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408869 No.408869 [Reply] [Original] [archived.moe]

OLD ONE HERE: >>396907

Discuss what wads you've been playing recently.

>> No.408932

Not Doom on NES that's for damn sure

>> No.408941

Why don't you use the copypasta so new people don't get confused?

>> No.408967

Since you already posted it I suppose it'll be posted next thread. Also I have a mumble server handy for us /vr/troopers to head to. Doom is honestly more fun with voice chat.

>> No.408983
File: 63 KB, 337x290, 1365136885799.png [View same] [iqdb] [saucenao] [google] [report]


This wad right here. Oh my god, this is legendary so far.

Play it. Now. Hnnggg.

(You need the lastest GZdoom)

>> No.408993

hey guys
doo doo doo doo doo doo doo doo doo doo doo doo doo doo doo doo doo doo

>> No.409002

Does anyone else play the MM8BDM mod?

>> No.409007


>> No.409024


>> No.409025
File: 41 KB, 640x480, Screenshot_Doom_20130410_003036.png [View same] [iqdb] [saucenao] [google] [report]

Still working on that /pol/ map.

Bout halfway done.

>> No.409039

>(1 GB)
So, what's in each of the packs?

Oh boy here we go.

>> No.409046

rawket lawnchair is my waifu

>> No.409072

adding that to the FAQ, since it's asked so much
gimmie a sec

>> No.409075

I just beat Inferno today on Ultra-Violence.

About to start Thy Flesh Consumed.

My question is...how far is the gap in difficulty between Ultra-Violence and Nightmare?

>> No.409080

>not soyouwanttoplaysome10/10.jpng

>> No.409090
File: 97 KB, 400x300, tumblr_mdjs0sBein1r2to8go1_400.png [View same] [iqdb] [saucenao] [google] [report]


Turns out it was only made as a joke difficulty after someone said the game was too easy back in its testing phase.

>> No.409096
File: 2 KB, 57x57, Nightmare difficulty.png [View same] [iqdb] [saucenao] [google] [report]


>> No.409098

>Damage you take is greatly increased
>All enemies will never stop firing at you the second you are in their line of sight regardless of distance
>Projectiles are faster
>Demons run as fast as Doomguy and their bite speed is like 4x faster
>Enemies respawn after a very short amount of time
>The only solace you get is that ammo comes in double quantity
>They don't respawn

The difference is pretty fucking huge.
It's a speedrunner's game at that point.

>> No.409107

It's because that's the title of the pic.
Updated pasta/faq
Not even speedrunners play that shit man.

>> No.409118

Some of them do.

What I was trying to say is that if you dillydally AT ALL then you basically get screwed immediately.
You have to blitz through the levels because resources are extremely limited.

>> No.409120


>> No.409127

Nightmare is literally, knowing the level inside and out, and finding the healthiest way to get to the next level as fast as possible without crippling yourself. I eat Ultra Violence doom for breakfast, but i get raped in nightmare anyway, only finished the first episode.

>> No.409142

Eric? Are you there?

>> No.409178
File: 357 KB, 1680x1050, 2013-03-24_00013.jpg [View same] [iqdb] [saucenao] [google] [report]

Great memories with great friends :3c

>> No.409179
File: 222 KB, 500x684, eric_harris_by_itcomesfrommyheart-d4e9h4m.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.409183
File: 1.04 MB, 1920x1018, 1359849330018.png [View same] [iqdb] [saucenao] [google] [report]

Looks like you get quite a few spread-guns to use.

Though the weapon models look purdy. But only GZDoom supported?

>> No.409186

Root Folder of teh megapack
The doom64 for pc
GZDoom(herpaderp) and all the iwads
->Premade Mod Launchers
Batch files for all the wads

>> No.409193

>everybody plays boring wads now and use excuses that wdi gets tiring after awhile

>> No.409201


This is from WDI, right?

But when I played it I couldn't get to this map, what fucking number is it?

>> No.409203
File: 228 KB, 801x559, 4c.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.409212
File: 272 KB, 1600x900, 5c.jpg [View same] [iqdb] [saucenao] [google] [report]

And all the wads that comes in the pack

>> No.409215
File: 248 KB, 1680x1050, 2013-03-25_00004.jpg [View same] [iqdb] [saucenao] [google] [report]


It does though.

We still occasionally jump back on it, but everyone's played that shit non-stop2deth

>> No.409221
File: 32 KB, 500x484, 1331085349403.jpg [View same] [iqdb] [saucenao] [google] [report]

Ahh.. Best gas I'd ever done

>> No.409234

>not including Samsara
>not including Epic
>not including the updated TUTNT

you kiddin' nigga

>> No.409240



>> No.409264


That pic was done with the old infopic

Samsara nor Reelism weren't released at the time


Great, thanks. Also, is it possible to play this offline?

>> No.409269


>that pic

I meant, that zip

herpus via derpus, no bump

>> No.409275

>Play a mod about interacting with other players, trying to fool one another about who may or may not be the murderer
It's always going to be a multiplayer game, unless someone creates bots that can actually think

>> No.409283
File: 395 KB, 1680x1050, 2013-03-20_00006.jpg [View same] [iqdb] [saucenao] [google] [report]

>first big grouping
>server crashes everywhere

>> No.409285

pick none

>> No.409296

That is exactly my point anon.

>> No.409308


The server could handle most of the crew while we were playing Mock


I see, thanks. And yeah, pretty much any thinking bot will be released along with Mordeth and Doom X

>> No.409348
File: 1.14 MB, 1280x800, Screenshot_Doom_20120427_195132.png [View same] [iqdb] [saucenao] [google] [report]


Mock was on the BE servers. That screenshot was before when I was hosting from my desktop.

this was back in the /v/ days

>> No.409357

I highly suggest we compile a new, more informative, in-depth, and most importantly up-to-date list.

Let's gather up a list, first, then we can write small blurbs about them all.

1: Scythe/Scythe II
2: Doom the Way Id Did
3: Speed of Doom

1: Equinox
2: Epic
3: UAC Ultra
4: Thunderpeak
5: The Ultimate Torment and Torture
6: Zen Dynamics
7: Lunatic
8: Thunderpeak

1: Diaz: Last Hours of Purity
2: Real Guns Hardcore
3: Samsara
4: Reelism
5: Turbocharged Arcade!

1: WhoDunIt
2: ZDoom Wars
3: Hangman

1: Unloved
2: Unhinged
3: Ghoul's Forest 3
4: Happy Time Circus 1/2

1: 1024 (Tiny levels still full of quality)
2: Mock2 (Jokewad that isn't total shit)
3: The Sky May Be (One of the earliest jokewads)
4: Eric Harris' UAC Military Something Or Other
5: Shadow Maverick HQ
6: Action Doom 1/2 (Fully published "games" in the Doom engine!)

>> No.409371

Add these to megawads.
Alien Vendetta
Deus Vult

>> No.409372

Megaman 8bit deathmatch
ghouls vs humans

Weasel's Nazis

Armageddon invasion

>Historically notable
nuts.wad 1/2/3

>> No.409378

Megawads (many of them are series): Community Chest, Hell Revealed, Whispers of Satan, Kamasutra, Plutonia 2, Memento Mori, NeoDoom

>> No.409380

A megawad is a 32 level mapset. Deus Vult I and II are definitely not that.

While "mini-wad" is not the term I'd use (maybe "levelset" is better?), they're definitely more for that.

>> No.409389

While I'm at it, add these to gameplay wads
Russian Overkill
Zharkov Goes To The Store
Ah yeah, sorry.

>> No.409391

Internal Conflict for Multiplayer, definitely.

>> No.409392

try do-tims.wad

>> No.409403
File: 3 KB, 125x109, 1363389512401s.jpg [View same] [iqdb] [saucenao] [google] [report]

Yay I found my old list (sorry for the thumbnail, btw)

>Must Play - Any person who want to call himself a Doomfag must play this in its entirety, at least ONCE

>Alien Vendetta
>Hell Revealed 1 and 2
>Memento Mori
>Knee-Deep in ZDoom
>Legacy of Suffering

>Modern mods/WADS - Stuff that pushes modern ports capabilities to the max

>WolfenDoom - Spear Revisited
>Winter's Fury
>Russian Overkill
>Back to Saturn X


>Doom64 Absolution (not really sure if that's the best D64 port for the PC, as far as I know, there's two, right?
>PSX Doom (I've finally found a TC, might put it in the next post)
>Megaman 8bit Deathmatch
>Action Doom 1 and 2

>The fuck is this? - You'll spend more time trying to comprehend this shit rather than playing it

>The Sky May Be
>Aeons of Death


>Ghoul's Forest
>Happy Time Circus 1 and 2

>Ragemakers - Testing your patience, one WAD at the time

>Speed Of Doom
>The Eye

>Joke/Fun WADS - Not everything in life is srs bsns

>Mock 2
>Turbocharged Arcade!
>Imp Encounter
>Grezzo 2

>Oldies but goodies - Time to recognize the classics


>Multiplayer WADS - Rippin and tearing for everyone

>Any 32in24, 32in24-12
>Zandronum in general
>DWANGO maps
>??? (a CTF wad is needed)

Recommended stuff

>Jimmy's Jukebox
>Ketchup Gore mod

Feel free to suggest me more maps to fill the "???" spaces in some sections, and feel free of course to mix it with the current one

>> No.409405

The Great Bicycle Mystery 2 is easily one of the best megawads I've played, far better than a lot of the classics.

>> No.409435


Thanks. Megawads is starting to overflow, though. Let's keep the list at about ten maximum, so, uh. You guys start calling each other "niggers" and "faggots" over which one is better, 'kay?

Also, horror/nope is really feeling lacking. Are there really that few horror mods for Doom?
1: Scythe/Scythe II
2: Doom the Way Id Did
3: Speed of Doom
4: Alien Vendetta
5: Sunder
6: Whispers of Satan
7: Memento Mori I/II
8: Plutonia II
9: NeoDoom
10: The Great Bicycle Mystery 2
11: Kama Sutra
12: Community Chest III/IV (I and II are shit)
13: Hell Revealed
14: Doom64: Absolution

1: Equinox
2: Epic
3: UAC Ultra
4: Thunderpeak
5: The Ultimate Torment and Torture
6: Zen Dynamics
7: Lunatic
8: Thunderpeak
9: Deus Vult 1/2
10: Dissolution

1: Diaz: Last Hours of Purity
2: Real Guns Hardcore
3: Samsara
4: Reelism
5: Turbocharged Arcade!
6: WildWeasel's Nazis!
7: Russian Overkill
8: Psychic

1: WhoDunIt
2: ZDoom Wars
3: Hangman
4: Armageddon Invasion
5: Mega Man 8-Bit Deathmatch
6: Ghouls VS Humans
7: Dwango5
8: Internal Conflict

1: Unloved
2: Unhinged
3: Ghoul's Forest 3
4: Happy Time Circus 1/2

1: 1024 (Tiny levels still full of quality)
2: Mock2 (Jokewad that isn't total shit)
3: The Sky May Be (One of the earliest jokewads)
4: Eric Harris' UAC Military Something Or Other
5: Shadow Maverick HQ
6: Action Doom 1/2 (Fully published "games" in the Doom engine!)
7: Nuts.wad Series
8: Aeons of Death
9: Imp Encounter

>> No.409441
File: 6 KB, 236x256, 2363405920945.png [View same] [iqdb] [saucenao] [google] [report]

>mfw all those wads

>> No.409445

>Are there really that few horror mods for Doom?
http://zandronum.com/forum/showthread.php?tid=1115 - Ghosted, inspired by Slender.

I haven't played it because Slender fucking terrifies me, but anything even remotely mimicking Slender is a definite place for horror.

>> No.409457

>You guys start calling each other "niggers" and "faggots" over which one is better, 'kay?

Can do!

Am I doing it right?

>> No.409464

The IDL is pretty much THE forefront for multiplayer Dooman. Using the IDL mappack would be perfect for multiplayer.

>> No.409471
File: 119 KB, 475x655, 1362988018711.jpg [View same] [iqdb] [saucenao] [google] [report]

>ghouls vs humans

>> No.409474


And you can't even imagine how many WADS were lost during the 90's man, I mean, all those scrapped projects, long-lost maps

Doom in the 90's was BIG. Fuck, if I could use bold text in 4chins I would bold the living fuck of "BIG"

Also, on an unrelated note, if any of you happens to have a full copy of Nitemare 3D, don't hesitate in posting it, I'm looking for it with full intentions of ripping the graphics and textures for archival purposes

>> No.409483

Funny thing about this picture - Doomguy is actually a descendant of BJ from Wolf3D in canon. In the character select screen for Doom RPG 2, when you select doomguy, his last name is Blazkowicz.

>> No.409501


I'm just compilin' the list, man, I dunno if it's good or shit.
Why not share your thoughts instead of posting reaction images?

>> No.409519

>Brutal Doom?
>Wrath of Cronos
>Doom RPG
>Hide and Seek
>Icon of Party
>Stupid LMS

>> No.409525

>Brutal Doom

>> No.409527

>Not faster than Quakefags

>> No.409532
File: 19 KB, 392x532, 1360585665869.png [View same] [iqdb] [saucenao] [google] [report]


>> No.409562

>no jail break

I don't know why everyone hates that wad

>> No.409571 [SPOILER] 
File: 206 KB, 480x320, Derrotando_al_Harbinger[1].png [View same] [iqdb] [saucenao] [google] [report]


And not only that, be prepared for this (DON'T OPEN UP THE SPOILER PIC YET)

Back from war, BJ got married and had a son, named Arthur Kenneth Blazkowicz, Arthur was into the showbiz, and changed his last name to Blaze

Now, Arthur got married with Susan Elizabeth McMichaels, and they had a son, named William Joseph "Billy Blaze" Blazkowicz II, aka Commander Keen

Now, back in the Wolf story, in Wolfenstein RPG (released for mobile phones) the last boss is a creature called the Harbinger of Doom; in the end, you get to rip and tear his left arm and his right feet with the Spear of Destiny (open up the spoiler pic now), and then the Harbinger vows revenge, telling you that he'll have a rematch with a descentant of BJ's lineage

That very descendant is Doomguy, you get to fight the Harbinger (as the Cyberdemon) in Doom 2 RPG

>> No.409582
File: 62 KB, 345x264, drip and smear.png [View same] [iqdb] [saucenao] [google] [report]


>> No.409595

so, in map32 you kill your own father (grandfather? grand-grandfather?).

>> No.409602

New level of Survival Invasion, come see Island Impse.

/vr/troopers, pass vidyagaems

>> No.409617

No, you have to kill the thing that nearly killed your great-great-great-great grandfather.

>> No.409626

Just realized in samsara:

Even though the chex guy is still nonviolently zorching everyone rather than killing them, he's dooming the entire planet of those snot guys since he's basically forcibly teleporting an entire army of hellspawn to their planet.

>> No.409632

>cant join when a match is going
those zandronum guys cant design anything worth a shit

>> No.409638


that's not how you play survival
confirmed for spoonfed twelve-year-old

>> No.409643

The zorchers return enemies back to their own dimension.

So...back to Hell, actually.

>> No.409645
File: 58 KB, 800x600, lrn2doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.409647

It's called survival, nigger. Literally YOLO mode, and you can't join midgame for obvious reasons.

>> No.409657

Oh sorry, I forgot about that level. Yeah.
h-he has 5 lives, right?

>> No.409659

it's a survival
if you could join, you would just write reconnect in console and come back to game
i see the word "spoonfed" in this thread a lot lately... KalFoxis is here?

>> No.409675

>i see the word "spoonfed" in this thread a lot lately...

It's become a bit of a meme.
The short of the matter is that there are some faggots who want everything handed to them on a silver spoon. They want the passwords right then, they want all the passwords to be the same, they want no passwords, they want servers hosted with what they want, they want to join in-game right away, etc, etc.
Cancer of the worst kind.

Thus, spoonfed.

>> No.409679


wow I can't join in Counter Strike when a game is going on? WOW VALVE CANT DESIGN WORTH SHIT

>> No.409685

I'm entitled to play the game when I want to, I paid for it didn't I?

You're restricting my freedoms; stop oppressing me just because I'm female.

>> No.409686

>samsara invasion


not my fault you guys got shit taste
if it isn't that western version of dynamite dm or wdi or some sort of unusual wad then it is boring and not fun.
though aow can be fun sometimes, a lot more fun than what you guys play.

>> No.409691
File: 60 KB, 620x495, doomdiablo.jpg [View same] [iqdb] [saucenao] [google] [report]

Who here has heard of Doom: Fall of Mars?

Damn shame it's been in development hell (it's a double pun!) for as long as I've known about it, because I liked the alpha version I've played

>> No.409692

yeah, I know what that means. Just, this Kallfoxis dude loved using this phrase every 5 minutes to seem smart, so I shrug when I see this word in Doom context.

>> No.409693


it only works for sending them to the aliens dimension/planet though

>> No.409697

Eh, who gives a shit about rules in a shitty version of doom anyways.



>> No.409701


Zandronum pubbie detected

>> No.409713

Yup, cancer.
Just ignore this one, guys.

So, about filling that dude's list up? Any more horror wads out there for him?

>> No.409715

Ages back my housemate showed me a Doom gametype where you picked a game (doom, heretic, chexmix guy, whatever) and you then had a gun that created monsters

The idea was you made monsters to fight the other guys monsters and hopefully kill him. The cool thing was as you made monsters you got more points to buy into the tech tree to make more hardcore monsters.

I can't for the life of me remember the damn name of it. Really want to screw around with that again

>> No.409718

Hey, AOW is actually fun as long as you're not playing with retards.

>> No.409720

All Out War IIRC, or ZDoom Wars, something like that is it.

>> No.409726
File: 27 KB, 404x295, plaasticKazoo.jpg [View same] [iqdb] [saucenao] [google] [report]

Replace MIDI instruments with these

>> No.409738


Speaking of, any good soundfonts to spice Doom a little bit?

Also, oh my lord I got the shareware version of Nitemare and some of their tunes rock, and I managed to get a hold of the sprites. Might be posting them soon

>> No.409739

No, I regularly get angry with them due to their clans, beaners, coloured names, emotes, memes, etc.

Well most of my fun in AOW is from pissing people off of course.

>> No.409742

About jokewads, there's this one about suicide, I fucking forgot the name though,
About horror wads, I am more disturbed by psychodelic ones then WOOO SPOOKY ones.
Again, I forgot names. Sky May Be is one of them.

ZDoom Wars

>> No.409750

>There will never be a good Doomgirl wad
>Eriguns won't ever be completed with proper replacement for the fists
>Eriance still won't get any help for Demon Eclipse
Damn shame.

>> No.409757


>> No.409765

>About jokewads, there's this one about suicide



>>There will never be a good Doomgirl wad

Mix it with the Crash player sprites

>> No.409768

I have a copy I got off a French website, no idea if it's French or full.

Time to check.

>> No.409775

>coloured names

oh shit, those guys haven't heard about source ports from /v/
they liked doom, so they googled it and found source ports many years before you did
what fucking morons
now, you don't know how to set up basic shit, so it means you're elite

>> No.409782


>> No.409783

>observing the fact that people with coloured names act like faggots more than people without coloured names

>implying knowing how means i want to do it
>implying kiddies aren't the only ones who want to have MUH COLOURED NAMES

>> No.409787

It's almost there, except for one problem.
Which is the fist weapon.
It's got Doomguy's hairy arms and such.

Thanks for the link though, if I was good at spriting or editing I'd probably just edit the fist myself.

>> No.409789

>Id hated Myst. It had none of the elements they liked: no real-time inter-
action, no pace, no fear, no action. If Myst was like Shakespeare, Doom was
going to be Stephen King.

>> No.409792

It's full and English. v2.0 good?

>> No.409796

>implying kiddies aren't the only ones who want to have MUH COLOURED NAMES
let me guess, your only pub experience is shitty mods servers no regular touches with a 10-mile pole

>> No.409797


More than good, man


Noted, and thanks

>> No.409802

What I'm saying is that the regulars are in fact a bunch of annoying fucking faggots.

fuck snowstorm, bet he's underage

fuck them all

>> No.409816


Here you go.

>> No.409818

there's a bunch of retarded teens, like in every other game, if you had some experience you would know where you can find them (gvh, aow, zombie horde, brutal doom) and where you can't (every other fucking server)
it seems like some kiddie offended you once, your ragequited crying, and butt hurts to this time

>> No.409819
File: 1.15 MB, 1229x952, spawn1.jpg [View same] [iqdb] [saucenao] [google] [report]

Just a quick question, why does Brutal DOOM get shit upon by a lot of the more classic DOOM players? I've glimsped into the WAD, and it doesn't seem outright shitty from what I was expecting, and some of the shit that's added is pretty cool.

Some of the things that it has are pretty stupid though, like the reloading, ironsights for some weapons, and the damage values that make you play even more conservatively instead of plowing through everything like the nigh unstoppable one-man army guy, you were in Classic.

>> No.409824

I have no idea
personally, I kinda like >Brutal Doom

>> No.409827


>> No.409828

All the reasons listed here and the fact that the mod generally just feels like shit.
Has nothing to do with this.

>> No.409831

>Some of the things that it has are pretty stupid though, like the reloading, ironsights for some weapons, and the damage values that make you play even more conservatively instead of plowing through everything like the nigh unstoppable one-man army guy, you were in Classic.

You just answered your own question, man.
For some people, these are minor irritations.
For others, they're major irritations.

>> No.409834

New Gothic Movement One is a pretty good mini-wad.
It's not the full 32 levels, but it has around 20-something.

>> No.409836

Doom is all about speed. Brutal doom slows everything down. Also, this: >>409827

>> No.409837 [DELETED] 

No, I find them in every server as they are the regulars and..

Hope you know that’s the shit those kiddies like to spew out. Go back to rabbit with your 2010-tier maymays.

see that all the time from the kiddies, they actually make those kind of mistakes.

bet you're fucking european or south american

>> No.409842

>classic players


>> No.409850

Them Barrels

Big (Fucking) Gun

Mouth For Inferno (sounds shitty, might be improved)


Thank you so much!


What's good with >BD in my opinion

>Ridiculous ketchupfest
>SOME Altern weapons (mancubus arms, Lost Souls, Imps)

What's bad with BD

>Mark being a cunt pulling the jealous card whenever he wants
>Obnoxious fanbase
>7 rockets http://www.youtube.com/watch?v=9KjggSG0Eo0

Also, BD is full of lies ;_;

>> No.409853

It's too hard for them
After playing through Brutal Doom classic Doom felt like a bad joke

>> No.409863

>After playing through Brutal Doom classic Doom felt like a bad joke

go to bed Mark

>> No.409867

Listguy here. Keep the suggestions and critique coming, I'll fill out the list more tomorrow.

>> No.409869

Fuck. You got me. Well, it wasn't supposed to be "you're", but "you", it was a typo because of post editing.

>bet you're fucking european or south american
bet you're fucking european as well

Also, I donno, you're a newbie and you dismiss all people who play for years, including people with enormous skill, as kiddies, because they have colored nicks. It seems you're really full of yourself.

>> No.409874

Classic Doom was easy as fuck after playing through BD
Do you have a point or do you want to continue shitposting

>> No.409878

>Classic Doom was easy as fuck after playing through BD

You call that a point? go back to making shitty 3D models Mark.

>> No.409885

Yes, my point is that the original doom is a cakewalk compared to BD on the highest difficulty
Are you retarded?

>> No.409889

>classic Doom felt like a bad joke

And THAT is one of the main flaws of BD

People DON'T want to play any other maps WITHOUT Brutal, I'm not saying it's a bad thing, but after watching how much overpowered the weapons are, vanilla becomes harder for them. (see the >7 rockets link that I posted)

You need 45-50 rockets to bring down the cyber, with Brutal you only need 7

It's the same thing if people start playing Doom because of Russian Overkill, wanna take a look at how fuckerish their weapons are? Go ask anybody, any slaughtermaps like Sunder become a joke with RO.

>> No.409891

go for a uv-tyson

>> No.409895


Except that's entirely wrong.

It's time to go to bed Mark.

>> No.409905

it's harder to play when hundred dozens of decals murder your connection/GPU/CPU, some idiotic special effects obscure your view and all morons on the server spam taunts, true

>> No.409909

I just said the complete opposite. Are you fucking dense? Vanilla was A JOKE after playing through BD. So much easier.

>> No.409910

I only like the shotguns and rocket launcher of Brutal Doom.
The rest of the weaponry feels very lackluster.

I like that enemies fly back when shot with the shotguns, or flat out gibbed by the super shotgun and being blasted away with rockets.

But it removes the speed(Slower movement speed, no more faster straferunning), makes hitscanners much more dangerous(Slowing the pace) and overall must be played slower because, as you said, enemies hurt more in general.

It's an okay mod.
I don't hate that other people play it.
I just wish it managed to capture the spirit of Doom better with the positive changes it brings.

>> No.409914
File: 32 KB, 500x334, tumblr_lt4lf25Ot71r2g7mto1_500[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>You need 45-50 rockets to bring down the cyber, with Brutal you only need 7

Oh my lord

>> No.409915
File: 32 KB, 500x382, yyUt3.jpg [View same] [iqdb] [saucenao] [google] [report]

>this dick suckery

And they bitch about fans of Terms work.

>> No.409917

Christ I'm talking about playing through the two in singleplayer, on their hardest difficulties.

>> No.409926

See >>409836

I admit it has some cool shit in it though. If you play an older version in Skulltag, the modder went all the way to also change the Skulltag exclusive weapons to fit the gameplay, the player sprites also show whatever weapon they're currently holding in their hands. I also love how Brutal Doom did the Plasma Gun in looks and sounds, though any Plasma Gun is cool in general.

All this being said, I think Brutal Heretic/Hexen is going to be much the same but I want to see how things are managed. Hopefully it doesn't have any bullshit reloading mechanics.

>> No.409932

Still, I hated Doom 3 for this "every fucking imp shooting fireballs is earthquake, smoke and second Hiroshima" and I dislike Brutal Doom for the same.

>> No.409936

>enormous skill

then again i've been spoiled by quality multiplayer games such as quakeworld and counterstrike so the "skill" in doom multiplayer comes off as quite low.

>> No.409942

Would you please stop saging for no reason? You're not off-topic.

>> No.409945

Get good, scrub

>> No.409946

Aw man I looked up Zdoom wars and it looks rad as hell

So I get myself Skulltag dumb my Doom2 wad file into the folder go get all the shit zdoom wars wants and try to join one of the servers (just to make sure I get the right files)

It won't work. Doing some research and I can't a single place anywhere that actually tells you how this CLUSTERFUCK is supposed to be put togeather. This is the worst documented fan project I've ever seen. What the hell?

>> No.409952 [DELETED] 

So, which pro players have you defeated? Demos or it didn't happened.
Protip: Snowsomething is not a pro player.

>> No.409954
File: 7 KB, 250x160, 0 out of 10, would not wear.gif [View same] [iqdb] [saucenao] [google] [report]

I only replace mega with green when it gets below 30%

>> No.409958


There you go, get Zandronum, ST is dead

>> No.409961

Use zandronum dummy
your a fagot

>> No.409964

So, which pros have you defeated? Demos please.

>> No.409965

So basically Skulltag is soldified garbage

That's... something to know

>> No.409969

But why?

>> No.409972

Are you saying that those faggots with the "pro" clantag are actual pros? Do you even know who ocelot is?

>> No.409982

Skulltag has been dead for years.
Zandronum is the continued source port from Skulltag's remains.

>> No.409986

Guys, can we please stop responding to the shitposters and actually talk about doom?
Because you have no reason to.

>> No.409989

You can hold out for longer anon.
Blue armor's value lasts until 10% easy.
Green armor is really quite a downgrade.

>> No.409993

Ok, first of all, drama doesn't need to be here.

Secondly, <PRO> is utter shit, and they're only "known" because almost all of them are also staff.

>> No.410000

I wasn't thinking of <PRO> clan. I meant pros, as devoted competitive players.

>Ok, first of all, drama doesn't need to be here.
Agreed. Sorry.

>> No.410001
File: 42 KB, 488x519, UV.png [View same] [iqdb] [saucenao] [google] [report]

>I eat Ultra Violence doom for breakfast

>> No.410007
File: 82 KB, 500x500, 1365518910.op2_beautiful.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.410009

saved like a motherfucker

>> No.410027
File: 101 KB, 640x480, Screenshot_Doom_20130410_030344.png [View same] [iqdb] [saucenao] [google] [report]

the server died as you were typing

no idea what happened

>> No.410029

Stop it, /vr/. You're better than this.

>> No.410060
File: 627 KB, 1000x589, 1359789989805.png [View same] [iqdb] [saucenao] [google] [report]

Where are the /vr/ servers located? I'm a kiwifag so I think I'll be lagging like shit on a server located outside of Oceania.

>> No.410070

Ok, so here's what I could rip from Nitemare 3D, it has sprites (some of them have rotations, yay), textures, music and some sounds I couldn't get to convert to a more friendly format.


If it doesn't work, give it some time


All of the servers are on Best-Ever, which is a murrikan server

>> No.410072

Sup fellow Kiwifag
Most, if not all the /vr/ servers are hosted in America

>> No.410073

The flemoids are pretty tough. The only thing to ever stop them was a cereal-based replica of Doom Guy. On top of that, he only beat them on his own planet. Imagine what the terrain must be like on the Flemoid planet. I bet those demons he warps there get stuck in an endless puddle of slime and die slow, painful deaths at the hands of the flemoids.

>> No.410076

Er, what? Can you elaborate? I thought Terminus was an okay guy, is he a douche now?

>> No.410084


oooo! im reporting you too David P. Gray!

>> No.410085
File: 22 KB, 147x125, skub.png [View same] [iqdb] [saucenao] [google] [report]

>not being pro-skub

>> No.410086

Thanks! I'll check them out in a bit, what's in this pack specifically?
HUD weapons? Enemies? etc

>> No.410091
File: 10 KB, 204x136, agitated_dancing_skeleton.gif [View same] [iqdb] [saucenao] [google] [report]

He's still chill, but some people around here get assblasted when they see one of his "fans" here

I haven't seen these obnoxious "fans" yet, though

>> No.410101

Well, fuck.

Looking on Doomseeker with Zandronum there seems to be one Ausfag server that uses an outdated Brutal Doom pk3. So no hope to actually play some Doom online without lagging like a motherfucker, then?

Considering New Zealand internet will never be good, I think hosting a server myself would be a bad idea

>> No.410108


Texture walls, the so weird mugshots (take a look at some gameplay videos, shit's creepy), enemies, some NPCs (which surprisingly have rotation sprites), some sprites related to objects (chairs, tables, jars, etc. Everything takes place in a haunted house).

Weapons and everything. But don't expect them to be a top-notch work. Remember, this is from 1994 and it was pretty much a Wolf3D clone


Sheesh nigga, I'm shivering and agitating like this >>410091 cool-ass dry bro

>> No.410113

Yeah, he's still super okay. Thing is, some of his fans are huge autists. If you ever see Flynn...hoo, man.

>> No.410126

The flemoids are immune to conventional weaponry, which is why the zorchers had to be made.

One Commonus would beat a Spidermind.

>> No.410142

What are flemoids actuall doing to Chex Guy? From mugshot in HUD it looks like they're slowly engulfing him in this goo. Is he poisoned, suffocated or just immobilized?

>> No.410143

He's being goo raped like in my chinese cartoons

>> No.410146

And suffocated, at its worst.
It's pretty terrifying actually, I might make an ACS script that slows you down based on how damaged you are.

>> No.410151

What mod is this, how do i play this with you guys please explain me

>> No.410158

read the bloody faq

>> No.410173

This. The flemoids are actually fucking terrifying when you read a bit into the backstory. A near invincible race of allconsuming goop that can't be shot, stabbed or blown up, and slimes you until you can't move, forcing you to watch as they eat everything and leave you to suffocate or starve with no chance of release.

Thankfully, nobody fucking cared about the story and the intro was hilariously bad, so.

>> No.410197

but what mod are you currently playing?

>> No.410209

It automatically downloads wads when you join with doomseeker.

>> No.410212

I don't get the symbolism... So, cereal is fighting with snots. Does it represent that eating healthy foods makes your immune system work better? Does it mean your cereal will taste like snot? I am lost.

>> No.410216

and what kind of dark magic powers such awesomeness?
are you playing right now?

>> No.410218

alright so we gotta make this game as unviolent as possible, what do we do
we.. make them.. invincible to guns!
alright, then how do we get rid of em?
we teleport them!
I like where this is going, but how do we make their attacks non-violent?
uhh... they.. goop you?
alright, alright. but what do they look like?
giant.. boogers.
fuck you man, just do it
all right, if that's what you say

>> No.410220

I don't know but supposedly it was meant as an ad for cereals.

It doesn't make me want to eat cereals at all, quite the opposite

>> No.410223

No symbolism, man. Just good ol' good vs evil.

>> No.410224

a free game
that comes in a cereal box
how could that not make you want to eat cereal

>> No.410228

ok installed with wads and all

how do i play mutliyplayer what iwad i select?? im guessing yall play doom 2?

>> No.410229

If I got a Doom clone with X amounts of cereal boxes, I'd buy X+10.

>> No.410246

You don't need to check iwads, it automatically uses the correct files and iwad when you join.

>> No.410249

It's not only a Doom clone, it's on original Doom engine, which was modern and relevant then.
Just imagine Trix fighting with whatever, even turds, on a Source engine. Well, not Trix maybe, it would be furfaggotry.

>> No.410250

Wait i think im getting the hang of it

there's no adecuate reaction face.jpg to describe what i feel when it downloads the wads automatically

>> No.410260
File: 33 KB, 1280x720, -Video-Games-Black-Dark-Demons-Doom-Satan-Fresh-New-Hd-Wallpaper--[1].png [View same] [iqdb] [saucenao] [google] [report]

>Implying /vr/ would hide the fact that the Mancubus was on the juice during Doom 64

Dude got ripped, from fatty to a guts machine, you can't explain that

>> No.410262


>> No.410324
File: 84 KB, 600x371, I AM TEARING YOU APART, LISA.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.410330

What a berserk pack!

>> No.410335


>I'm fed up with these guts!

>> No.410349
File: 611 KB, 2032x571, gz.jpg [View same] [iqdb] [saucenao] [google] [report]

This is actually turning out pretty cool.

>> No.410352

>using rockets instead of 2shotting a cyber with the bfg
and then people wonder why is full of plebs here.

>> No.410362


>ha ha, what a story Caco

>> No.410369

I've been playing Doom 2. I'm not very up to date on my WADs.

>> No.410412
File: 106 KB, 85x85, aaaaaaaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Heretic on Zandronum
>Half of the levels can have their sequence broken because you can crouch-jump through the holes in the walls

Well other than that I find it actually pretty good. Only played the first two episodes so far, are the last three any good?

And god that Firemace is a joke of a slot 7 weapon

>> No.410430

Three is the final part of the main story, and is great. Go for it.

As for four and five, it's really more of the same shit. Five is better than four though.

Still, I'd play through the whole thing. If this was Ultimate Doom we were talking here, I'd tell you to skip anything past three.

>> No.410438

who forced you to jump
who forced you to crouch
>Playing Doom on Doom
>Half of the levels can have their sequence broken because I typed idspispopd
You can unbind it, if you can't control your fingers, or write sv_nocrouch 1 sv_nojump 1 (it's a command for servers, not sure if it will work in single player)

>> No.410439

Are there any ACS-wizards here who know anything about Inventory/dialogue/menu systems?

>> No.410449

Well, might as well finish off the whole game. How is Hexen by the way? I keep hearing it's about toggling a shitload of switches, but whatever.

I did the levels proper, I was just saying it was something that I noticed that could be done a lot in Heretic.

>> No.410475
File: 78 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google] [report]

And it just can't get any more alpha than this


>> No.410486

HeXen is a bit different. While Heretic plays extraordinarily similarly to Doom, HeXen takes a much different turn. Sometimes it can be a switch hunt, but as long as you pay attention to where you are and what the game's prompts are telling you, then you should find your way.

Another important feature is the class system. You can pick one of three, and each has four weapons. Yeah, only four. They are all pretty balanced and fit the roles of each class, however.

People tend to either love it or hate it. Personally, I never really got it much as a kid, but when I got older and played it through legitimately, I found a lot of respect for it. It's worth a shot dude.

Have fun with Heretic.

>> No.410502

I know Heretic was based off the Doom engine, but Heretic II is off a later id engine?

>> No.410508

Yup, its based off of the Quake engine

>> No.410509

id tech 2. Quake II engine actually.

>> No.410512

I was probably thinking about Hexen 2

>> No.410527

You'd be totally right there. To be fair, both engines were very similar.

>> No.410554


How about Total Conversions?
>Batman Doom
>Aliens TC (Also historically notable)

Historically Notable
>Immoral Conduct (The original gameplay mod)

>> No.410591
File: 202 KB, 1366x768, hud.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the minimal hud for EYE Weapons pack, Bar thingy will be same but with icons. Should I stick with it?

>> No.410606

Pretty much this. If Brutal Doom didn't have such a large fanbase and widespread acknowledgement, you wouldn't see a fraction of the hate for it you see now. People just get their knickers in a twist when they see other people enjoying things they don't like, and get obsessively critical over minor details.

I see folks rag on Brutal Doom so much for deviating from Doom gameplay, yet you'd hardly ever see any other gameplay mod get put through such harsh scrutiny, and for good reason - it's generally understood that, by virtue of a _gameplay_ mod that the gameplay is going to be changed up, yet Brutal Doom has become the major exception to this because people need a reason to knock it down.

>> No.410659


over 7000 hours in doom builder and literally 7000 hours in SLumpEd

Lots of textures to rename and lots of scripting for the animations/jibber jabber. for bonus effect, type changemus nite1 in console


>> No.410669

Let's talk about Doom being referenced
I found on IMDB page Doom II was referenced in Half-Life, but I can't find any info anywhere.
I found this instead: http://www.youtube.com/watch?v=Z1VkmtBSW-4

>> No.410704


>she just clicks randomly expecting something to happen

No video game in TV show escaped this fate.

>> No.410707
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]

Regarding doom maps, I'd like some comments here.

What are some things in doom maps that you just hate/think are really stupid/can sometimes not be done correctly?

Try to think more things that really are retarded and cheesy and less so things that might not appeal to your tastes.

I got
>hiding keys in secret areas
>there's a bunch of switches - one is the correct one, the rest kill you, no clues
>attacked by archviles with absolutely *zero* cover available

>> No.410717


Death pits, and by that I mean 'area you can't escape by normal means and it's filled iwth lava or acid'.

Just make a teleporter or make the area inaccesible DAMMIT.

>> No.410718

About clicking... playing vanilla doom with mouse without novert is useless.
I mean, walking with mouse, who the fuck thought it's a good idea

>> No.410732
File: 222 KB, 923x560, mastermindandbabyfinal.png [View same] [iqdb] [saucenao] [google] [report]

How could I even miss that one.

Yes, there should always be a teleporter somewhere or an elevator or some stairs or anything.
>at the very least make it an instant death pit and it's more a level boundary

>> No.410758

>inescapable death pit
>does the lowest damage possible

>> No.410763

what is this?

>> No.410785

Enemies in secrets. Damaging floors in secrets, too, especially secrets that yield health items like soulspheres or megaspheres. What's the point in giving the player something like that if they're going to lose a good portion of it getting back to the rest of the map? I just automatically IDBEHOLDR when I see that shit.

>> No.410793

oh oh, I've got a lovely list of gripes for this;

>chaingunners fucking EVERYWHERE
>archviles and no cover, even more so if the mapper doesn't give the supershotgun or plasmarifle
>insta-death pits, seriously, fuck that shit
>Revenant traps with no corners or cover
>Cyberdemons in tight corridors, seriously, what the fuck
>DOORTRAK that moves with the door, seriously, learn about unpegged textures.
>using the wolfenstein textures in non-wolfentstein maps.

will probably think of more

>> No.410795

>Enemies in secrets.
I guess a few vanilla Doom levels rubbed you the wrong way.

>> No.410809
File: 477 KB, 800x640, Screenshot_Doom_20120208_235255.jpg [View same] [iqdb] [saucenao] [google] [report]

Supposed to be the Interior of this:
It's an adventure/exploration project I'm working on. The castle is just one location.

>> No.410810
File: 241 KB, 1312x757, Buddies_by_Bankart.png [View same] [iqdb] [saucenao] [google] [report]

Funny you mention these, I was thinking about them today. Enemies in secrets I was wondering about when I encountered some in back to saturn X but I figured it was more my taste than a stupid idea. I see secrets as more rewards, but some might see them as more ''bonus content''.

Regarding the floors, what if there's a rad suit in the secret, but you follow a damaging floor to get there? (Or the floor looked damaging but wasnt)

>> No.410812

Looks awesome!

>> No.410813

I hate the Plutonia style Chaingunner/Archvile combo where the chaingunner is boxed in an obscure area thats hard to shoot through. When you kill the chaingunner, a hidden archvile revives the chaingunner. The Archvile is inaccessable to kill without cheating.

I'm not exactly sure if my explanation is easy to understand..

>> No.410817

More than one. In particular, Refueling Base's megasphere secret has both a damaging floor and enemies inside.

>> No.410818

I get that, in map01 and map15 [I think], map01 you can kill the achvile with regular means, but map15 is more difficult, there's a switch or trigger that activates 2 crushers to kill them.

>> No.410820

If there's a radsuit then it's fine, and obviously it's fine if the floor doesn't actually hurt you, though it would be misleading to use nukage, blood, or lava or whatever and not have it hurt you. There's water for that.

>> No.410825

I'm really happy with how black fog (combination of sector_setfade and sector_setcolor) looks like realistic hazy darkness. Even more dramatic when used with *slightly* pulsing dynamic lights.

>> No.410826
File: 20 KB, 109x115, Doom_guy.png [View same] [iqdb] [saucenao] [google] [report]

> though it would be misleading to use nukage, blood, or lava or whatever and not have it hurt you.

But it's super sekret!

Ok seriously though, how about this - you're exploring a lava lake (assuming you grabbed a nearby marked radsuit) and there's a secret there?

>> No.410837
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google] [report]

What about that map where there are the chaingunners who are protected by unreachable arch viles who keep reviving them?

That said, plutionia was always for the better than average doomer who wanted to test himself. Though by the time I finished it I seriously...seriously....SERIOUSLY fucking hated revenants.

Those bastards alone make me want to use a custom monster to replace their ''above average threat'' niche in any maps I make.

I've got the plans for a map that is slower paced and has a more eerie ambient atmosphere, I'll be sure to say it's such when I put it on the zdoom forums or whatever so I dont piss off the guys who dont like that sort of thing.

>> No.410839

I quite like setting sector_setcolor to something like (32,32,32); or lower for a nice darkness you can't get with normal sector lighting, up the blue value and you can get some nice outdoor night-time light.

>> No.410853

Those are exactly the ones I'm talking about.

A few more things

Water that hurts you, as seen in E3M3/Pandemonium before the invincibility sphere.

Also, having to cross a painfully long stretch of lava, obtaining a radsuit at the end and then finding out that you have absolutely no reason to cross the lava again.. worse still if thats the only place you need a radsuit for.

I'm gonna laugh so hard if this guy makes a map or two, filled to the brim with all the pet peeves we're mentioning

>> No.410854

I probably wont post anything there until it's done. Don't want to build up expectations if I never finish it. I'd really want help with an inventory and dialogue system though..
It's a really neat way to do it.

>> No.410873
File: 55 KB, 585x332, 585px-Reaperminis.jpg [View same] [iqdb] [saucenao] [google] [report]

You could try releasing a version without it, say just like a regular zdoom map and see how it's received and then maybe do a ''revisited'' version later.

One that is a regular map without much scripting or ACS might also allow you to know how your mapping style is received, or at least get that good feel of knowing somebody has played your map and looking forward to the next one.

>> No.410891
File: 296 KB, 201x228, 1346197156975.gif [View same] [iqdb] [saucenao] [google] [report]

>Dat tiling rock texture

Might want to look into some high-res terrain textures or something. And maybe think of some creative ways to break it up (some small cliffs with grass & foilage, maybe some sorta waterfall).

>> No.410903
File: 37 KB, 600x800, lost.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually yeah, the castle and it's details are fine but that one cliff texture does not scale so well on such a giant size.

Actually that made me just realize I have done this myself.....

>> No.410904
File: 326 KB, 1200x675, Screenshot_Doom_20130319_205426.jpg [View same] [iqdb] [saucenao] [google] [report]

That's really great advice, I'll consider that. Thanks.
>[...]might also allow you to know how your mapping style is received [...]
Uh, with the aversion to extreme detailing prevalent(?) in the community, I'm kind of wary though. I'm doing this as a challenge to myself mostly, and because the technical constraints inherent in Doom mapping spark my creativity by having to come up with creative solutions for simple things.

>> No.410905


Are those a real product for sale or some fan made shit

>> No.410912

Oh and I'm a bit iffy about the idea of using high res textures, they can look a bit off with other ones, especially directly next to eachother.

It might work though if they're always viewed from a distance such as in that image and they're kept out of really close proximity to the player so he might not even notice unless he takes a second glance. So the details sort of ''blend together''.

>> No.410914


All real, barring the Arachnotron and Cyberdemon, which were only given to a handful of ID Employees and worth thundering heaps of jewgold if you actually intend to acquire them.

>> No.410916
File: 302 KB, 1280x960, untitled.png [View same] [iqdb] [saucenao] [google] [report]

sneak peak

should be ready by sunday

>> No.410919

Yeah, I wouldn't mix high-res textures with regular textures normally, but something that's only seen at a distance should be fine, if only to reduce the obvious tiling. You could even stretch them out so they have the same pixel density (scaling?) as normal textures just so they have less obvious tiling.

>> No.410924

Looks bretty gud

>> No.410928


All textures are just placeholder, I want to use new high-res ones for everything when it's done. Still want a coherent look/palette though. I don't know very much about textures, so I'm saving that for last (to be found-and-replaced in DB).

>> No.410931
File: 136 KB, 1536x1024, 1300439202491(2).jpg [View same] [iqdb] [saucenao] [google] [report]

They used to be a real product, I dont think they're made anymore though.

>I used to own a doomguy one

>> No.410932

>In Chinese the character is known as the "Extermination Warrior" (Simplified Chinese: 毁灭战士; Pinyin: huǐ mìe zhàn shì), which is also the release name of Doom itself in China.

Shiiiit, that's pretty bad ass.

>> No.410938


thanks, it's my first map

the theme is a bit gimmicky but whatever

>> No.410947
File: 47 KB, 187x154, 20084.png [View same] [iqdb] [saucenao] [google] [report]

new version of doomtra. has balance changes, backpack replacement, bugfixes, and some other shit. sorry about not posting in a while, i had some stuff going on.

hosting a server & Doomtra DM. Pass is vidyagaems like usual
hopefully it's less fucked up now (cross your fingers)

if you just want to try out SP, you can get it here:

>> No.410949

>In Quake III Arena the Doom marine is a playable character, referred to simply as Doom. He is 6ft (1,83 m) tall and weighs 180 lbs. (81 kg), according to the character description from the game.

>tfw 6 feet tall

I NEED TO BULK UP. I'm only 150 lbs. If I can pack on 30 lbs of MUSCLE, I can become the doomguy.

>> No.410959
File: 1011 KB, 2732x1536, hnngh.jpg [View same] [iqdb] [saucenao] [google] [report]

Since we're doing mapper show-and-tell here, guess I'll post some pics from mine. Still has a long ways to go. I've posted it here before, albeit a very tiny segment of what's to come.

Fair enough. Actually I was thinking about that waterfall idea - are you planning to have any sort of canals or water systems inside the castle? It mite b cool to have something like, a flowing water system that goes out to a small cave, which ultimately leads out to a waterfall on the cliffside under the castle, maybe under that bridge thingy on the left.

Nothin' gimmicky about a techbase theme, it's a classic yo. And it looks snazzy.

>> No.410963

Usually I say "looks bretty gud" for everything that looks better than the normal game but this one really does look great. Nice job so far dude.

>> No.410965
File: 3 KB, 104x104, images.jpg [View same] [iqdb] [saucenao] [google] [report]


Can you give us a general description of your level?
How do you go about imagining it's flow?

Honestly, I cant map too well in the style that ID did, I need to have a general feel given of what the entire level represents rather than a specific area in the level. I dont think I explain that too well, I'd never try totally realistic as that can sometimes detract from play but I hope you know what I mean.

How I'm planning the flow for my first map is it's divided into areas that are somewhat like set piece battles, connected by a more ''hub'' like area.

>> No.410969


The techbase parts aren't the gimmicky stuff.

The rest is 110% gimmick.

It somehow manages to jive together okay. Might need more playtesting though.


>> No.410979

>are you planning to have any sort of canals or water systems inside the castle?
Actually, I'm planning on having light spread throughout the castle (since there'll be few rooms with windows) by a complex system of mirrors and prisms. There's going to be a captured star buried inside the mountain that provides light and heat for steam engines.

There'll be a waterfall *somewhere* in the whole campaign though.

>> No.410987

I prefer incessant action and a dynamic flow rather than arena type fights with corridors between them. I like rooms that limit your movement while also providing cover, minimizing circle strafing and rewarding speed and skill. Having imps pose a large threat due to strategic placement is something I've a thing for.

>> No.410996

>>410959 here, I think I get what you mean. You gotta have at least a baseline set in your mind before you begin, otherwise you just start building hallways connected to hallways and there's nothing really making the map come together.

The map I'm working on is more or less a culmination of a bunch of different ideas I had from previous (shitty) maps put together in a way that should (hopefully) work together. The basic idea started with "A castle with a giant tower/elevator that leads to hell" which turned into "three sections - Beginning castle (lower areas, smaller fights where the player collects weapons and rations his ammo), main castle (upper area, bigger spaces with bigger fights, things get serious) and the hell section (throw the kitchen sink at the player since he should be well prepared by now, transition map to a sort of "deformed by hellish influence" castle that gradually gives way entirely to hellish landscape). From those 3 main sections I split it up into what I'd guess you'd call smaller set pieces, so a fight in a dungeon area, an outdoor "garden" area, a small cavern section, and so on.

It's kinda like, take the level and break it down to it's smallest components, focus on what you want the player to do in those sections and think of a good way to combine those components into a coherent whole (e.g. the hub that you mentioned). At least that's how I'm doing it.


>> No.411025

What are the wads i need to play shotgun frenzy singleplayer

i can play online right now and i really want to play shotty frenzy, even if im going to get rekt

>> No.411047

Have you read "House on the Borderland"? That'd be a really good inspiration for your theme I think. There's a really cool comic adaption of it too.

>> No.411073

I'll check 'em out, thanks.

>> No.411086
File: 74 KB, 1000x1000, 1344119289589.jpg [View same] [iqdb] [saucenao] [google] [report]

I see, well I'd say it's good to have variety in mappers styles.
>I like rooms that limit your movement while also providing cover, minimizing circle strafing and rewarding speed and skill

I'd do this as well, I feel circlestrafing should be kept more to slaughter maps or really large areas made for it. Have you checked out the map ''the eye"? It won a cacoward, you might like it.

I also intent to use a few zdoom features such as monsters appearing via scripts (so when they spawn they are not activated and moving toward the player).

>Having imps pose a large threat due to strategic placement is something I've a thing for.

Interesting, care to share any tips to make them a real threat? All I can think of is deploying them up close.

>You gotta have at least a baseline set in your mind before you begin, otherwise you just start building hallways connected to hallways and there's nothing really making the map come together.

Exactly! That's what I was trying to say.

Your map description sounds like we would have slightly similar styles. I'm a fan of ''turning up the heat'' as well. So as you reach the latter parts the level sort of says "oh so you think you're tough?".

My only concern is how to make the sections flow into eachother so it doesnt seem disjointed, though provided there's monsters and killing.....I think they'll accept it.
It's not like one minute you're playing "whodunnit" and the next you're BFGing through miles of hell knights.

>> No.411140

>the eye
I'll check that out immediately!
>Interesting, care to share any tips to make them a real threat? All I can think of is deploying them up close.
They work best in cramped areas with many interconnecting paths. If they're spawned/alerted from different distances and directions while the player is fighting tougher enemies in such places, they tend to creep up behind you and either claw your back or prevent you from dodging high-threat enemies. They also work as meat shields for archviles in the open.

>> No.411203
File: 216 KB, 569x571, 1340531153386.jpg [View same] [iqdb] [saucenao] [google] [report]

You ever think it's a dirty tactic to have imps sneak up on the player?

What if they're coming out of previously cleared areas?

>> No.411227

Im not the guy but isnt that the point?
The only way to make them a threat is to play dirty.

>> No.411238

True enough, you're right, just always try to keep it challenging but fair.

>> No.411252

>You ever think it's a dirty tactic to have imps sneak up on the player?
That's what Imps are, dirty lil' fuckers. Even their name implies it!
>What if they're coming out of previously cleared areas?
If they're spawned in it's kind of lame, if they come from a newly opened path it's good level design. I prefer to keep teleporting/spawning of monsters to a minimum.

>> No.411258

There was this guy who posted some greentext about Satan and Pre Doomguy Hell happenings and stuff. Did any one happen to Ctrl + V that by chance?

>> No.411270

Do you think it's alright if they're spawning into previously cleared parts of the level, such as in a hub area? So it livens up the journey?

I've seen a few maps pull it off.

>> No.411339

Not the anon you responded to, but I have lots of smaller compartments opening once the player has activated/gotten something and needs to back-track.

Specifically, I have a hallway, that once you get the red keycard, several of these cubby holes open up; however, not all of them open until you get to the end of the hallway. That way, they think they've cleared everything out, until something comes up from behind.

I'm not gonna lie though, I don't even know how to spawn monsters during the game.

>> No.411361
File: 2 KB, 142x182, 1327994523060.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I getcha.
Mine was more monsters spawning via scripts in different spots in the hub. Your hallway idea is interesting too, I saw a similar method used in Valhalla.

> I don't even know how to spawn monsters during the game.

I dont either but It's probably not that hard.
At least I hope it's not.

The main reason I want to use it is so when the monsters appear they dont all run off towards where the player is in the map and he hears them but rather wait there to ambush him.

>> No.411372

Not a single /v/ or /vr/ server has a person in it. What the fuck is going on?

>> No.411380

Does anyone still have that post about the math behind how fast the Doomguy is?
I want to figure out how fast the Cyberrunner is.

>> No.411426
File: 24 KB, 210x200, huehuehue.gif [View same] [iqdb] [saucenao] [google] [report]

summon <monster> in the console

>> No.411442 [DELETED] 
File: 71 KB, 732x565, doome2m1.png [View same] [iqdb] [saucenao] [google] [report]

I know *that* much m8.
We're talking in a map sense, like
>walk over line
>unalerted monster appears at some location

>> No.411506

Anyone got a link to the steam group?

>> No.411604


>> No.411684

If the monster can't see the player, then it has to hear a gunshot before it starts moving. You could set up a tiny sector to block noise that way they'll only be activated by sight.

I made the mistake of attaching two hub-like areas together, without doors, and when I went to test it I got quickly overrun.

>> No.411696

I think you can set monsters to "deaf", so they can only attack once they see you.

>> No.411726 [DELETED] 

What the fuck bitch? The Brutal Doom wad pumped new life in this already classic game, I don't get what you don't like about it? Reloading? It's pretty REAL. "Le cracked visor and bloody screen" it's used to make the game harder, having all that shit on the screen. 7 rockets probably used on the basic difficulty level. Lies? That video is pure shit.
Get over it you 12 y/o faggot. Doom has to evolve to survive.

>> No.411740

I agree. BD is a good wad, get over it nostlagiafags.

>> No.411754

That flag's actually misnamed in Doom Builder 2. It's called "Ambush". It was renamed so newer users would know what it did.

>All these people saying Doomguy could take on the flemoids
>Not remembering that conventional weapons don't kill them.

>> No.411760

>brutal doom

>> No.411772

>7 rockets probably used on the basic difficulty level.
I realize you're trying to be a master ruseman, but the difficulty levels don't change the damage of the weapons.

Also, the guy did another video where he played on ultra violence.

>> No.411835
File: 299 KB, 250x141, HAPPY!.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.411862 [DELETED] 
File: 132 KB, 492x462, 1344198651002.jpg [View same] [iqdb] [saucenao] [google] [report]

>brutal doom

Brutal Doom has been in the top ten mods on ModDB, it even won awards. I think it's great because it either brings back older doomers or brings new players to the game and from there they may go and try other things.

That's seriously the way I see it - Brutal has brought more doomers to the game and more doomers = more people playing doom things.

Not every person who started on brutal likes and plays it exclusively.

>Doom has to evolve to survive.
That sounds like it's overblowing it a little bit but I still agree, standard boom-compatible levels will always be more common and liked but after nearly twenty fucking years I'm sure a little bit of variety in level/game styles with a sprinkling of added resources wont fucking hurt, purists.

They dont watch out, they might even have some fun.

>> No.411870

you better be joking

>> No.411876


>> No.411885

He can take them on in Samsara.

Deal w/ it.

>> No.411898

oh come on, no one scorches dudes playing Brutal Doom on fire nor forbids them from making servers or hundreds of shitty letsplays. They have as much right to play their Call Of Dooty as I have to whine and bitch about it. They're in majority anyway.

>> No.411903


Actually, Terminus said you're not actually slaying the Flemoids. They'll just reform back again later.
If anything, you're making the problem worse by spreading more flem around, "but that wouldn't be as fun to play so it's probably offscreen or something".

Deal w/ it.

>> No.411905

>and from there they may go and try other things.
Disregarding that this is copypasta, I've never seen anyone who came to Doom because of Brutal Doom try out anything that's not Brutal or even do anything other than complain to other modders that their mod doesn't work with Brutal Doom.

>> No.411963

So of all those who've played Brutal and had fun, not many of them went on to other things doom?


>> No.411969

Oh no, they tried to, but the things they tried wouldn't work with Brutal Doom so they cried to the modders that their mod sucks because it doesn't work with Brutal Doom.

>> No.411991

>so they cried to the modders that their mod sucks because it doesn't work with Brutal Doom.

Brutals had tonnes of players, to say they're all like that and not a 1 of them will try out something like Sunder, Stronghold, Unloved, Hell Revealed, Doom the way ID did (without brutal) is daft.

>> No.411993


You are so full of it that it's dripping out your ears. Pull the other one.

I'm a former Brutal Doom player, for example.

>> No.412002

what do you play now?
not the other guy, just curious what you're interested in.

>> No.412010

pls help?

>> No.412013

>durh, i never done it, therefore it doesnt happen!1

>> No.412030

the base game
all of the maps and shit like that

note: the maps aren't named like normal, they use a different format (CF for Combat Frenzy, for example, so the first Combat Frenzy map would be CF01)

>> No.412037

>Not every person who started on brutal likes and plays it exclusively.

I (and a lot of people) care to disagree, have you ever see the comments on the videos?


They don't know (or care) about other mod/maps for Doom if they can't handle Brutal at the same time

>> No.412042

Thank you!

>> No.412062 [DELETED] 
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I'm not saying the people you mention dont exist are are not the majority.

I'm saying I think there is a decent number of them who eventually stop with brutal and move onto something else.

>> No.412067


Samsara, mostly. I've grown to love the classics more than the bells and whistles, and that Samsara tries to preserve everything so faithfully is a huge plus for me. When I'm not using that, I'm just checking out oldschool megawads. Memento Mori is a great favorite.
Brutal Doom is okay for an occasional visceral whirl, but you can't beat the classics. They were classic for a reason.

That's not what I said, but feel free to take it that way if you're retarded.
You're not retarded, are you?

>> No.412083

>Memento Mori is a great favorite
MMII is especially awesome, which makes it a shame that playing it online is a huge fucking hassle. There's something on idgames with the same name, so it gets downloaded instead.
Piece of shit trollwads.

>> No.412150


Ha! Looks nice; as a matter of fact, someone on the zDoom forums is actually working on a revamp, last update was 1 month ago, tho


>> No.412154


>> No.412226
File: 485 KB, 500x259, pGChc.gif [View same] [iqdb] [saucenao] [google] [report]

>this thread

>> No.412347

Mars gravity would be approximately 1/3rd of earth.

Phobos/deimos are smaller than mars, so it'd be even lighter. So 200 lbs of gear + 180 pound man on mars, 380 earth pounds, make it 390 for easy math... 130 lbs with the strength of a 200 pound man.

So, futuristic enhanced muscle fibers/whatever + fit guy + reduced gravity = faster than Usain Bolt? I can habeeb it.

>> No.412396

Less gravity would not speed you up too much... Falling part of running would be slower.
I like to think Doomguy's armor is tweaked. That's why he can carry insane amounts of weapons and ammo, but can't jump nor look down and up.
Then again, it may be it's just not a realistic game.

>> No.412405

So i have .pk3 files.

I dont understand how im supposed to play them in singleplayer?

I tried reading stuff online but i didnt find much on gzdoom, i only found stuff on Zdoom?

Is there any difference between the 2?

>> No.412417

He has a experimental pouch or somthing. basically all the guns a weightless

>> No.412420

Google ZDL (Doom Launcher). Just use them like you would use wads.

>> No.412445


Okay, so, the Cyberrunner runs at 1.8 times Doomguy speed.
That comes to about 103.11822 MPH.
The turbo adds another 1.6x multiplier, so that comes to 164.989152 mph.
But you're actually in the air most of the time, and you have no friction in the air--it accelerates you. Even with the air control lessened to 0.2, that still adds another 1.2 multiplier to your speed when you dodge and jump, which comes to 197.9869824 mph.

Then you pick up a Turbosphere or Hasterune, which doubles that. Or both.

>> No.412449

Not that anon but, can I do that in an online game e.g. "rcon summon cyber demon"?

>> No.412453
File: 280 KB, 852x537, CyberDayum2.png [View same] [iqdb] [saucenao] [google] [report]

CyberDemon bust I started last night after some drinking. Posted it in the other thread before I realized it was dying. Touched it up a bit this morning. Neck and horns are still just kinda blocked in. Facial features are mostly done...

>> No.412454

Not unless cheats are on.

>> No.412459

Read FAQ
God damn it heatmetal>>409107

>> No.412469


Tried it, so awesome. The "one weapon only" sure adds new difficulty to the game. Now, I expected the Spread gun to be my favorite, but no, the one I liked the most was the Laser + "Berserk" pack. It viscerates enemies! Killing the hell knight only took me like 1 or maybe 2 shots!

Now, I'm totally submitting the idea of altering the enemies' deaths to match the ones from the NES game, it should be easy, IMO.

Also, if you can manage to get the Contra death sound for the player would be awesome. And pick sounds too



>> No.412470

Is the cyberrunner the Doomguy after he fought through hell for eternity (Doom 64), having gotten even more RIPPED N FAST?

>> No.412471
File: 30 KB, 528x396, 309489229804.jpg [View same] [iqdb] [saucenao] [google] [report]

>almost 200 mph
horry shet
that's as fast as top dragster races

>> No.412474

>pig-like goes to hell
now you just need to account for bald.

>> No.412480

>turborune or hasterune
>quadruple that speed
>almost 800 mph

I...I need new pants.

>> No.412481

No, and cyberrunner is a >woman robot

>> No.412485

cyberrunner is a robutt

>> No.412502
File: 72 KB, 500x431, m9worgfUNX1ra3a2yo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]


That's also not including HeXen's Boots of Speed, which is also another double modifier, for an octuple modifier.
Yes, you can still use it in Doom games.

So, 200 x 2 x 2 x 2 = 1600 mph.

>> No.412505


>> No.412524
File: 59 KB, 286x323, 192938220.jpg [View same] [iqdb] [saucenao] [google] [report]

>1600 mph

>> No.412525

Account .. for .. bald? I'm not really sure what you're trying to say.

>> No.412529
File: 40 KB, 394x325, 1343593531635.jpg [View same] [iqdb] [saucenao] [google] [report]

>100 mb

>> No.412530

Good god can my puter even handle it?

>> No.412537

Tycho of Penny Arcade.

>> No.412538


It's a Penny Arcade joke. That's my best guess.

>> No.412539
File: 274 KB, 500x502, 1363469442715.jpg [View same] [iqdb] [saucenao] [google] [report]

>Implying that there is a BFG in E2

>> No.412545


Well, if you want to get technical, it's actually 1583.896[...] MPH.

Girl can fuckin' haul ass and look damn sexy while doing it.

>> No.412548




>> No.412550

There is you massive NIGGER

>> No.412557
File: 12 KB, 177x196, 1365219960260.png [View same] [iqdb] [saucenao] [google] [report]


>> No.412559

Iunno, giong down a steep slope?
Does berserk augment the speed?

>> No.412564

In the goop right? Somewhere... Man been so long since I played the original doom through.

>> No.412569

Heretic "quicken" cheat?

Or is that just boots of speed?

Also, what powerups add speed and what multiply it? If there are multiple operation types then there is an optimal order.

>> No.412574


In the PlayStation/Saturn ports, there's a BFG in E2M3.

>> No.412575

I haven't read penny arcade since before they started doing PAX... And I don't even remember much of what I read at this point...

>> No.412587


Well, looking through the .pk3, it looks like there's a cvar which restores the default aircontrol to 0.0003somethigorother.
Basically this reduces the friction in the air even more, and essentially means you can go at a limitless speed as long as you keep mid-air. Still, it is capped--at a 1.7 multiplier.

So if we go back to the original result of 164.989152 and multiply that by 1.7, we get 280.4815584 instead.
So put that in the 2 x 2 x 2 of Turbosphere, Hasterune, and Boots of Speed, and we get 2243.8524672.

>> No.412591

There is on every version, in a blood area. It's marked a secret.

>> No.412592

>wallrunning enabled

>> No.412595


Tycho (Jerry Holkins) is bald and Gabe (Mike Krahulik) has a pig-nose.

>> No.412610


Couldn't find it when I did a quick search through the Doom wiki. Not to say that there isn't, I remember there being one somewhere in E2, just stating something I know for sure.

>> No.412661

It's alright. They call gabe pig-like and tycho bald because irl gabe has an upturned nose and tycho looks like a cancer patient. there were a whole bunch of edits of the comics to make them look more like their real life counterpart, with edited text to match

>> No.412682

That's episode 3.
>The BFG first appears in a secret area of E3M3: Pandemonium
There's no BFG in Episode 2.

>> No.412701


They're all multipliers.


Ah, I forgot about wallrunning! Let's say there's a clean, straight, unobstructed wall next to her at all times. That's another 2x modifier, resulting in 4487.7049344.

Now, let's talk about the Karman line. This lies about 100 kilometers above Earth's sea level and is the barrier to break in order to reach space. Any vehicle at this altitude has to travel higher than orbital velocity in order to go further outwards, because there's less air to give less lift.
Orbital velocity is determined via L = (1/2)pv^2 ACl, where L is lift force, p is air density, v is speed relative to the air, A is wing area, and Cl is the lift coefficient at the desired angle.
Now, the Cyberrunner isn't exactly a big heavy spacecraft, so she doesn't have to cut through as much air density. She looks like an ordinary, average (if not incredibly curvy) woman, but since she's a robot I dunno how heavy she is. Still, let's be generous and say she'd would need maybe about 1/10th of the orbital velocity a giant megaton rocket needs to break space.

She can run four times that speed alone.

>> No.412720
File: 57 KB, 648x486, 319589815.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.412727

don't forget the turbo cheat

it defaults to 100 and goes up to 255, so that's another x2.55 multiplier.

>> No.412731

forthose who aren't familiar with astronomy, a shuttle in low earth orbit needs about 17k mph.


>> No.412739
File: 27 KB, 330x261, tumblr_lzxc1o0IcO1r3dvg3o1_400.jpg [View same] [iqdb] [saucenao] [google] [report]

My god.

>> No.412743

>with turbo she can go 45774.59033088mph

>> No.412746

I...I think we're going too fast, guys. We...we should...probably start slowing down.

>> No.412747

We could seriously design cyberrunner maps with absolutely huge dimensions and make wallrunning part of them for sanic speeds.

What's the absolute largest a map can be?

>> No.412752
File: 98 KB, 640x441, 31.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.412756

a gorillion map units

>> No.412763

65535x65535 map units.
If there isn't a vertice at least every 10k units (I can't remember the exact number), though, shit flips out.

>> No.412764

>no f=MV mechanics
>hit wall
>stop instantly


>> No.412770

We're talking about maximum speed. Not realistic speed.

>> No.412776
File: 323 KB, 500x375, Fast1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.412781

>make spiral of those dimensions with a teleport back to start

>> No.412786


I don't think one man should be able to hold that much power.

>> No.412796

But what if there was like an AE explosion of debris, in size proportionate to dem physics?
and bounceback?


>> No.412802

That's not fast enough. Is SR50 already part of the equation?

>> No.412814


The North American X-15 rocket-powered aircraft was made for the USAF, NASA, and the USN.
It set speed and altitude records in the early 1960s, reaching the edge of outer space and returning with valuable data used in aircraft and spacecraft design. It currently holds the world record for the fastest speed ever reached by a manned aircraft.

4,519 mph. Cyberrunner is still faster.
Food for thought.

>> No.412823

Relevant info is here, for whoever wants to do the calculations.

>> No.412840


Well good, because it's a woman

>> No.412859

Well, at this point, now we're really reaching into the realm of incredibly difficult quite-likely-will-never-be-able-to-achieve-in-actual-gameplay.

But, for the sake of theory, let's assume that some player can miraculously do SR50 all the time against a wall in a straight line in mid-air as long as needed.

Since SR50 is a part of base movement, we need to go all the way back to the original 164.989152 and multiply that by 1.41. This gives us 232.63470432.
Multiply that by the jumping lack-of-friction multiplier, and you get 395.478997344.
Put that in the 2x2x2x2 of Turbosphere, Hasterune, Boots of Speed, and Wallrunning, and you get 6327.663957504.

I'm not sure where the Turbo cheat goes exactly.

>> No.412869
File: 41 KB, 338x450, 1365527576111.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm not sure where the Turbo cheat goes exactly.

Well, I did the calculations, and my math may be a bit off on this, but it's somewhere in the realm of really goddamn fast.

>> No.412883


My new waifu.

>> No.412891

But the New Horizons NASA Shuttle went at 36,360 mph.


>> No.412892

You forgot cyber-turbo

>> No.412904

>103.11822 MPH
That's her base speed without Cyber Turbo, he said.
Also, um, this is getting fucking lunacrazy.
I know we joke about Sonic speeds, but what's his actual top speed? And how does the Cyberrunner compare?

>> No.412936

Quick look on the Sonic wiki.

>Sonic is known as "the fastest magnetic thing alive", with the ability to run at speeds higher than Mach 1. [...] Sonic also has the power of magnets, he uses this power to smash into his metalic robot foes while maintaining his super speed. Stay Sonic also gave his fastest recorded speed as 761 mph, while in the Sonic the Hedgehog comics, a response to a piece of fan mail stated that the fastest he ever ran was Mach 2.

"Mach speed" is basically a variable of the speed of sound, where it's calculated by M = v/vs, where v is velocity and vs is the speed of sound in that medium.
So Mach 1 is the speed of sound, which is 760.5583392985 mph.
Mach 2 is 2x the speed of sound, which is 1521.116678597 mph.

Sonic is a BITCH.

>In his super form, he can travel at the speed of light.


>> No.412938
File: 252 KB, 500x376, 1364682442717.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, anybody wanna play some Quake 2 for a change?

We're waiting for more players on here: #/vr/[email protected]

>> No.412943

Now, I love fast just as much as anyone, but I gotta correct a couple things, specifically the turbosphere and hasterune. The turbosphere is only a x1.5 multiplier, and the hasterune is only a x1.25 multiplier.

>> No.412949


Really? Lemme look in the .pk3 and check real quick.

>> No.412952
File: 31 KB, 852x480, 1696528692.jpg [View same] [iqdb] [saucenao] [google] [report]


A Doom mod is officially faster than Sonic.
I love it.

>> No.412961

Nothing can travel through space at the speed of light. Autistic sonic fans can't into physics.

>> No.412964

I checked myself, the turbosphere simply gives the player a normal PowerSpeed powerup, which multiplies the playerspeed by 1.5. The hasterune's rune.type property is "Speed25", which I would take to mean 25% faster, or a 1.25 multiplier. It would make sense, too, as the hasterune should be weaker than the turbosphere considering it's a for-life powerup whereas the turbosphere only lasts 30 seconds.

>> No.412973

Next goal: out-fast the Flash.

>> No.412993

That's only if you count the comics


Roughly paraphrased, the fastest Sonic has ever gone in a game is 80 m/s

>> No.413015

>out-fast the Flash.

Doomguy goes faster than him already

>> No.413023

>sonic goes 6800 MPH slower than cyberrunner

>> No.413029
File: 105 KB, 491x768, 1164958-flashv2209p011.jpg [View same] [iqdb] [saucenao] [google] [report]


This panel shows that the Flash can at LEAST outrun 2000 mps, which translates to about 7.2 million mph, and Mach 9350.
In the vacuum of space, he can actually break the space/time continuum with his speed.

>> No.413030

Er, sorry, 6200-ish

>> No.413040


We really should make the passwords all the same. Annoying to hit a variation of the same word.

>> No.413042

And thus the thread became a powerlevel discussion.

>> No.413048
File: 40 KB, 800x611, Maximum-Speed.jpg [View same] [iqdb] [saucenao] [google] [report]


Whoops! I opened up Zandronum.pk3 and I stand corrected on the Turbosphere.
The Hasterune, though...well, I'm not convinced about 1.25. I mean, yeah, that's the logical and rational conclusion, but I've got some hours to blow so I might as well spend a few more hours on google and Zandronum's bitbucket.

Interestingly, the wiki says the Turbosphere QUADRUPLES the speed of the player, so...
Somewhere, someone messed up.

>> No.413050

This is a video game series about a blue hedgehog that can travel at Mach 1 with a collection of anthropomorphic woodland creatures who defeat a scientific master genius caricature of Theodore Roosevelt, and your problem with it is that when the main character collects the seven magic MacGuffins with the power to destroy the world, he can go the speed of light?

>> No.413053



Yes it is.

>> No.413058

speed =/= power.
nobody's saying x can beat y in a fight.

inb4 exactly that happens

>> No.413064

>speed of light

No, I can't recall such a game.

>> No.413068
File: 22 KB, 470x353, 1255404397864.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw Ghouls vs. Humans

>> No.413081

Ehhhhh. That guys math on sonic unleashed was iffy. He assumed a lot. I'm not even really a sonic fan (cept adventure), but he kinda washed over the size of the building and assumed empire city there was a 1-1 recreation of NY.

>> No.413092
File: 240 KB, 1280x212, tumblr_m8u3sniDKR1qzbqw1o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

no he cant

>> No.413113
File: 174 KB, 800x585, 1364637169678.jpg [View same] [iqdb] [saucenao] [google] [report]

>Create a faster than flash mod
>Doomguy starts running through dimensions
>Appears in the real world
What are we waiting for?

>> No.413123
File: 55 KB, 323x480, 3ogu4g.jpg [View same] [iqdb] [saucenao] [google] [report]


Okay, so, thanks to >>412964's corrections, let's redo this. The Cyber Turbo while SR50 in mid-air with no air control speed is 395.478997344 mph.
Let's do this math properly. Turbosphere, Hasterune, Boots of Speed, and Wallrunning, which is 1.5 x 1.25 x 1.5 x 2, which is 2224.56936006. Much less impressive than previously thought.

That turbo cheat mentioned earlier, figured out how to use it and implement it. Turns out it modifies base movement as well! On a 100-255 scale (technically 256, but if you implement that you start going backwards), that's a x2.55 modifier to base movement, which is 1008.4714432272 MPH BASE FUCKING MOVEMENT, NO ITEMS.
You include the items and wallrunning, you get 5672.651868152 mph.

This is over Mach 7, and is the Cyberrunner's final, complete, total speed.
Unless someone else can think of another modifier.

>> No.413128

We dont want doom guy here, he wuold rip and tear us to shreads

>> No.413130

The second amendment to get pulled.

>> No.413142

I'm dead set on what I'm going to host next. And I know some of you people will hate it.
It's Real Guns Hardcore

>> No.413151
File: 49 KB, 640x732, sonic01-Render_00592_640screen.jpg [View same] [iqdb] [saucenao] [google] [report]

>over mach 7

Pictured: BITCH.

>> No.413176
File: 4 KB, 186x98, tumblr_li0jezhh6d1qfan75.gif [View same] [iqdb] [saucenao] [google] [report]


Mapbros, please finish your Cyberrunner maps.
I wanna go fast.

>> No.413181

We're gonna need a bigger map.

>> No.413184
File: 1.63 MB, 360x236, noshoospap.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.413195

what the fuck nigga I'm playing RGH right now
it's actually sorta fun

>> No.413198



>> No.413224

Wait, guys. We forgot the dashes.

>> No.413231

Despite the COD weapons and such. It plays completely different. Since you're still fighting demons, and you still got the elaborate doom maps. In fact on the higher difficulties it plays like a strange version of Rainbow six. Where everything can one shot you. It's actually pretty fun to play your favorite maps being super cautious.

>> No.413247
File: 110 KB, 354x392, 1365219960260 copy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.413275


>> No.413283

Anyone got the full picture of that?

>> No.413290

it actually plays exactly the same as mw2 just with different enemies

i know because i bought every call of duty since 4

>> No.413292

server name????

>> No.413295
File: 1.69 MB, 328x182, bc weiner.gif [View same] [iqdb] [saucenao] [google] [report]

Can't... Stop... Remembering... Penis...

>> No.413302

Not hosting just yet. I'm consuming food.

>> No.413313


>> No.413359

Aw, why there's not more /vr/ dooming on zanondrum public servers anymore?

Do you play anywhere else?

>> No.413364

No, there's just times when we won't play on servers

>> No.413372 [DELETED] 

Alright alright, stop yelling.
The server is up
Server name: /vr/troopers
Pass: vidyagaems

Gametype is survival, highest difficulty, one life, 4 players. I hope you like pain.

>> No.413381


>> No.413382


Oh. It has been a week since the last time I could play, and it was around this hours, for some reason.

Actually, it's 22 here in Europe, but I had the idea that most people here was american. I don't understand why the /vr/servers were being played during these hours.

>> No.413398

I got bad packet data for some reason. I'm in now.
Server name: /vr/troopers
Pass: vidyagaems

Gametype is survival, highest difficulty, one life, 4 players. I hope you like pain.

>> No.413406

you have to close and open again

>> No.413413


Well, funny you should mention that, the Cyber Dash seems to be a bit odd in how it handles speed.
>nx = FixedMul(DASH_VEL * cos(angle), cos(pitch));
>ny = FixedMul(DASH_VEL * sin(angle), cos(pitch));
>nz = DASH_VEL * -sin(pitch);
>SetActorVelocity(0, nx, ny, nz, 0,0);

What this seems to imply is that depending on how quickly she's going, all of this velocity is transferred into a single direction and ignoring all momentum. There's no sliding to a stop like usual in Doom, it's an instant change in direction.
So it really varies upon what she's doing at the moment.
If she's in mid-air as the original speed implies (it's using Zandronum air physics, remember!), it depends on whether she's ascending or descending. Let's assume descending for now.

The way gravity in Doom works is that it corresponds to a value which is added to a thing's vertical velocity linearly each tic. A fall lasting one second is about a speed of 36 units a second.
(Irrelevant, but 32 units is equivalent to a meter, so you're falling about a meter a second)

For the sake of theory, let's assume that there is still a wall pressed up against her at all time that she is still somehow magically wallrunning against, even when she throws herself in a new direction. Maybe she has walls attached to her boots or something.
Let's say from the moment she's started running, she's been falling. As she builds up speed from falling, the dash builds up more power--even with just one second of falling, that's a x36 modifier to go spread among the X, Y, and Z momentum. Even more if you're aiming straight upwards, which puts less focus on Z momentum (Cyberrunner isn't allowed to dash straight up, apparently!). 36 divided by 2 is 18.

Go ahead, multiply that by 5672.651868152 by 18. See what you get.
102107.733626736 mph for half a second.

>> No.413416

Still not showing.

Don't fuck with me boy, refreshing is better.

>> No.413418
File: 499 KB, 483x325, spongebab.gif [View same] [iqdb] [saucenao] [google] [report]

>1 life
You double nigger.

>> No.413427

downloading right now, see you negrahs in a sec

>> No.413440
File: 38 KB, 640x480, mother-of-god.jpg [View same] [iqdb] [saucenao] [google] [report]

>over 100k mph
>over mach 134

>> No.413452

stop working on this, i wanna fucking enjoy doomkart

>> No.413460


But can we go even faster?

>> No.413493


Could a rocket or a BFG blast increase one's acceleration at that point?

>> No.413498

You will know these maps so intimately it'll be in your dreams.

>> No.413518
File: 11 KB, 299x298, ss94.jpg [View same] [iqdb] [saucenao] [google] [report]

For the record?

That's 28.36 miles a second.
That's enough speed to run across the entire USA in a minute and a half.

>> No.413529


oh snaps that's awesome! i've been wanting a port of that game forever. thanks for the link!

>> No.413530

Well, she can't use either.

>> No.413540
File: 576 KB, 960x540, website-speed.jpg [View same] [iqdb] [saucenao] [google] [report]


It COULD, but depending on the location hit, time of the jump, and whether or not the game is feeling generous, the variables of speed could be entirely random.
Plus, she doesn't have a BFG.

She DOES kind of sort of have a rocket-esque alt-fire for her weapons, though, but since she needs to be falling to be in this position she can't rocketjump off something.

>> No.413569

can someone copypasta the entire discussion into a png or something

this is fucking sex

>> No.413575

Cyberrunner has an alt-fire, no damage rocket blast specifically for rocket jumps.

>> No.413582

>no damage rocket blast

shoot one at an enemy monster

>> No.413608


Shoot one at an enemy monster you're supposed to be fighting or another player.

>> No.413618

I've even shot another player in the face with one.
It does no damage.

>> No.413641

hey guys

how fast is doomkart gonna be?

>> No.413653


I meant if she were hit by a stray (or intentional) BFG shot.

>> No.413732

>There will never be a sitcom starring doomguy, douk, and quakeguy that's narrated by morgan freeman

>> No.413779


Not fast enough.

>> No.413789

kind of a tough wad, relies too much on back attacks for cheap h- oh i guess it's over

>> No.413937

how does a wad even get this unplayable

>> No.414014
File: 470 KB, 640x547, hidaruid.png [View same] [iqdb] [saucenao] [google] [report]


You know, your name has me wondering something.

Are there any Kamen Rider Doom mods? If not, someone should get on that shit.

>> No.414019

Not cyber runner fast.

>> No.414061

I switched to DM using ZDWmaps. I want to try something out.

>> No.414068
File: 578 KB, 1600x1200, Screenshot_Doom_20130410_160203.jpg [View same] [iqdb] [saucenao] [google] [report]

Bloody Chex Quest mod when?

Kidding aside, that shotgun is so satisfying to fire in the Bloody Doom mod, so very very satisfying. It's a shame the chaingun still kinda feels like you're just shooting foam pellets at your enemies.

>> No.414079

pretty fun decent level design and you get to watch one man's slow descent into insanity to top it all off
it's like dinner and a show

>> No.414090

10/10. Wad of the year.

>> No.414092

Sgt Mark IV did a brutal chex joke for april fools.

>> No.414125
File: 11 KB, 730x413, 1253592685379.gif [View same] [iqdb] [saucenao] [google] [report]

Just Youtube'd it, that's pretty hilarious.

>Chaingun fueled by Zorch.

>> No.414145

why to trap me

>> No.414148

What about an Akibaranger doom wad?

>> No.414210

Server has been changed to a favorite to avoid me totally becoming cancer.. Cyberrunner LMS.
Info over here:>>413398

>> No.414213

Seriously, I miss playing wads like this from the 90's. Couldn't find the red key though.

>> No.414252

Jesus Christ /vr/, just Jesus Christ.

I thought I knew fast.

You said this was faster.

You gave some big numbers.

I was truly not ready for this kind of fast.

>> No.414291



>> No.414293

>cyberrunner deathmatch

>> No.414325


>> No.414376

fuck jokewads

>> No.414397
File: 140 KB, 883x1339, sll550.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.414445
File: 463 KB, 1000x1263, 1365625442919[1].png [View same] [iqdb] [saucenao] [google] [report]

A gift from our brothers at /v/.

>> No.414459

What was the combo for ludicrous speed in Cyberrunner again? Right now I'm running:

>Turbo 255
>Haste Rune
>Cyber Speed Up Whatever

Is thre anything more I can do? Are there redundancies? This setup already makes me practically sick just to move around.

>> No.414513

very fun wad but very short
guy did very well for first wad and it was made in '95 too

>> No.414518

SR50 or 40 if you can't handle holding all the buttons for 50

>> No.414531
File: 226 KB, 852x442, GRAAGH.png [View same] [iqdb] [saucenao] [google] [report]

Isnt there a way you can change friction?
Maybe you could use that to your advantage

>> No.414532

Make sv_aircontrol it's normal Zandronum value, 0.0000325, and jump.
ArtiSpeedBoots, then hit the use item button.

And, if there's a long straight wall, wallrun along it too.

>> No.414575
File: 87 KB, 477x358, entral.jpg [View same] [iqdb] [saucenao] [google] [report]


You guys weren't fucking kidding when you said it was fast.

>> No.414591

Friction will be tried. What's SR50?

>> No.414594

Straferunning technique.

>> No.414624


>> No.414629

Nevermind, looked it up. How do you activate SR50? I'd rather not learn how to do that shit.

>> No.414631

all this movement is making me sick.
i think we found such a thing as "too fast", guys.

>> No.414649


I tried to get a friend of mine to play just regular Zandro co-op a while back and he developed a minor case of motion sickness.

What's with this? Is Doom really 2fast for some people?

>> No.414657


>> No.414662

talking about cyberrunner

>> No.414664

It's beyond 2fast.

It's 4fast.

>> No.414678

Where can I obtain this Cyberrunner?

>> No.414692


Hence why I specified
>just regular Zandro co-op

You know, to point out that even regular Doom is too fast for some people.

>> No.414704


>> No.414706


>> No.414727


>> No.414885

It's SR50fast100me.

>> No.414926

Starting arcanum

>> No.414964

I'm freerunning in some of the larger ZDWars maps now to test how fast you can really go.

How can I get all the speed items in ZDW? Turbosphere and Haste Rune are there but not Boots of Speed. I can also do Turbo 255 and Cyber Boost.

>> No.414972

Boots of Speed are hexen only

>> No.414986

give ArtiSpeedBoots in console.
Then hit Use Item.

The code is there, the sprites/sounds are not.

>> No.415030

stouffer so mad

>> No.415081

Why are they called anti-speed?

Also, what if you used Hi Jump rune to increase time in the air?

>> No.415097

It's ArtiSpeed, not AntiSpeed.
Artifact Speed Boots

>> No.415189

This thread is hitting autosage.
New thread here.

>> No.415203


Okay, I added them. Jesus Christ it got even faster.

Is there a good way to record demos in Zandronum? I might try recording some stuff and seeing what happens.

>> No.415321

Open up Doomseeker, hit Record Demo, open up Zand session via Doomseeker, go wild.

>> No.415903

I love playing with crouching and jumping, it's excellent for moving around and maneuvering against monsters, but why the fuck would you break sequence on classic style maps?

Where's the fun in that?

>> No.415981

>Sometimes it can be a switch hunt
>it can be a switch hunt
>sometimes a switch hunt

It was Switch Hunt: The Game.
And it was some fucking cryptic switch hunting too, you'd pull a lever somewhere, the game will tell you that it did SOMETHING, SOMEWHERE, but not WHAT or WHERE, so you have no choice but wandering the map/hub looking for what that fucking switch did.
Very few of the puzzles were intuitive or made much sense.

The game had atmosphere, which can get a game far, VERY far, just look at Morrowind, the game has terrible combat, but the setting, world, atmosphere, the people, the factions, the creatures, it all comes together.

Hexen has SOME immersion, but ultimately it falls flat, and the gameplay drags it down.
It's also long as fuck, I'd be relieved that I'd finally dredged through a puzzle, find the exit, I'd be at a new level, and then realize that I was going to have to do that shit all over again.

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