone meme

>> No.4034147

don't worry, blood's getting the treatment it deserves

>> No.4034151

Blood doesn't deserve to be forgotten fag.

Shadow Warrior does however, and that game got a fucking update.

>> No.4034157

And here we have it.
The most wrong opinions possible.

>> No.4034167
File: 631 KB, 2000x2000, ITS VIOLENCE WE LOOOOVE.jpg [View same] [iqdb] [saucenao] [google] [report]

Says the dude who loves dick jokes, bland weapons and anime girls

Blood at least had an interesting setting, interesting weapons and pretty good level design, as well as a protagonist we couldn't have now because he'd be seen as too edgy to be likable.

>> No.4034169


>> No.4034171

>he doesn't love dick jokes and anime girls

>> No.4034173

>Says the dude who loves dick jokes and anime girls

You clearly do not belong on 4chan.

>> No.4034174

so many characters dab in this game

>> No.4034175

>Says the dude who loves dick jokes [...] and anime girls
Where the fuck do you think you are?

>> No.4034179
File: 974 KB, 750x600, 1452661554877.gif [View same] [iqdb] [saucenao] [google] [report]

Does Episode 2 of BTSX improve eventually? I'm currently on Dirty Water and so far has felt like a huge slog through Bone City.

>> No.4034181

You don't like dick jokes or anime girls? I don't think we can be friends, I'm sorry.

>> No.4034183

Shadow Warrior is the Sharknado of retro shooters.

>> No.4034185

>doesn't like dick jokes or anime girls
>likes lmao so bloody and edgy characters.

>> No.4034190

and blood is the Ghost Dad of retro shooters

>> No.4034192

Doom is the Mortal Kombat: Annihilation of retro shooters

>> No.4034195


Quake is the Robocop of Retro Shooters

>> No.4034196


>likes lmao so bloody and edgy characters.

Caleb actually works though because it's an comparatively silly character in what is basically a grimdark setting. Blood is Evil Dead 2 to Shadow Warrior's Adam Sandler comedy.

>> No.4034198

no, sorry, blood has already been established as Ghost Dad

>> No.4034201

>Blood is Evil Dead 2 to Shadow Warrior's Adam Sandler comedy.
What? No.
Blood is Ghost Dad.
He just said, dude, you can't go changing that.

>> No.4034203


>> No.4034204

Wolfenstein is the Goodfellas of retro shooters.

>> No.4034206

when /doom/ got invaded by the faggots from Blood community forums?

>> No.4034207
File: 196 KB, 730x768, The_Doughboy.jpg [View same] [iqdb] [saucenao] [google] [report]

I wrote that comment first though

baka y'all can enjoy your shitty retro FPS where the first level is a fucking boat section in a build engine game

>> No.4034208

thanks, senpai
it'll be tanoshii as fuck

>> No.4034210


Unreal is the Jurassic Park of retro shooters.

>> No.4034215

But what one is the Citizen Kane?

>> No.4034217

The Terminator: Future Shock

>> No.4034218

by process of elimination of movie/games already correlated, the only surviving one is hexen

hexen is the citizen kane of retro shooters

god help us all

>> No.4034219
File: 5 KB, 225x225, index.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't argue with that.

>> No.4034220

Unironically this.

>> No.4034225

>slow paced as fuck
>everyone knows about the final twist
>technically fantastic
>paved the way for better games/films

By god, it checks out.

>> No.4034226

>shadow warrior
>better than blood
>dude lets just give a bunch of enemies instant missile attacks and but them in narrow corridors lol

>> No.4034235

I like Crucial Error. I think it's better than Terror Fuma because it has lots of good psychology and demands skilled movement in its encounters. Terror Fuma's encounters feel largely plain and haphazard in comparison.

>> No.4034237
File: 14 KB, 183x262, 1418951002587.jpg [View same] [iqdb] [saucenao] [google] [report]

>map spawns arch-vile right next to you

>> No.4034242
File: 225 KB, 500x738, 200% BERSERK.png [View same] [iqdb] [saucenao] [google] [report]

>regular Oblige generated map turns into slaughtermap without warning halfway through

>> No.4034273

have you friends tried that new WIP version?

>> No.4034297
File: 383 KB, 1366x768, Screenshot_Doom_20170601_235547.png [View same] [iqdb] [saucenao] [google] [report]

Yup. But up until yesterday I was still using the ancient version 6.

>> No.4034381

Man, For something thats meant to be a TNT sequel/tribute, TNT Revilution sure reminds me of Memento Mori II a lot.

Also lol at idgames basically forcing them to make it require TNT.wad instead of Doom2.wad, despite the project leader's past insistence on using doom2.wad.

>> No.4034396

Oh! And the pistol was a six-shot. Please if I can't find it's name it'l bugger me for weeks.

>> No.4034401

So I see there's a lot of shitposting about Blood. I just want to ask: what's the best modern port or way to play it? I'm just thinking of GXBlood at this point.

>> No.4034407

>Also lol at idgames basically forcing them to make it require TNT.wad instead of Doom2.wad, despite the project leader's past insistence on using doom2.wad.

Probably for the better, as I'm sure making a TNT sequel require Doom2.wad would've created confusion among the demo recording scene (Doom 2 uses complevel 2, where as final doom is complevel 4).

>> No.4034449

fucking fucksticks is there a mod like HD that doesn't make you move like a fucking parapalegic FUCK?

>> No.4034450
File: 62 KB, 250x241, sYbaU1w.png [View same] [iqdb] [saucenao] [google] [report]

>wanting slow and steady gameplay in Doom of all games

>> No.4034452
File: 109 KB, 1366x768, 2017-06-01_14-00-25.png [View same] [iqdb] [saucenao] [google] [report]

>tfw too dumb to quickly complete maps the first time I play them

>> No.4034456

Par Time is for speedrunning, and some mods don't even change them from Vanilla Doom's par times.

>> No.4034457

BTSX being a boring slog is a long running joke, so no.

>> No.4034458

So I want to map a city themed map/maps, where can I find a texture pack to use? Are there websites dedicated to these kind of things?

>> No.4034460

oh jesus christ fuck this archvile map in Plut 2

>> No.4034463

looking for a mod with a spite randomizer, just for aesthetics rather than more game play

>> No.4034465

Smooth Doom

>> No.4034468

colorful hell

>> No.4034471

>BTSX Episode 2 a boring slog because of revenants

People like you are boring.

>> No.4034478

see, this looks identical to the icon of sin. It's just in a higher resolution.

People should look at this when they try to make HD sprites.

>> No.4034480

I didn't write the footstep script, Zombie did, and he used GDCC or whatever, which I've never used before, so I can't really do much about it myself. Sorry. Maybe if Zombie does that ZScript rewrite he was pondering at one point...

They are (for two of them, anyway), but the pickup messages are straight from Doom 64.

There's already a modern port for Xbox 360. It will never get a PC version because the company that made it (4J Studios) is now a key part of the Minecraft factory.

>> No.4034506
File: 30 KB, 500x622, boo.jpg [View same] [iqdb] [saucenao] [google] [report]

You're playing Doom when this guy comes up and slaps you on the ass, what do you do?

>> No.4034507
File: 229 KB, 320x200, 1477460560680.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4034508

BFG it until its dead

>> No.4034512

Let's say I want to make a map that uses Duke 3D textuers, and I downloaded the textures from Realm 667, and they came in a .wad file. My question is: how can I put those textures into my wad so that I can simply load the wad using doom 2 as a base without having to bundle the duke wad with the map?
Adding to this, is there a way to only include certain textures, like say the ones I actually use in the map, so my wad isnt 20 MB large with 80% of the textures going unused?

>> No.4034514

Nope, but with the console you can use Turbo to increase your speed.

>> No.4034526

>wasting BFG on a single martian

>> No.4034530
File: 11 KB, 204x142, perfectly normal marine dancing.gif [View same] [iqdb] [saucenao] [google] [report]

I turn around and punch him for slapping me in the hip b- ass. Slapping me in the ass, with flesh on it.

>> No.4034536
File: 35 KB, 236x236, 1465088141808.jpg [View same] [iqdb] [saucenao] [google] [report]

>Letting that unbalanced piece of shit run amok for even a second instead of putting him down instantly

It's like you WANT to die.

>> No.4034559

which map set is best for play with meta doom?

>> No.4034569

The logical conclusion would be DTWID, DINO, D2INO, Switcheroom, and D2TWID.

>> No.4034575 [DELETED] 
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey Boner! Come dance with me!

>> No.4034578 [DELETED] 
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey Pvt. Boner! Come dance with me!

>> No.4034580 [DELETED] 
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey Pvt. Parts Boner! Come dance with me!

>> No.4034582
File: 92 KB, 504x254, 1496185912252.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4034583
File: 109 KB, 320x240, sure.png [View same] [iqdb] [saucenao] [google] [report]

3rd times a charm.

>> No.4034585
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey Pvt. Johnson "Boner" Parts! Come dance with me!

>> No.4034587


>> No.4034589

sorry. the joke has to be perfect.

>> No.4034591

Hold on a minute, I downloaded a Roland SC-55 soundfont for fluidsynth and it doesn't load, what gives? It loads with other soundfonts.

>> No.4034592

jesus fuck my brain is dead.
didn't mean to imply samefaggotry; i meant i didn't think the joke was sufficient.

>> No.4034594

Go to bed, anon

>> No.4034595

This sc55 soundfont works for me

>> No.4034596

wait nevermind, I fixed it.

>> No.4034598

thanks, never heard of Switcheroom but after seeking it out it looks perfect

>> No.4034603

Thanks anon, I downloaded mine from here. http://www.mediafire.com/file/gbxaqsyxlyy6x3t/Roland+SC-55+Soundfont.7z
yours sounds a bit better though.

>> No.4034612

I got mine here https://www.youtube.com/watch?v=1tmN1a3cDMg and unpacked it with SFPACK

>> No.4034635
File: 295 KB, 800x600, Screenshot_Doom_20170530_035504.png [View same] [iqdb] [saucenao] [google] [report]

Call of Doom 0.85c

>Health kits can only be picked up, must use them manually.
>Most health pickups in a map have been replaced with ammo.
>Green Armor does not exist. Only blue armor, which is rare.
>You are squishy, but so are monsters, thanks to guns.
>Guns need to reloaded though, so you need to be strategic about using them.
>You can throw guns at enemies to stun them.
>You can use up one SMG's ammo, toss it aside, pickup another one on the ground and use it's full ammo supply instead of reloading.
>Made in glorious nippon by a japanese modder, folded thousand times to perfection.
>Can be used without Brutal Doom too.

This shit is fuckin intense yo.

>> No.4034636
File: 21 KB, 455x364, degeneracy.gif [View same] [iqdb] [saucenao] [google] [report]

I can't.

>> No.4034684

>Can be used without Brutal Doom too.
Scratch that one. It actually does rely on brutal doom. My bad.

>> No.4034717

Hey Kinsie, how would you feel about MetaDoom appearing in the Cacowards?

>> No.4034720

I'd say there's little chance of that, but now that I think about it there hasn't been a lot of standout gameplay mods released this year outside of D4T.
And I can almost guarantee D4T won't get anything, since it's pretty much an offshoot of D4D.

>> No.4034723

Well, since your latest update kinda "finished" your mod, while also having some neat features, it could be great.
You even did documentation on zscript intermission.

>> No.4034724

Not Kinsie, just a bystander offering thoughts.

>> No.4034726


>> No.4034734

>DWmegawad Club is playing Newgothic Movement 2 and Deus Vult II

This should be fun to read.

>> No.4034873

You're just too used to it. Micro$oft MDI is genuinely the worst of the worst there is.

>> No.4034887

>how can I put those textures into my wad
SLADE. Somebody mentioned some time ago that it can also remove unused textures from a wad, so there you go.

>> No.4034895

What's wrong anon? Something bothering you?
Are your legs OK?

>> No.4034896

EYE isn't awful, it's just genuinely depressing.

>> No.4034898
File: 39 KB, 654x1160, 1418935224127-2.png [View same] [iqdb] [saucenao] [google] [report]

What's so depressing about using your cyber legs to clear small building and backstab a french cyberdemon with a fucking power hammer? I never thought the story was all that depressing, after all in the very end, even if you break your cycles of guilt, you can choose to continue cycling, you pretty just embrace the madness because nothing makes sense other than gaining Brouzouf

>> No.4034902

That sounds fun. I think I'll join in.

>> No.4034912

The game world's set up to be pretty quiet, dreary and empty, especially more so when you figure out the meaning behind it all.
Also good job breaking the seal and disappointing Circe.

>> No.4034914

The game itself isn't the best but it's got a lot of good ideas. I'm wondering if any of the maps could be remade in GZD but they'd probably hit some kind of limit pretty quickly or end up running like ass.

>> No.4034925

>comfy oblige map
>walk into the teleporter
>suddenly surrounded by the horde of mancubi and hell knights
>a fucking archville guarding exit switch

>> No.4034948
File: 60 KB, 450x320, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

To the modders around here:

Is something like pic related possible?

I'll suck ya dick if you make it mod.

>> No.4034950

Pretty sure there's already stuff like that with hp bars and floating numbers and all.

>> No.4034951

Also interested.

This is the closest I've found:

>> No.4034952

My google-fu must be weak. Can't find anything...

>> No.4034958


Yes, ZDoom wars does exactly that with some units.

>> No.4034962

so close, yet... https://my.mixtape.moe/bbpxfw.webm

>> No.4034963


>> No.4034969

Just seeing if certain code ideas work before I commit to them for a bigger mod.

>> No.4034973

What mod?

>> No.4034974

Can you do it the other way around?

>> No.4034991

Universal Bullet Time Addon Mod? : O

>> No.4034992

These white pixels are ugly though.

>> No.4034997

I really like whole idea, but sprites are horrible. Not only they have white pixels, but also dev fucked up scaling, so now we have jaggies. Ruins whole mod.

>> No.4035010

>caring about muh graphics on a game from 1994

Aren't you guys playing doom for the gameplay like I am?

>> No.4035036
File: 2.22 MB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

>Bullet Time

>> No.4035054
File: 213 KB, 1200x1638, MkII_07.jpg [View same] [iqdb] [saucenao] [google] [report]

I find that in many situations like these, there are some very simple but effective solutions.

>> No.4035110

Doom has very beautiful graphics, and that horrible, horrible, lazy rip of a model stands out like a sore thumb.

Model rips have been done for Doom mods since the 90's, and it hasn't always been pretty, but generally, people try to at least clean the sprites up so that they aren't lined with a bunch of errant stray pixel fuzz, because that just looks too shit.

>> No.4035118

What exactly is knee deep in zdoom and why do people seem to dislike it?

>> No.4035121

I'm with the other guys on this one. If you're making a mod at least clean up your sprites. It's not a mountaindew&doritos 420 noscope mod.

>> No.4035130

It's a remake of the first episode of Doom but with Zdoom features all over the place. People hate it because muh purity and they haven't figured out that they're not obligated to play it.

>> No.4035136


Huh, I guess I am the only one who cares about gameplay more than graphics.

Well whatever, give it a try anyway. I predict you'll appreciate it once you get going with it.

>> No.4035154

final twist in hexen? wut?

>> No.4035158

Yes it is. Mouse look is fucking awful.

>> No.4035163

actually people hate it cause of shitty level design filled with switchhunting, shitty encounters, and overall making what's usually a bite-sized little distraction a giant boring slog

>> No.4035172

Nobody is debating that gameplay > graphics. Everyone is just asking a lazy-ass modder to clean his sprites, that's all.

>> No.4035173

I think PRBoom+ can do just that out of the box.

>> No.4035175

what are the hottest wads of 2017 lads?

>> No.4035176

The ones that didnt come out yet

>> No.4035179

Arnold Schwarzenegger soundboard.

>> No.4035190

Hunting for keys and switches all over the god damn place, way too many enemy types bloat the monster roster, unfair encounters. Too many keys, I know I already said it, it bears mentioning again. Silver key, green key, orange key, it's fucking madness

>> No.4035191

These, it has some neat tricks but by the time you finish it you feel not triumph but exhastion

>> No.4035197

Isn't that the "Shut up and Bleed" mod ?

>> No.4035209
File: 135 KB, 400x400, dukeworldtour.jpg [View same] [iqdb] [saucenao] [google] [report]

I know the duke nukem 3d world tour port sucked but is the new Alien World Order episode any good in terms of level design?

>> No.4035223

Not really. It's basically levels from people who last made some mapping ages ago.

>> No.4035224

>I know the duke nukem 3d world tour port sucked

It's better than Megaton. Also after release, they patched it and fixed all the main issues people were complaining about.

> is the new Alien World Order episode any good in terms of level design?

Maps range from good to great.
2 of them, Mirrage Barrage and Golden Carnage, shine out and are really great.
The rest is 'only' good. Mostly the other maps feel like usermaps, but good usermaps, with really good gameplay flow.

If you like DN3D it's worth the price. 20 years after release, new maps by some of the original level designers + new musics by one of the original composers? Totally worth it, a "retro" fan dream come true

>> No.4035226

Since when did you worked for Gearbox?

>> No.4035227

>and fixed all the main issues people were complaining about
So they re-released all the other games they pulled from the stores?

>> No.4035234
File: 113 KB, 200x200, 1462510071118.png [View same] [iqdb] [saucenao] [google] [report]

>It's better than Megaton


>> No.4035247

Port is better than Megaton because it's literally a fork of eDuke32 with different lighting code and backported timerewind feture from XBox port.

release itself sucked because of all removed content and intentional incompatibility with eDuke32 mods.

>> No.4035298

I'm ashamed to admit the only way I could beat Plut 2 was by playing on i'm too young to die

>> No.4035337

i assume that means you started at the beginning and carried weapons through each map until the end. no pistol starts or whatever. will you play it again, or do you only ever play wads once?

>> No.4035349

I may play it again when I acquire proficiency.

>> No.4035373

Caco went to /aco/

>> No.4035378

Did he come back?

>> No.4035381

He started posting on his blog again.

>> No.4035384

Megaton was full of glitches. Not only existant glitches were much easier to pull off, but it also introduced new ones. There is a reason speedrunners used it.
This isn't the case with WT.

Megaton used a forced 3D renderer, which even if it was improved on, was still innacurate with the game's original look. Not only WT has a better 3D renderer (without counting the dynamic lights), but it also offers the possibility to use the original 2.5D one, which wasn't the case in Megaton.

Worldtour has true widescreen support. Megaton's "widescreen" was a zoom in.

Megaton's online has a lot of latency.

That's for the main points

WT has the same Steam Workshop support as Megaton.

> intentional incompatibility with mods

More like it wasn't worth bothering with, and they were right, because frankly everyone who plays and makes mods use EDuke32. Noone, absolutely no-one, would use WT fo mods.

>> No.4035390

how come when i summon reavers and crusaders in doom they appear invisible how do i make them visible

>> No.4035392

Load the sprites

>> No.4035395

i how do that?

>> No.4035396

So yeah, the only real downside is the absence of the original add-ons.

Frankly I suspect the reason behind this is because the rights, or a licence, are probably hell to acquire. Who the fuck even knows which publishers own those add-ons nowadays...
I could be wrong but I have guessed that Megaton included them, but without asking the rights owners or paying anything for them. Frankly, it seems that whoever owns those add-ons, don't even know they do, or don't care, but that still doesn't make it right.

>> No.4035398

add whichever wads they're in to the command line / launcher / whatever else you use to load the game

>> No.4035402

Isn't the maker pettily pissed off with the duke franchise, and tries to kill it regularly?

>> No.4035406
File: 317 KB, 1366x768, Screenshot_Strife_20170422_232531.png [View same] [iqdb] [saucenao] [google] [report]

I don't have to rip them out of strife and put them in a separate wad? Because I've tried loading strife with Doom and all it gives me is texture errors.

>> No.4035410

Is he actually drawing Doom stuff, or is he still drawing horse dicks?

>> No.4035412

oh right yeah you're gonna have to extract them then. maybe someone's done it already and they're on realm667 or something.

>> No.4035429

Also this song comes to mind when I summonfriends on console.

>> No.4035468

He hasn't drawn any futa in a while, if that's what you mean.
Nothing of that draenei either.

>> No.4035487
File: 917 KB, 1920x1080, Screenshot_Doom_20170602_223306.png [View same] [iqdb] [saucenao] [google] [report]

I can't help but find the legs kinda cute.

>> No.4035490

Because they end in what looks like big rubber hooves, did the cyberdemon get a composite form or is it still just the 64 version?

>> No.4035510

Glad to see some people felt the same way. The levels are so fucking gigantic and labyrinthian it's a chore to play.

>> No.4035517
File: 88 KB, 960x720, 1423027299400.jpg [View same] [iqdb] [saucenao] [google] [report]

It is.
Thanks Anon. Have a wizard spider.

>> No.4035520

I love Kinsie's mastermind, but I think the legs should have ended in pointy feet like the N64 arachnotron's for consistency sake. But then again, that might not have been his priority so, eh.

>> No.4035540
File: 127 KB, 1000x500, llsif.png [View same] [iqdb] [saucenao] [google] [report]

A little research reveals that the first one is Love Live School Idol Festival.

>> No.4035553

Does anyone here have realaim.pk3 and footsteps.pk3? The dropbox links aren't working.

>> No.4035562

>Scythe 2 levels are designed to be completed quickly
Do I just need to git gud?

>> No.4035565
File: 18 KB, 176x255, 1492647631361.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw trying to find the first few Doom .wads I've ever played, as they introduced me to the wonderful world of Doom and Doom modding ten years ago.

The sad part is they're probably all complete garbage and not worth all the effort if I do find them.

>> No.4035570

That's Scythe 1 anon.

>> No.4035576

>little research
pffft, yeah right

>> No.4035578

they were made quickly, certainly. but completed quickly? aside from one notorious example, you can take as long as you want

>> No.4035591

No, I seriously had to run the names of different cutesy anime through google images until I tried Love Live, including ones that I should have known to exclude, like Sailor Moon. You are a hipper weeb than I, Anon.

>> No.4035593

>first wad was doom 2 extreme with nashgore
i want to play it again and just revel in the stolen iwad levels and dehacked-ness with lightposts spewing blood

>> No.4035595
File: 7 KB, 201x101, Cyber, Spider Mage.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4035603

Smooth Doom or Beautiful Doom?

>> No.4035607

Comfy Doom.

>> No.4035610

I like smooth doom. Try that. Look at beautiful doom if you don't like smooth. I've never played with it.


>> No.4035615
File: 21 KB, 306x306, 10561024_1440967719515305_1117002302_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone happen to know of any wads out there that work with gameplay mods so that autosaving happens when you get a keycard? I've tried using fas-key_autosave.wad but it doesn't seem to work with any that I've tried.

>> No.4035673
File: 10 KB, 528x178, file.png [View same] [iqdb] [saucenao] [google] [report]

What's a good map to play with these?
I feel like playing something slow paced.

>> No.4035729

> two enemy and weapon changing gameplay mods

>> No.4035730


Dissolution is the first thing that comes to mind.

>> No.4035750

is there any mod that makes monsters in project brutality act and do damage of the vanilla monsters? I wanna use the traditional weapon set but those monsters just fuck me up

>> No.4035754

wait what
you want vanilla weapons and vanilla monsters
so you play with mods

>> No.4035758

i like the gore and the eriance weapon sprites look nice, okay?

>> No.4035772

I'm pretty sure there's a vanilla monsters option somewhere in the settings.

>> No.4035779

Okay I figured it out. Go to the Project Brutality settings in the main menu, then go to Global Settings. Then in Advanced Monster Spawns, disable all the monster variants you don't want. Then in Configure Monster Abilities, disable all the special abilities of monsters you don't want.

>> No.4035795

This is close, but some things are still in there, like the hitscanners being more accurate and not really hitscanners, and the pain elemental exploding, etc. The only mod that does exactly what i want is johnny doom, guess i'll stick with that and wait till the next version of PB maybe adds it

>> No.4035801

The only other thing I can think of is to get the ketchup mod, which adds Brutal Doom's gore without any gameplay changes, and as a bonus lets you play it with some other gameplay mods with little-to-no interference.

>> No.4035803

Sounds like it'd be good to just use ErianceWeps and Ketchup.

>> No.4035840

Playstation Doom

>> No.4035847
File: 350 KB, 1366x768, Screenshot_Doom_20170602_160421.png [View same] [iqdb] [saucenao] [google] [report]

How do I make an SNDINFO lump?

>> No.4035853

By making a file and naming it SNDINFO.

It's that easy.

>> No.4035862

in text?

>> No.4035869
File: 5 KB, 454x104, ss+(2017-06-02+at+07.10.43).png [View same] [iqdb] [saucenao] [google] [report]



>> No.4035871
File: 239 KB, 1280x768, Screenshot_Doom_20170602_182045.png [View same] [iqdb] [saucenao] [google] [report]

Just finished UAC ultra with Space Hunter, fun as all shit.

man, this wand weapon is fucking scary, it can stunlock cyberdemons and masterminds until they give up life

>> No.4035873

github confuses me, how do I download the predefined sndinfo from there?

>> No.4035880


...What in the world are you trying to do?

>> No.4035889

Trying to make an SNDINFO lump, but I don't know how. Do I just make a text document, import it then that's it?

>> No.4035890 [DELETED] 

You speak like reddt

>> No.4035893


You just make a file in your wad/pk3 named SNDINFO. That's it.

>> No.4035904

I click "new entry", name it SNDINFO and that's it? Is it suppose to be labeled "marker"? Just making sure for a friend.

>> No.4035915

now edit is like you would a text file
slade has 'view as text'
open with notepad, don't need to save it as .txt

>> No.4035920
File: 5 KB, 762x437, un.png [View same] [iqdb] [saucenao] [google] [report]

open with notepad where?

>> No.4035924

> open with slade
> OR
> open with notepad
you have it open so shut up and get to work
we ain't paying you to sit around doing nothing all day

>> No.4035930
File: 44 KB, 618x502, untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

i do it right? The sound still doesn't play.

>> No.4035931

Besides Equinox, what are some good map wads with terrible music?

I want to listen to other things while I play but I dont want to miss original music when its present

>> No.4035935

>i do it right?
you've never actually said what you're trying to do aside from make a sndinfo file and i'm starting to think you're intentionally playing dumb.

>> No.4035938


That is indeed a SNDINFO file, yes.

>> No.4035941

I hope you like archviles my dude.

>> No.4035942

archviles are cool and fun, so yes

>> No.4035943
File: 203 KB, 1366x768, Screenshot_Doom_20170602_154110.png [View same] [iqdb] [saucenao] [google] [report]

it's my first time making a wad, im making an sndinfo file so i can spawn strife people in doom

>> No.4035948

did you include the actual sound files?

>> No.4035951


In that case, you don't need an sndinfo file at all. The sndinfo file is automatically loaded in gzdoom.pk3.
What you need are the sound effects.

>> No.4035956


I hate archviles as much as the next guy, but the maps give you plenty of cover to pull the cool pro strats

>> No.4035958

The last level is nothing but archviles. Archvile after fucking archvile, generally in pairs or even trios.
At least that'sthe last level I played.

>> No.4035965
File: 2.83 MB, 1920x1017, Screenshot_Doom_20170531_154531.png [View same] [iqdb] [saucenao] [google] [report]

Playing D4T + Jap Doom megawad

its fucking insane and hard as fuq

>> No.4035967
File: 21 KB, 338x506, unt.png [View same] [iqdb] [saucenao] [google] [report]

yes I include the sound files. When I spawn the strife actors through console they don't make any noise.

>> No.4035970

>Jap Doom

I think I know what that actually is, but that gave me the idea of a Doom mod where you go around shooting WWII era Japanese stereotypes in the face.

Their buck teeth could be shards of armor.

>> No.4035978


Japanese community project for doom, it was their own DUMP.

and they know how to make good maps.

also the snes-ish shooter soundtrack

>> No.4035984
File: 142 KB, 800x600, Screenshot_Doom_20170603_020606.png [View same] [iqdb] [saucenao] [google] [report]

The rocket launcher trap room in The Pit really isn't as hard in the PSX version.

In some ways I'm relieved I wasn't gangbanged with machineguns and shotguns, yet I'm also kind of disappointed that I was let off so easy.

>> No.4036000

>The Space Pirate thread has a new post
>it's from some dumbass

>> No.4036012
File: 17 KB, 342x266, he man.jpg [View same] [iqdb] [saucenao] [google] [report]

I actually am a huge fan of this.

Most people imagine Doomguy as either a mute wall-humper or a boisterous roid-raging Liquid Brock Lesnar, but I can actually hear the PTSD in his voice in this incarnation.

It's refreshing, at least.

>> No.4036034

Sounds edgy but I like it, to be honest, better than the "RIP AND TEAR RIP AND TEAR" personality forced into him with stuff like Brutal Doom

>> No.4036037


Here's some hacky ZScript that should work

>> No.4036039


one of the best things that Q3 and now NuDoom did to him is giving a "im getting tired of this daemonic shit" personality

AKA, samus without the PTSD shit

>> No.4036040

how are the temple of the lizardmen wads?

>> No.4036041
File: 683 KB, 500x361, 1892388989.gif [View same] [iqdb] [saucenao] [google] [report]


Heero Yuy is that you?

>> No.4036046
File: 10 KB, 243x207, 1496194429082.jpg [View same] [iqdb] [saucenao] [google] [report]

>"He died. In my arms. He cried, y'know, said he didn't wanna die... Then he did."

>> No.4036049

>roid-raging Liquid Brock Lesnar
Fucking kek. Now I'm imagining Doomguy's voice cracking against the Cyberdemon.

"You're here. I'm here. LET'S. DO. THIIIISS!?"

>> No.4036054


So what's this QZDoom?

>> No.4036060

Use a fucking search engine.

>> No.4036072

Question, was Tei Tenga going to be inhabited? or formerly inhabited, if so what do you think its [former?] residents may have looked like? I ask because im thinking of a level involving the "Tei Tengan Ruins"

>> No.4036074
File: 60 KB, 605x695, 1486085793664.jpg [View same] [iqdb] [saucenao] [google] [report]

*holds up spork*

A large portion of those lines are fucking cheesy but I like the delivery. And I gotta admit that his laugh is pretty creepy.

>> No.4036082


>> No.4036083


Tei tenga became Argent N'Dur

>> No.4036086

>AKA, samus without the PTSD shit
AKA, Samus. Other M never happened.

>> No.4036089

see i was thinking of a setting that had both, Argent D'Nur having fully fallen, while Tei Tenga was more... of an outpost into reality

>> No.4036097

> max payne in hell
> there was nothing i could do. he was dead. i could tell by the accusing stare of his eyes.
it's not too far now is it

>> No.4036108

name minor nitpicks that bug the crap out of you way more then they should in mods you like

>> No.4036119

When a mod has wooden or stone doors and such, and they make the standard door noise.

When a mod "cheats" to make a bridge by using those 2D bars. I mean I get why they have (or, more accurately, HAD) to do it, but it looks dumb as hell.

>> No.4036120

How hammers on guns are depicted in general, either as double-action at all times, or as single-action at all times, or the hammer just stays cocked at all times and seems to cock by itself even after dropping on an empty chamber (either in the case of an automatic, or on a revolver).

I'm guilty of these, by the way.

>> No.4036126

Sprite inconsistency. Things like HD model rips alongside standard doom sprites, or Doom 64 stuff alongside Doom stuff.
Meta Doom is guilty of this, but I understand that converting all of the new enemies and weapons to the "classic" style would take forever.

>> No.4036130

in D4T which I otherwise consider the better mod, I hate their design for the Barons and much prefer what D4D and meta doom use, but also the cacos don't bleed blue outside death sprites, that... is just, fucking annoying

>> No.4036136
File: 435 KB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google] [report]

Mommy shambler and her kids

>> No.4036148

>3D models converted to sprites

Looks like shit anyways. It looked like shit when Donkey Kong did it, it looked like shit when Doom 64 did it, and it definitely looks like shit when modders do it.

>> No.4036150
File: 139 KB, 383x364, 1495857905969.png [View same] [iqdb] [saucenao] [google] [report]

I wanna pet a Shambler

>> No.4036152

what's a mod with spritework you really like?

>> No.4036158


-an arsenal of centered guns and side-armed guns
-side-armed guns in general that always use that fucking sprite for the left arm

>> No.4036165

Does anyone have a working link to the latest version of Droplets? The links on the forum post died.

>> No.4036176

>Reloading animations that clumsily try to implement Doomguy's existing arm sprites, and ends up making it look like he's punching the gun a lot

>> No.4036182
File: 40 KB, 657x527, 152863.jpg [View same] [iqdb] [saucenao] [google] [report]

Take this.

>> No.4036195

>No monster pain/death noises when slapstick happens until the cannon part.


>> No.4036203

Stardate 20X7

>> No.4036205

>still no .WAD about Doomguy fighting Nazis in hell

>> No.4036206

>It looked like shit when Donkey Kong did it

I actually kinda liked how Donkey Kong Country did it.

>> No.4036218


just load ww-nazis with anything

>> No.4036224

Are you playing as Doom Guy in that?
Load this with a Weapons only Smooth Doom.

>> No.4036231

The models they used in Doom 64 looked like shitty action figures to begin with, so that didn't do it any favors. It worked better with DKC because the characters are cartoony.

>> No.4036234
File: 23 KB, 359x316, 1456619051944.jpg [View same] [iqdb] [saucenao] [google] [report]

>play wad
>Revenant spam

I love Plutionia, but fuck Plutonia for starting this shit.

>> No.4036245

TNT Revilution, as its practically finished now.

>> No.4036248

>start up TNTR
>first level
>symmetrical quadrilateral coutryard littered with zombiemen and imps

Dropped. How banal and tedious level design like this is acceptable is beyond me.

>> No.4036250

Mod author doesn't speak english fluently, either as a joke or for real.

>> No.4036251

Commander Kenn is cute! CUTE!

>> No.4036258
File: 30 KB, 316x202, 8a4.jpg [View same] [iqdb] [saucenao] [google] [report]

>WAD has a Dead Simple tribute/redesign/copy

>> No.4036260

>yet another "guys i hate revenants" post


>> No.4036262

What if I make a map that looks like it's a Dead Simple clone, but when you shoot the enemies turn out to be cardboard cutouts and then you just go into a normal level?

>> No.4036263
File: 24 KB, 500x318, 1373673366436.jpg [View same] [iqdb] [saucenao] [google] [report]

Guys, I'm retarded
How do I play user maps in succesion?
I'm trying to play Duke it out in D.C., but I have to play each one indidvidually.

>> No.4036284

that would actually be cool

>> No.4036290

Does anyone known the name of that 3 hour movie made in Quake? I forgot.

>> No.4036294

The Seal of Nehahra

>> No.4036297

Oh cool thanks.

>> No.4036298
File: 53 KB, 1024x270, 1258963.jpg [View same] [iqdb] [saucenao] [google] [report]

I just like the start of it with his head on it, Only so much entertainment I can absorb when I am making teh vidya... I do it for /retrofps/


>> No.4036307

A lot of the really tall vertical areas were cut down in size for the PSX game.

For the best, I'd say. I prefer the new layouts there.

>> No.4036335

>Get prboom
>Play TNT
>This happens

What'd I do wrong?

>> No.4036341

TNT's map02/15 midi is bugged by default. Most source ports fix this. What version of prboom are you using?

>> No.4036342

For some reason this midi has trouble being played back properly on certain occasions. Doom95 also had the same issue. I honestly wonder why this happens though.

>> No.4036347

2.5.0 on Windows.

You know, aside from the ear-grating droning at the beginning, I kind of like it.

>> No.4036354

There's also one-note droning after that that should not be there.

On another topic: what is the name of no-bug-abuse speedrun (when person just quickly beelines for all the parts that are absolutely necessary to finish levels the regular way) ?

>> No.4036357

Why are you using regular PrBoom anyway? Its gone nearly a decade without any updates. PrBoom+ is the way to go.

>> No.4036361

I wanted something that was close the the vanilla experience, but I could disable the annoying vertical mouse movement that plagued me on DOSBox and Chocolate. I didn't realize there was a PrBoom+.

>> No.4036364
File: 78 KB, 387x704, skaterboarder.jpg [View same] [iqdb] [saucenao] [google] [report]

This is probably the most horrifying thing I've ever seen for doom:


>> No.4036370

Do I look like I know what a .wad is? I just want to play a god-dang Doom level.

>> No.4036371

What gameplay mod is that? Is it tacticool?

>> No.4036375

>but I could disable the annoying vertical mouse movement that plagued me on DOSBox and Chocolate
You can disable vertical mouse in Chocolate.

>> No.4036386

I actually kind of dig those zombiemen sounds

>> No.4036390

Still quieter and better audio quality than Brutal Doom.

>> No.4036391

>still having a le Brutal Doom hateboner

>> No.4036393

>implying there arent still legitimate reasons to hate brutal doom in 2017

>> No.4036394

Oh there are, I just don't see why he had to bring it up when literally no one was discussing it.

>> No.4036401

I was making a joke at the audio. No need to get so defensive.

>> No.4036407

>use gzdoom
>set up fluidsynth with that soundfont that apparently was used to compose the original soundtrack
>play tnt
>get this

>> No.4036420

Something is definitely wrong wity the instrumental level mixing.

>> No.4036429

I'm still having troubles with SNDINFO, I already ripped the sounds, put them in a sound folder in the pk3 file. Then I went here to paste the names and such for the SNDINFO file
but it still continues to not play the sounds.

>> No.4036432

>set up fluidsynth with that soundfont that apparently was used to compose the original soundtrack
Name of the soundfont?

>> No.4036436

I will try that one included with the latest gzdoom release tomorrow and try how it sounds.

>> No.4036440
File: 184 KB, 800x600, Screenshot_Doom_20170603_065603.png [View same] [iqdb] [saucenao] [google] [report]

Fuck these guys in particular.

Immoral Conduct, it's a really old Edge gameplay mod from like 2002, that was given a proper ZDoom port a while back (the original ZDoom port of Immoral Conduct was a horribly stripped down DeHacked mod that was basically nothing like it).


It's reasonably tacticool, in some ways, enemies (particularly enemies with guns), hurt you a lot, and your armor wears down fast, you really want to run behind cover, duck incoming projectiles, run like shit if a cyberdemon is shooting at you, etc.
The guns are kind of atypical for Doom, there's no real good BFG equivalent, but on the other hand, your guns can put out some pretty good hurt, especially your hand grenades and grenade launcher (which can fire powerful teargas canisters with alt-fire), there's also an automated turret gun that is incredibly helpful if you know you're going to get into a big fight.

It is however very bloated and it's age shows, so I'm doing a gradual work-over of it, one to make most (if not all) guns centered, as the mod mixes centered with angled, this is a no-no by today's standards, and I think centered fits better for Doom.
Another is to consolidate the arsenal, because there's a lot of redundancy and questionably useful weapons. There's like four shotguns for instance, and there's three different pistols, one which can be dual wielded (which is it's own weapon), the minigun is too clunky to be useful. The hand grenades are SUPER good, but they are their own individual weapon and I want them to be used with a quick button, as well as the road flares.

I'm an experienced procrastinator though, and I doubt I'd even classify as mediocre as a modder, so don't expect to see it finished any time soon.

>> No.4036441
File: 30 KB, 414x448, imageedit_9_3663474228.gif [View same] [iqdb] [saucenao] [google] [report]

didn't that wad also gave birth to this skin?

>> No.4036442

What are some good doom soundfonts? Where can I find some?

Also is there a program that can easily play midi files with whatever soundfont you want?

>> No.4036445
File: 171 KB, 800x600, Screenshot_Doom_20170603_073547.png [View same] [iqdb] [saucenao] [google] [report]

The music here is awful btw.

It also has sort of a quasi-tacticool style, yet also feels a bit like an 80's action movie in some of it's aesthetics, which I feel fits Doom in a particular way.

I think it did, yes.
Thankfully, the ZDoom conversion doesn't have the functional NPC Allies spawning from player starts, so I don't have to fucking see that graphic.
(I think also those guys make the game a bit too easy).

>> No.4036447

what's wrong with the stock, that rifle looks like a dildo
i aint tryin to play my doom with no deel-doe
maybe if the mod is like brutal doom: shove it up your own ass edition

>> No.4036454

There's a pastebin in the OP.

>> No.4036458


>> No.4036467

I use 8mbgmsfx. I prefer using soundfonts that don't take much space and I think that sounds better compared to other stuff like Timgm6mb and GZDoom's soundfont.

>> No.4036471

I feel so conflicted about D4T, I love the level of polish, extra content, and new sprites, but I feel the Doom 4 style of gameplay just doesn't mesh well in most Doom maps. Things become a clusterfuck too quickly and monsters are on your ass.

>> No.4036476

>Enemies have a finite yet random amount of rounds in their guns, and reload when they run out

That's very cool

>> No.4036478

I've barely noticed this happening.

Occasionally I've spotted a sarge stop and put shells in his gun, but it's so brief it might as well not matter, because he'll level his gun at me immediately.

>> No.4036480

They didn't use a soundfont when they made the original midis. they used an actual SC-55.

Unfortunately. none of the many attempts at emulating the SC-55's sound through a soundfont has been 100% accurate. I often like to think its because the people who make them only compare a small handful of midis, rather than doing any extensive testing.

>> No.4036482

set memsize=64 in the dosbox config because OUWB complains theres not enough memory, otherwise, cycles set to max and its fine

>> No.4036501

foobar2000 with foo_midi

>> No.4036508

whats the difference between Alien Trilogy and ATUD? graphics?

>> No.4036510

Arachno soundfont.

>> No.4036525

Sounds great, keep us posted on this! I loved Immoral Conduct and Don's Challenge back in the day.

>> No.4036532

does anyone actually have a good version of that, either as player choice or for a story specific concept

>> No.4036547

I finished blood using just U and didn't notice any problems. Played just like it did back in the day.

>> No.4036552

There's a few female skins.
That's one of the quite early ones.

>> No.4036589

Thing is, Blood can only interpret vertical OR horizontal mouse input at the time, but not both.
If you move mouse diagonally it will move in a jagged-line fashion, especially noticable during swift aiming. Couple that with different vert-horizon sensivity ratio for a really awkward experience.

If you one of the players that are used to rely on autoaiming and dont move your mouse up/down all that much you may not notice this.

>> No.4036591

a pity they aren't much use outside vanilla gameplay

>> No.4036596

Does anyone know of a mod that increases the number of monsters in vanilla Doom/Doom II maps?

>> No.4036603

Maps of Chaos comes to mind.
I think I saw a straight up monster multiplier too, let me find it.

>> No.4036607


>> No.4036608

I think the cybermoose was officially universally settled as a bad design but I don't know how people overlooked this shit. how the fuck did they allow this shit over all the baller designs they had

>> No.4036614

What's your opinions on Temple of the Lizard Men 4?

>> No.4036615

oh god the metadoom's cybermanc looks awkward as fuck

>> No.4036618

>A large portion of those lines are fucking cheesy
They're all in normal Quake 3 as text chat lines, the PS2 port just includes unused audio versions.

>> No.4036642

They weren't good there either.

>> No.4036647

Vanilla enthusiast here, been tempted to try some gameplay wads finally, what are some essentials?

So far I've got:

Project MSX
Dreadnought and Space Hunter
Combined Arms
Final Doomer
That one with the weapon mods, DoomRL or something?

Any I'm missing besides those in the v7 graphic?

>> No.4036653
File: 528 KB, 720x360, took his sweet time dying didn't he.webm [View same] [iqdb] [saucenao] [google] [report]

Oh boy here we go again. I had some remarks earlier about the fatal draw death not being dramatic enough so I'm trying out different effects before the enemy explodes. I've already shortened the duration before they explode after recording this but right now I'm more concerned with the visuals themselves.

>> No.4036658
File: 29 KB, 400x558, 1479555293111.jpg [View same] [iqdb] [saucenao] [google] [report]


Perfect, thanks!!

>> No.4036664

Nope, seems like as good a starting point as any.

>> No.4036683
File: 497 KB, 720x360, Jesus christ Blaz, calm down.webm [View same] [iqdb] [saucenao] [google] [report]

So I decided I want to add an effect where slain monsters fly back a little when killed, like in old school beat 'em ups.

Might have added a bit too much juice to this.

>> No.4036707

>Blood can only interpret vertical OR horizontal mouse input at the time, but not both.
So I've heard, still didn't have a problem or even notice it playing. I use mouslook and no autoaim like any normal person. Usually you're turning left and right to kill things, occasional up and down to fire at things on higher or lower levels.

>> No.4036710

That sword-throwing animation will always be my favorite thing ever.
Keep up the great work!

>> No.4036725

>no autoaim
you can not turn autoaim off in Blood IIRC.

>> No.4036742

Yep you're right. Not sure why other anon even brought it up, as you have no choice to 'rely on autoaim' or not. Blood works great out of the box for such an old game.

>> No.4036754

Oh, great, I'm looking forward to the next version of GMOTA !

>> No.4036770

If you're going Hokuto No Ken route, might as well make blood explosions.

>> No.4036775
File: 922 KB, 720x360, proper flyback.webm [View same] [iqdb] [saucenao] [google] [report]

I didn't intend on having them fly THAT far back, here it is on a proper scale.

>> No.4036776

I meant the explosion animation though. The flying away is fine, and I'm pretty sure Hexen had it in some measure.

>> No.4036778

Well this is for just standard deaths, they gib pretty violently from xdeaths. but when killed under normal means, they're gonna dramatically fly backwards, because I love beat 'em ups and you'd knock enemies flat on their ass when KOing them

>> No.4036783
File: 210 KB, 800x600, Screenshot_Doom_20170603_112247.png [View same] [iqdb] [saucenao] [google] [report]

I always thought this room was neat.

>> No.4036784
File: 160 KB, 800x600, Screenshot_Doom_20170603_122907.png [View same] [iqdb] [saucenao] [google] [report]

Also I forgot how boring the second half of Doom 2 is.

>> No.4036785

>that boring urban level with blocky buildings
I really learned to appreciate Dick Kickem levels after I replayed Doom 2 when I was older.

>> No.4036787

Oh yeah, Duke did urban so much better.

>> No.4036793


I think the way duke made city levels is still the best way to approach them after all these years. It's not about making a huuuuge map with tons of building to explore. What you gotta do is make just a few places to visit and pack em with details and personality

>> No.4036794

From what little I played, it seems very good. Daring to subvert Doom's balance while also avoiding safety cushion mechanics like infinite ammo.

It may be just the kind of tactical-style mod I'm looking for. Unlike stuff like HD and the recent Special Weapons, it doesn't rape your movement speed and camera (recoil). Unlike RGA2 and its derivatives, there are no enemies that resurrect or go into "last stand". Unlike SUAB, managing your inventory and arsenal isn't cumbersome.

There are some elegantly simple mechanics that make weapons much more fun and engaging. The simple addition of an alternate melee swipe that is determined by chance makes using melee much more involving because the timing is no longer fixed to one form of attack. The pistols' altfire that trades accuracy for speed gives you a lot more mobility and flexibility in combat while still keeping Doom's slow weapon switch speed.

The balance is pretty all over the place though. Zombiemen and imps are relatively harmless like in vanilla, but sergeants and demons are turned into rape machines. But still, I'd rather have a mod with a unique balance than a safe one.

>> No.4036797

I meant is that people who are used to how autoaim works are less prone to movevtheir mouse vertically too much and therefore less likely to notice Blood's odd behaviour in that regard.

>> No.4036802

>Unlike SUAB, managing your inventory and arsenal isn't cumbersome.
I like SUAB a lot, but it has the same problem Immoral Conduct does, but a lot worse, the arsenal in IC is cluttered, but the arsenal in SUAB is SUPER cluttered.

I'd really like to take the best aspects of both of them and combine them some day.

>> No.4036803

What mod are you using?

>> No.4036805

>sergeants and demons are turned into rape machines
Shotguns always hurt you pretty generously in Doom, it's just that all guns hurt you more in ICD. I like that glass cannon aspect though, and it makes the infighting potential much greater.

Demons are a lot meaner, sure, but I almost never get bit because I've gotten the "Pinkie Bait Tango" down to muscle memory

>> No.4036806
File: 172 KB, 800x600, Screenshot_Doom_20170529_073659.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4036812

All I can remember from SUAB is that there are a billion ammo types and the ammo pickups are fucking all over the place and their icons are tiny and indistinguishable. What good aspects does it have?

>> No.4036815


>> No.4036830

>run it with nuts.wad
>its running normally
>press fire button
>gzdoom.exe has stopped working

>> No.4036831

Good stuff:
>really cool aesthetics and style
>awesome monster variety
>a few of the weapons are actually pretty good

The bad stuff:
>the arsenal bloat, jesus christ
>ammo spawn and pickups
>a few of the weapons are actually really pointless

I mostly like it's aesthetics and atmosphere, the monsters are really imposing and intimidating.

>> No.4036837

when is quake rally coming back
or that other mod, the skateboarding one

>> No.4036841

This takes me back to the time of playing games on win95 and they didn't quite run right.

>> No.4036843

I was thinking about Wad+Gameplay combo in the veins of TotLM 3/4 and PRODOOMER (I know it sucks but idea is decent and effort put into it is staggering. ), where almost every level will introduce new weapon/spell to the player's arsenal, some times being completely new, but some times being direct upgrades over what player has now (think Mauser->Glock->OTs-27->futuristic pistol, or MP40->Thompson->M16->futuristic ass rifle)

secrets with secret weapons that could be either just interesting, but not particulary powerful toys to play with, or sidegrades (like vertical doublebarrel with more vertical spread than horizontal)

How would you deal with overbloating the arsenal? I thought about a special menu to enable/disable certain weapons/spells from being selected, but maybe there is a better way.

>> No.4036854

For ICD, I'm pretty much looking to just cut down and consolidate things.

>remove all the pistols and replace with just one new 9mm pistol that can have a silencer attached (more or less filling the same function as the starting one, but less ugly, no dual wielding)
>replace revolver with a revolver that's actually powerful to the point of actually mattering, rather than the current one that might as well not be there for what little difference it does
>remove all shotguns and have just one
>replace flak shotgun with something that better can pull off BFG duty, you are just completely crippled if you run into a slaughter situation unless you can run away and regroup (and hope there's ammo and grenades for you to deal with all of them)
>remove hand grenades and flares as individual weapons and just make them quick keys
>remove remote charges, I almost never use them for anything good and their spawn can be used for something better
>remove the minigun entirely, it's way too slow and clunky to be practical for the kind of glass cannon you are, the spinup/spindown leaves you vulnerable for way too long and you can put out just as good (if not better) damage with the rifles which have no delay before and after firing and which are fast to reload

An upgrade system like you suggested is really outside of the scope of what I'm looking to do, and outside of my skill and talent. I believe WildWeasel made a gameplay mod that sort of had an upgrade system though.

>> No.4036868

Will you come up with some way to visually differentiate the pistol's two fire modes?

>> No.4036870

The silencer? Yes, that will probably be a pretty easy part.

>> No.4036871

So where is h-Doom right now, and what would you like to see in it that that dev just isn't doing?

I ask because I had my own ideas buzzing about for a spinoff of the premis /d/OOM, in addition to a giant switch board of different kinks the players could turn on for theit personal experience I would want to include at least this
>monster girl sprites inspired by multiple designs of the demons through the franchise
>ability to choose your sex
>the monsters have their personal dom scenes for when they beat you, similar to how some monsters can brutalize you back in BD

The switch board would have lots of kinks to optionally keep on or off like
>homo and bi modes
>vore/absorption/unbirth defeats

Some power ups could be kinked up, like invincibility is "bimbo/bro" mode. Where you ignore damage through pure obliviousness, but I'm stumped for most others, also I'm saying all this with no sleep, so I'm probably not in my right mind

>> No.4036878

No, I mean the normal, accurate fire mode and the rapid fire mode.

>> No.4036879

>ability to choose your sex
sex as in "homosex, nohomosex" and like?

>> No.4036881

Mulling over ideas like that is pointless because they require so much spritework, spritework that will never get done

>> No.4036885

That was below, but what I ment was "are you a boy or a girl?" And depending on how the switch boards or power ups wind up working work, more options beyond

>> No.4036886

the only choices are "sure i guess" and "hellllll yeeeea"

>> No.4036887

Nobody cares. It's still awful.

>> No.4036890

Then I just have to Learn how to sprite, also fuck my niece for keeping me up like this, she's to blame for what I'm subjecting you to

>> No.4036891 [DELETED] 


>> No.4036893

I assume it would work like this
On some manner of slider
>strait, all monsters are opposite your characters sex
>bi, monsters have a 50/50 chance of either
>gay, all monsters match your sex
Which is dependant on the gender you picked at the start, bUT if he plans on making herms a seperate option. That might cimplicate implimentation

>> No.4036895

but herms just means it's ok for everyone
especially bi's

>> No.4036897

I'm not going to go into the science of it but many bisexuals like keeping the sexes well defined and dislike herms, hence why I see it being its own slider

>> No.4036905

I probably wouldn't even have those fire modes, rather it can shoot as fast as you can click.

>> No.4036906

Actually, it only requires *some* spritework.

>> No.4036910

Man, I don't agree with that design at all but hey, it's your mod.

>> No.4036915

Call of Doom

>> No.4036924

>func_trains always freeze for a split second at path_corners even with wait 0 so you never get a perfectly seamless loop

>> No.4036972

The hoverboard racing one? I think that was called Slide.

Quake Rally was awesome. I seem to remember a lot of different versions for it.

I remember one having a linear campaign that ended in a free for all battle at a farm with Cthon as final boss. Then when I next checked out Qrally it had a big hub world, and I never got round to finishing it.

>> No.4036983

Project Brutality
Brutal Doom
Russian Overkill

>> No.4036995

New thread.


>> No.4036996


>> No.4037003

Might as well post it

>> No.4037190


It still requires a not-insignificant amount, and spritework is the slowest part of any modding/devving endeavor.

>> No.4037346



>> No.4037825

Has anyone made or ported an editor for Android? Seems like it might be fun to map on the go.

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